Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
Okay, let's go!
Karazhan:
I feel like Winged Bellhop is too similar to Mana Wraith. They both cost (2), and have the same effect, and although the monkey has a (maybe) better statline, it's still extremely similar.
Gadgetzan Wormhole is pretty cool, although I'd probably word it 'Discover a Racer minion'. It'll function differently in other classes, but it makes more sense IMO. Your choice.
Midnight's Reigns should probably be Midnight's Reins, (look it up in the dictionary), but otherwise, it's a cool effect. Probably way to slow though?
Gadgetzan stuff:
First off, I'm not particularly sure about your faction's effect - all of the other factions effects are a sort of 'output', while your one is an 'input' - if you know what I'm saying? Kabal has a bit of both (outputs potions, input no-duplicates i'mfkingsickofthatstuffinranked), but both Jade Lotus and Grimy Goons are distinctly 'output' effects with different triggers, which means that they will synergise a lot with each other, while your one doesn't really make people think 'let's build an Infuse deck!'. It doesn't really reward you for building around it. You catch my drift?
That aside:
Hulking Defender: Seems fair. Leyline Seaker: Normal stuff, needs to be there, not much to say. Dr. Strange: I love how this guy is a psuedo Choose-one, since him dealing damage for his battlecry would cause him to lose stealth. A 4 mana 4/5 with Stealth is pretty darn strong, though. Also, maybe it's just me, but he doesn't feel legendary. But then again, Aya Blackpaw doesn't really feel that legendary either, so...
Target Dummy 2.0: Seems good. It's a better Shieldbearer, which sucks, so I guess it's OK. Defender Device: Don't have much to say about this one. Leyline Watcher: I feel like this guy's effect is way cooler than Strange's, but it could be just me? You might want to say 'Become a Dragon' instead of just 'gain dragon'. Faulty Parts: I'm not a fan of this since it can screw up a lot of combos. Oh, you got that Thaurissan down? Say goodbye to all your discounts (I assume they'd go away if they got shuffled back in)! Maybe if it shuffled just your own? Whammy Slammer: Seems really weak - looking at Doppelgangster and Force of Nature. It gives you an option, but still. Vicious Rookie: Seems good. Bullet-Thrower: This is really cool. I like it. Corpse Run: Also pretty cool, although I'm not a fan of the art. Blaze: Seems bad. No matter how big it is, it's a 10 mana pile of stats with no effect, which'll probably never be played.
Okay, now that that's out of the way, take a look at my basic set! I'm not happy about 50% of the art (as well as some of the cards), but I just wanted to get this out there for now. The ones I'll be looking for better art for are: Eye of Er Lang, Song of Mists, Hearthside Altar (although I've sorta given up on finding better art for it), Crimson Oni (it's not actually an Oni XD) and Light of Amaterasu.
Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
Winged Bellhop - The balance seems fine, mainly because this is almost identical to Mana Wraith. I think you need to do something to differentiate them.
Gadgetzan Wormhole - Gnomish Engineers can teleport to Gadgetzan in WoW. I think Gadgetzan Teleporter would be more appropriate. Also, I really don't like the 0-Cost minions, because there are only 3 of them, and what do Wisps and Murloc Tinyfins have to do with Gadgetzan?
Midnight's Reigns - I don't like this because it's basically a clone of Explorer's Hat. You need to do something to differentiate it.
Hulking Defender - The Infuse on here makes this a really good card. Balance seems about right.
Straing - Won't the Infuse effect make him lose Stealth? Is that the point? If so, 5 mana for the Infuse seems like too much. On a Legendary minion, I think 3 would be enough.
Masterwork Target Dummy - Good interpretation of the Spell-taunt effect. If there was a way to shorten the name just a little, it would look better.
Defender Device - I feel like you put too much stuff into the 1 mana Infuse. I think you should make Draft part of the base effect.
Leyline Watcher - "Watcher" seems like too generic of a name here. You should make it something specific to the flavor of your class. Like, why are they riding on something? Leyline Patroller, maybe? Or Ranger? Also, you don't seem to get enough value out of the Infuse. It's only 4.5 mana worth of effects, for 7 mana. And I get the flavor of the Dragon, but is that actually worth anything? The only ways to interact with Dragons are while they're in your hands, so it's kinda pointless mechanically.
Faulty Parts - This is a hand attack on your opponent, so I really dislike it. I don't think you should make something like this.
Whammy Slammer - I feel like you aren't getting good value for the Infuse, again. Choose One is only budgeted at like, half a mana, so you shouldn't be budgeting more than that.
Vicious Rookie - Seems fine.
Bullet Thrower 5000 - I don't get how this is a 0-mana card. The effect has a big limitation, but it's still strong.
Corpse Run - Thematically, this doesn't seem tied that well either to your class or to MSoG.
Joannie Blaze - This feels like it will just be removal-bait. A 10-mana minion has to be more than just really big to be worth playing.
Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
ONiK:
Winged Bellhop: As nurgling pointed out, this is very similar to Mana Wraith. Perhaps you could buff up its stats and make its effect only apply to your minions?
Gadgetzan Wormhole: Interesting design, but it should be named "Gadgetzan Portal" if your intention is for it to be in line with the other "Portal" cards in Karazhan.
Midnight's Reigns: Perhaps to differentiate this from Explorer's Hat, you could have the spell give a minion +2/+2 and Deathrattle: Give a minion +2/+2 and this Deathrattle (flavorwise, the reigns of Midnight are actually being passed on to a minion on the board).
MSoG:
In general, I like the Marvel reference of your faction! Very cool! (I've got a few comic book references lined up in my class myself)
Hulking Defender: Pretty well balanced; assuming an average of 2 to 3 enemy minions, it can be a 7/7 or 8/8 Taunt for 7 if you infuse.
Straing: The current Infuse effect would be fine at (4), but regardless the effect feels like it could be a tad more interesting for a Legendary. After all, this is the Sorcerer Supreme First Defender we're talking about. Maybe you could give him multiple Infuse effects, each of which triggers at a different Mana cost (although text density is then an issue). Or maybe give him "Infuse (X): Deal X damage to all enemies." (although then you would have to increase his base cost to prevent the AoE from being too strong).
Masterwork Target Dummy: A fair card, comparable to Flash Heal in terms of the Health it saves you.
Defender Device: This feels a bit underpowered: Hand of Protection is 1 Mana, so the base cost of Defender Device
Leyline Watcher: The Infused version of the minion feels on the weak side (10 Mana 8/8 Taunt is quite poor, and the Draft effect would be relevant with 1 Cost cards generally), so I would make the Infuse cost 6 instead.
Faulty Parts: Cool effect, although maybe make it cost 2 since it does disrupt your opponent's hand.
Whammy Slammer: A vanilla 3/2 for 2 is somewhat weak, and two 3/2s for 5 is definitely weak. Maybe have the Infuse effect also give the copy Charge for that "Whammy Slammer" flavor, and to justify paying 3 Mana for a 3/2.
Vicious Rookie: Solid minion, not much else to say.
Bullet Thrower 5000: Okay card, I'd say. You get 10 Mage Hero Power uses with the Coldarra Drake effect in play, at the cost of a card slot.
Corpse Run: The base effect is cool and balanced, but the Infuse effect is potentially too strong. Unlike Resurrect, you have some latitude in choosing which minion you get back, making it quite good late game. Also, could you clarify if the Infuse effect summons it from your hand, or do you summon the minion while still having the Discovered copy in your hand? If it's the second one, that is definitely too strong.
Joannie Blaze: I assume this works in the same way that C'Thun does, so if it gets summoned in a way besides playing it from your hand, it'll still be buffed? I like the reference, but I'm not sure how the effect really relates to your class or faction.
Hi, Odinson. I just wanted to drop by to say this is a really good idea for those who still want to develop their classes.
Unfortunately, I won't be using this thread, as I've lost interest in my class's mechanic. As I've learned, it's really hard to make an entire class based on swapping stuff. It would probably have been better as an Adventure or something.
But still, kudos to you all. It takes heart to design an entire class in such tight time constrains. I'm really looking forward to the next CCC. Perhaps I'll be able to apply some stuff that I learned from this one then.
Lantern Prayers: Interesting card for token/combo decks. That said, be cautious about your class's access to cheap token minions and direct damage spells.
Spirit Blaze: Cool, a good, less aggressive counterpart to Hellfire.
Wind and Water: This card gets its Cost-worth of value at 2 minions, and going beyond that in one turn is not too hard. Costing it at 4 may be safer if your class is going to have substantial access to cheap minions.
Eye of Er Lang: The effect is fine, but the wording could be a bit more in line with how Blizzard would probably word it: "Deal 3 damage. Reveal your opponent's hand this turn." (Unless I'm misinterpreting the effect?)
Crimson Oni: Pretty aggressive card. Like I said earlier, be cautious about access to tokens. In general, this effect is fair.
Song of Mists: This card is very dangerous design-wise, as it could lock out your opponent's board space by reducing their minion's Attack to 0. I would replace this card. (If you keep it though, "Attack" should be capitalized.)
Light of Amaterasu: This card is solid for survivability. However, "Health" should be capitalized.
Shrine Dancer: This minion is balanced, but not very interesting for a class card, even for a basic.
Ancestor's Guidance: I like the card, but I don't think it should be in the Basic set: imagine if Cabalist's Tome were in Mage's basic set. You'd be getting spells from sets you've never seen before as a new player. Maybe you could argue that's fun and a good thing, but for me that breaks the progression of getting access to better cards over time.
Hearthside Altar: The effect is technically balanced, but a bit underpowered in practice (so just in-line with power level of basic sets, I guess).
Hi, Odinson. I just wanted to drop by to say this is a really good idea for those who still want to develop their classes.
Unfortunately, I won't be using this thread, as I've lost interest in my class's mechanic. As I've learned, it's really hard to make an entire class based on swapping stuff. It would probably have been better as an Adventure or something.
But still, kudos to you all. It takes heart to design an entire class in such tight time constrains. I'm really looking forward to the next CCC. Perhaps I'll be able to apply some stuff that I learned from this one then.
I mean this isn't just for those classes. If you just want to start working on some random ideas do it here. There isn't any reason you can't be prepared for the next class competition with a more sound idea.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
“If things went exactly according to plan, then ya gotta dream bigger.” – Kandy Turnwrench
Class Synopsis and Lore:
Kandy Turnwrench is the Name…
[Lore] So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as a novice engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, rekindling their childhood friendship and working with him on building new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair.
Tinkering is My Game…
[Class Synopsis] The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to roll with whatever kinks there are in your stuff. This class very much enjoys getting value, something which it accomplishes through its Hero Power and cards which package effects together. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect/conditional removal), applying effects to them which may not trigger immediately, or have some strings attached. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on.
Mechanics: The next minion/spell you play also does X; Has X on your turn [the “Faulty” minions]; The "Upgrade" spells; Conditional buffs, removal, and AoE
Expect the unexpected, and roll with it!
Hero Power, Class Keyword, and Mechanic Explained:
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry (although in some cards it may be able to trigger more repetitively), except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect).
How the "Next spell/minion you play also does X" Mechanic could work In-game:
-->
(Excuse the lackluster editing)
In this example, let's say you played the "A Quick Tune-Up" spell. After you play it, all of the minions in your hand would have a "sparks flying" type animation to signify that all cards of that type (either minion or spell) will have the effect described in the spell (or minion Battlecry) in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Behold, My Mighty Inventions! [Cards]
Basic Set:
Classic Set:
Naxx & GvG Sets:
BRM & TGT Sets:
(Justicar Hero Power)
LoE & WoTOG Sets:
ONiK & MSoG Sets:
MSoG Gang: The Nexus Order
Gang Lore:
The Nexus Order, led by the enigmatic ethereal Nexus-Lord Inhazzar, is all about using magical and other means in order to enhance its minions, and will often require the channeling offered by spells in order to achieve this. The Tinker, Bard, and Nightmare all are familiar with buffing (or debuffing) minions. But how did they end up working together?
Gang Mechanic:
The Enhance mechanic is a cross between the Grimy Goons' hand buffing and the recently revealed Adapt mechanic (for the record, I had conceived the idea for Enhance before Un'Goro was revealed, so the similarity there is coincidental). There are 12 possible effects, with 3 of them being based on one of the three classes in the gang.
Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
Okay, let's go!
Karazhan:
I feel like Winged Bellhop is too similar to Mana Wraith. They both cost (2), and have the same effect, and although the monkey has a (maybe) better statline, it's still extremely similar.
Gadgetzan Wormhole is pretty cool, although I'd probably word it 'Discover a Racer minion'. It'll function differently in other classes, but it makes more sense IMO. Your choice.
Midnight's Reigns should probably be Midnight's Reins, (look it up in the dictionary), but otherwise, it's a cool effect. Probably way to slow though?
Gadgetzan stuff:
First off, I'm not particularly sure about your faction's effect - all of the other factions effects are a sort of 'output', while your one is an 'input' - if you know what I'm saying? Kabal has a bit of both (outputs potions, input no-duplicates i'mfkingsickofthatstuffinranked), but both Jade Lotus and Grimy Goons are distinctly 'output' effects with different triggers, which means that they will synergise a lot with each other, while your one doesn't really make people think 'let's build an Infuse deck!'. It doesn't really reward you for building around it. You catch my drift?
That aside:
Hulking Defender: Seems fair. Leyline Seaker: Normal stuff, needs to be there, not much to say. Dr. Strange: I love how this guy is a psuedo Choose-one, since him dealing damage for his battlecry would cause him to lose stealth. A 4 mana 4/5 with Stealth is pretty darn strong, though. Also, maybe it's just me, but he doesn't feel legendary. But then again, Aya Blackpaw doesn't really feel that legendary either, so...
Target Dummy 2.0: Seems good. It's a better Shieldbearer, which sucks, so I guess it's OK. Defender Device: Don't have much to say about this one. Leyline Watcher: I feel like this guy's effect is way cooler than Strange's, but it could be just me? You might want to say 'Become a Dragon' instead of just 'gain dragon'. Faulty Parts: I'm not a fan of this since it can screw up a lot of combos. Oh, you got that Thaurissan down? Say goodbye to all your discounts (I assume they'd go away if they got shuffled back in)! Maybe if it shuffled just your own? Whammy Slammer: Seems really weak - looking at Doppelgangster and Force of Nature. It gives you an option, but still. Vicious Rookie: Seems good. Bullet-Thrower: This is really cool. I like it. Corpse Run: Also pretty cool, although I'm not a fan of the art. Blaze: Seems bad. No matter how big it is, it's a 10 mana pile of stats with no effect, which'll probably never be played.
Okay, now that that's out of the way, take a look at my basic set! I'm not happy about 50% of the art (as well as some of the cards), but I just wanted to get this out there for now. The ones I'll be looking for better art for are: Eye of Er Lang, Song of Mists, Hearthside Altar (although I've sorta given up on finding better art for it), Crimson Oni (it's not actually an Oni XD) and Light of Amaterasu.
Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
Winged Bellhop - The balance seems fine, mainly because this is almost identical to Mana Wraith. I think you need to do something to differentiate them.
Gadgetzan Wormhole - Gnomish Engineers can teleport to Gadgetzan in WoW. I think Gadgetzan Teleporter would be more appropriate. Also, I really don't like the 0-Cost minions, because there are only 3 of them, and what do Wisps and Murloc Tinyfins have to do with Gadgetzan?
Midnight's Reigns - I don't like this because it's basically a clone of Explorer's Hat. You need to do something to differentiate it.
Hulking Defender - The Infuse on here makes this a really good card. Balance seems about right.
Straing - Won't the Infuse effect make him lose Stealth? Is that the point? If so, 5 mana for the Infuse seems like too much. On a Legendary minion, I think 3 would be enough.
Masterwork Target Dummy - Good interpretation of the Spell-taunt effect. If there was a way to shorten the name just a little, it would look better.
Defender Device - I feel like you put too much stuff into the 1 mana Infuse. I think you should make Draft part of the base effect.
Leyline Watcher - "Watcher" seems like too generic of a name here. You should make it something specific to the flavor of your class. Like, why are they riding on something? Leyline Patroller, maybe? Or Ranger? Also, you don't seem to get enough value out of the Infuse. It's only 4.5 mana worth of effects, for 7 mana. And I get the flavor of the Dragon, but is that actually worth anything? The only ways to interact with Dragons are while they're in your hands, so it's kinda pointless mechanically.
Faulty Parts - This is a hand attack on your opponent, so I really dislike it. I don't think you should make something like this.
Whammy Slammer - I feel like you aren't getting good value for the Infuse, again. Choose One is only budgeted at like, half a mana, so you shouldn't be budgeting more than that.
Vicious Rookie - Seems fine.
Bullet Thrower 5000 - I don't get how this is a 0-mana card. The effect has a big limitation, but it's still strong.
Corpse Run - Thematically, this doesn't seem tied that well either to your class or to MSoG.
Joannie Blaze - This feels like it will just be removal-bait. A 10-mana minion has to be more than just really big to be worth playing.
Ok, I guess I should pull out what I've been working on.
ONiK
Explanation
Adventure Focus
With ONiK my focus was on keeping up with flavor while developing a bit of unique stuff. So the focus for me became spells that summon minions and buffs. We have a nice little suite of cards that have some functionality together, plus some of the existing Token generating effects that Racer already uses.
Winged Bellhop - ONiK is full of bottom up design. That means I started with a base idea from an existing item and then honed my card to fit this class. I looked at which bosses had room for a Class challenge and there weren't many options. So I went with The Crone. That instantly made me want to do a Monkey, since I felt like it was a shame we as players didn't get one, only the boss. Racer is pretty good at overcoming small mana increases with Draft and of course we have a good amount of buffs and tokens so we get in at a premium.
Gadgetzan Wormhole - There aren't really any portals to Gadgetzan, but those crafty engineers have invented Wormhole devices to get to places they need to get to. Positioned just south of the Shimmering Flats, home of the Mirage Raceway, Gadgetzan is the perfect place to land. It also gives us an interesting little connection the next expansion. I went with this really weird two 0-Cost minions because most of the other costs were kind of taken, and I felt like I wanted to card to make 2 things. 0-Cost minions are a bit shallow, but its still something.
Midnight's Reigns - I always kind of liked Explorer's Hat, but it didn't have quite enough value. That's why I wanted to play on this bigger version. The value is still low, but higher impact overall, but also a bit more clunky to use. This is the card I'm least sure of in this set.
MSoG
Faction - The Leyline Defenders
Keyword and explanation
The Leyline Defenders are a group of individuals that actually aren't focused on a mad power grab, but more so in protecting a source of power for evil forces. These like-minded individuals have not only discovered these powerful leylines but help protect them from unsavory characters. Their presence is Gadgetzan is tied heavily to the surrounding areas like Un'Goro Crater, Uldum, and of course Tanaris itself with locations like the Caverns of Time. They are of few numbers and so they have recruited some of the swiftest and most skilled heroes from across Kalimdor to help them protect these points of interest.
The Infuse keyword comes from the natural energies which gradually increase the power of those near them. By using more of your mana you are able to tap into this new power and gain dynamic bonuses. Allowing you to effectively have 2 separate cards in 1. So similar to the scaling gained from other factions, instead of generating some sort of ever increasing value, like Jade or a very static bonus like Grimy Goons, we have two very fluid methods of use for each card.
A side note, if you haven't noticed I'm a huge comic book nerd, and I can't help but throw nods to characters and ideas. The basic idea here is to rip off the classic Defenders Marvel comic, something very different from the Series that will soon be coming to Netflix. Every legendary I've made and all my tri-class are fairly easy to identify Marvel charaters, some with fun twists.
Explanations
not quite there yet, very close but I ran out of time.
ONiK:
Winged Bellhop: As nurgling pointed out, this is very similar to Mana Wraith. Perhaps you could buff up its stats and make its effect only apply to your minions?
Gadgetzan Wormhole: Interesting design, but it should be named "Gadgetzan Portal" if your intention is for it to be in line with the other "Portal" cards in Karazhan.
Midnight's Reigns: Perhaps to differentiate this from Explorer's Hat, you could have the spell give a minion +2/+2 and Deathrattle: Give a minion +2/+2 and this Deathrattle (flavorwise, the reigns of Midnight are actually being passed on to a minion on the board).
MSoG:
In general, I like the Marvel reference of your faction! Very cool! (I've got a few comic book references lined up in my class myself)
Hulking Defender: Pretty well balanced; assuming an average of 2 to 3 enemy minions, it can be a 7/7 or 8/8 Taunt for 7 if you infuse.
Straing: The current Infuse effect would be fine at (4), but regardless the effect feels like it could be a tad more interesting for a Legendary. After all, this is the Sorcerer Supreme First Defender we're talking about. Maybe you could give him multiple Infuse effects, each of which triggers at a different Mana cost (although text density is then an issue). Or maybe give him "Infuse (X): Deal X damage to all enemies." (although then you would have to increase his base cost to prevent the AoE from being too strong).
Masterwork Target Dummy: A fair card, comparable to Flash Heal in terms of the Health it saves you.
Defender Device: This feels a bit underpowered: Hand of Protection is 1 Mana, so the base cost of Defender Device
Leyline Watcher: The Infused version of the minion feels on the weak side (10 Mana 8/8 Taunt is quite poor, and the Draft effect would be relevant with 1 Cost cards generally), so I would make the Infuse cost 6 instead.
Faulty Parts: Cool effect, although maybe make it cost 2 since it does disrupt your opponent's hand.
Whammy Slammer: A vanilla 3/2 for 2 is somewhat weak, and two 3/2s for 5 is definitely weak. Maybe have the Infuse effect also give the copy Charge for that "Whammy Slammer" flavor, and to justify paying 3 Mana for a 3/2.
Vicious Rookie: Solid minion, not much else to say.
Bullet Thrower 5000: Okay card, I'd say. You get 10 Mage Hero Power uses with the Coldarra Drake effect in play, at the cost of a card slot.
Corpse Run: The base effect is cool and balanced, but the Infuse effect is potentially too strong. Unlike Resurrect, you have some latitude in choosing which minion you get back, making it quite good late game. Also, could you clarify if the Infuse effect summons it from your hand, or do you summon the minion while still having the Discovered copy in your hand? If it's the second one, that is definitely too strong.
Joannie Blaze: I assume this works in the same way that C'Thun does, so if it gets summoned in a way besides playing it from your hand, it'll still be buffed? I like the reference, but I'm not sure how the effect really relates to your class or faction.
Before I do anything else, I want to just say, I've gone back to the well. Thanks for all the feedback. I think the biggest issue is that none of these cards are kind of build around, like the other guilds cards are. Therefore I've gone a route that I think has a bit more of that feeling. I'll be working out all the changes and posting that soon enough but I have some reviewing to do first and I'll crack on that before I make you look at more of my mess. Thanks again, and Mewdrops you're up next, but I'll do that in a new post so you know I'm talking to you and not everyone.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, now that that's out of the way, take a look at my basic set! I'm not happy about 50% of the art (as well as some of the cards), but I just wanted to get this out there for now. The ones I'll be looking for better art for are: Eye of Er Lang, Song of Mists, Hearthside Altar (although I've sorta given up on finding better art for it), Crimson Oni (it's not actually an Oni XD) and Light of Amaterasu.
Explanations to come later.
First off, its so weird to see this class in this color. Just not used to it yet haha. I mean I guess this is kind of a different class, but its kind of the same class. Anyway, seems like this new refreshed idea is already starting from a more cohesive point. I think you have a great theme in the Summoning/Casting multiple things, but your current example mana costs make it all look very clunky.
Lantern Prayers - This is very interesting. Very very powerful but has that nice delay. Could be crazy powerful, hard to judge, but interesting. I'm curious. Does this trigger at the start of the turn on your current minions or will it affect minions you play after that start of the turn? Because that could lead to some crazy combo action.
Spirit Blast - Kind of bland but not unexpected. The art here doesn't sell me on the effect itself.
Wind and Water - This is another weird one. Its much harder to get value off of this than a flat buffing of your board. I almost feel like because of that 3 mana might be a touch high.
Eye of Er Lang - This is a weird one. Does it use some sort of unique interface? What's you plan for this. It could eat up hordes of time from slow players and we have no way to judge this sort of thing because it hasn't existed in HS yet, so it hard to judge its value.
Crimson Oni - This seems pretty interesting. Its like a giant Knife Juggler that only goes face. Seems balanced. Nice Akuma art, I'm a big Street Fighter fan haha.
Song of Mists - This one is the weirdest by far. Permanent attack loss is a serious thing and this could easily lead to locking your opponent out of being able to attack at all or play anymore minions. That is a scary thing.
Light of Amaterasu - Priest of the Feast the Spell seems fine.
Shrine Dancer - This seems out of place without more explanation. Otherwise its fine.
Ancestor's Guidance - I don't like this as a Basic card. A Basic card that gets you non-Basic cards doesn't lead to keeping the new player experience in check.
Hearthside Altar - Great on theme effect. All those summon things and here is this at the top end. Its a bummer it doesn't combo with those though. Like you can't play this with Wind and Water or Song of Mists. That seems like a miss.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Thanks for your feedback! (I'd try and review your class MrPasserby, but it's just a bit too much content for me, sorry... if you've got something specific you want help with, I can try and help with that...)
Ancestor's Guidance is definitely moving to the classic set.
It's funny how you guys have different opinions on Wind and Water. I guess that means I'll be keeping it as-is for now.
Song of Mists is being swapped out for something else when I find inspiration. I'd make it give 'stealth until next turn' to minions you play, but Stealth isn't allowed in the basic set ;-;
Hearthside Altar was designed to be a 'big guy' sort of card, which could be used in a ramp-style deck with Channeling. Maybe I ought to make it 2 mana summon three 1/1s? Would that make more sense? Is there too much Combo potential?
Eye of Er Lang: I didn't think that one through either. It's based on Er Lang Shen's magical third eye, which lets him see cool things, so... I think maybe it could work like a sort of Discover effect, where the cards show up on the screen? IDK...
Lantern Prayers: It's like a temporary aura effect. So minions you summoned would get the Spell Damage until the turn ends - imagine the sick combos you could pull! I really like this card personally - the art is awesome, and I think it nails the flavour of sending out a prayer and receiving assistance from the gods later. I'm pretty proud of that one. IDK about balance though...
Shrine Dancer is just filler because I ran out of ideas... what if I replaced it with this?
Based on the 地缚灵 of chinese folklore. They're spirits that are bound to certain places in the earth, usually their burial place or some place they have a strong connection to. I think the 'can't attack' nails that flavour pretty well. This also gives a big-drop for the Ramp style, which lets me make Hearthside Altar more combo-centred like I mentioned above.
I'm really liking this new border. It's a little disconcerting at first, but I think it's actually nicer. That, and the chinese text around the left side translates to 'Tomato World', which is HILARIOUS.
Okay, now that that's out of the way, take a look at my basic set! I'm not happy about 50% of the art (as well as some of the cards), but I just wanted to get this out there for now. The ones I'll be looking for better art for are: Eye of Er Lang, Song of Mists, Hearthside Altar (although I've sorta given up on finding better art for it), Crimson Oni (it's not actually an Oni XD) and Light of Amaterasu.
Explanations to come later.
Your set is looking good! Some comments:
Latern Prayers looks a bit problematic. It could set very strong turns and OTKs combined with a couple damaging spells. I'd be wary of creating sticky minions for your class, and damaging spells, if you want to keep this card.
Spirit Blaze seems cool, standard AOE.
Wind and Water looks a bit difficult to use. However, I like your theme of enhancing your summons, so it might be alright.
Eye of Er Lang is... interesting. Very powerful spell, maybe 2 damage or 3 to a minion? 3 + the unconditional effect seems too much. Otherwise, smart and flavorful design.
Crimson Oni standard minion, probably a good fit for aggressive zoo-like decks. It could be really powerful, but I like it. For art, the Kamigawa expansions of Magic the Gathering have lots of onis and kamis, that seem to fit your class. I don't really know if they are accurate, but they look cool enough.
Song of Mists is confusing. Does the Attack penalty stay after your turn? If it does, I think this is busted. You can leave your opponent with unusable board slots that he can't repair, with a bunch of 0 Attack minions. Extremely good against board flooding decks. If it doesn't stay, it has a very high mana cost. 1 mana might be fine.
Light of Amaterasu is a cool card. Fits, and it is balanced.
Shrine Dancer might be a bit too bad. We had Whirling Zap-o-matic in GVG, so I think you canget away for at least making it a 3/4 or even 4/4. I may be a bit too optimistic on this, though.
Ancestor's Guidance is a card I like a lot. Cabalist's Tome is one of my favourite cards, but it may be too RNG dependant. With this one, you hit the same cool points but there is less RNG involved as you get less spells per cast, and the spells probably are not as spiky as Mage's.
Hearthside Altar is cool, but probably a bit too slow.
Thanks for your feedback! (I'd try and review your class MrPasserby, but it's just a bit too much content for me, sorry... if you've got something specific you want help with, I can try and help with that...)
Ancestor's Guidance is definitely moving to the classic set.
It's funny how you guys have different opinions on Wind and Water. I guess that means I'll be keeping it as-is for now.
Song of Mists is being swapped out for something else when I find inspiration. I'd make it give 'stealth until next turn' to minions you play, but Stealth isn't allowed in the basic set ;-;
Hearthside Altar was designed to be a 'big guy' sort of card, which could be used in a ramp-style deck with Channeling. Maybe I ought to make it 2 mana summon three 1/1s? Would that make more sense? Is there too much Combo potential?
Eye of Er Lang: I didn't think that one through either. It's based on Er Lang Shen's magical third eye, which lets him see cool things, so... I think maybe it could work like a sort of Discover effect, where the cards show up on the screen? IDK...
Lantern Prayers: It's like a temporary aura effect. So minions you summoned would get the Spell Damage until the turn ends - imagine the sick combos you could pull! I really like this card personally - the art is awesome, and I think it nails the flavour of sending out a prayer and receiving assistance from the gods later. I'm pretty proud of that one. IDK about balance though...
Shrine Dancer is just filler because I ran out of ideas... what if I replaced it with this?
Based on the 地缚灵 of chinese folklore. They're spirits that are bound to certain places in the earth, usually their burial place or some place they have a strong connection to. I think the 'can't attack' nails that flavour pretty well. This also gives a big-drop for the Ramp style, which lets me make Hearthside Altar more combo-centred like I mentioned above.
I'm really liking this new border. It's a little disconcerting at first, but I think it's actually nicer. That, and the chinese text around the left side translates to 'Tomato World', which is HILARIOUS.
I changed some art:
Yeah, I'd like some feedback especially on the balance and flavor of my MSoG faction and the Enhancements I made for it, if you would?
“If things went exactly according to plan, then ya gotta dream bigger.” – Kandy Turnwrench
Class Synopsis and Lore:
Kandy Turnwrench is the Name…
[Lore] So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as a novice engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, rekindling their childhood friendship and working with him on building new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair.
Tinkering is My Game…
[Class Synopsis] The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to roll with whatever kinks there are in your stuff. This class very much enjoys getting value, something which it accomplishes through its Hero Power and cards which package effects together. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect/conditional removal), applying effects to them which may not trigger immediately, or have some strings attached. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on.
Mechanics: The next minion/spell you play also does X; Has X on your turn [the “Faulty” minions]; The "Upgrade" spells; Conditional buffs, removal, and AoE
Expect the unexpected, and roll with it!
Hero Power, Class Keyword, and Mechanic Explained:
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry (although in some cards it may be able to trigger more repetitively), except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect).
How the "Next spell/minion you play also does X" Mechanic could work In-game:
-->
(Excuse the lackluster editing)
In this example, let's say you played the "A Quick Tune-Up" spell. After you play it, all of the minions in your hand would have a "sparks flying" type animation to signify that all cards of that type (either minion or spell) will have the effect described in the spell (or minion Battlecry) in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Behold, My Mighty Inventions! [Cards]
Basic Set:
Classic Set:
Naxx & GvG Sets:
BRM & TGT Sets:
(Justicar Hero Power)
LoE & WoTOG Sets:
ONiK & MSoG Sets:
MSoG Gang: The Nexus Order
Gang Lore:
The Nexus Order, led by the enigmatic ethereal Nexus-Lord Inhazzar, is all about using magical and other means in order to enhance its minions, and will often require the channeling offered by spells in order to achieve this. The Tinker, Bard, and Nightmare all are familiar with buffing (or debuffing) minions. But how did they end up working together?
Gang Mechanic:
The Enhance mechanic is a cross between the Grimy Goons' hand buffing and the recently revealed Adapt mechanic (for the record, I had conceived the idea for Enhance before Un'Goro was revealed, so the similarity there is coincidental). There are 12 possible effects, with 3 of them being based on one of the three classes in the gang.
I'm not going to go over all of your cards, that might take a little long right now, but I want to tell you that you were one of the first people I voted for in this competition, I think your class is pretty cool. Anyway, first off, the basic set:
A quick tune up is a little too strong, Divine Shield and Taunt in exchange for 1 health taken off of a holy light doesn't seem like a balanced exhange, Faulty Turtle Turret should be renamed, as he is right now, his name implies that the minion is the turret rather than the turtle. First Test Run seems quite weak, as it's slow and it doesn't have much pay off, even if the main card cycles. Jury Rigged Ride is kinda cool, doesn't seem to be too strong. Shrink ray is one that I definately need to comment on. It's kinda like many of the other weapons you see that are like 1 mana 1/1 weapons with spell damage +1. As in, it's giving you value without being used up. This is a problem, as without weapon removal, you can just smack twice with it and keep it on you to permanently lower the attacks of enemy minions, and your opponent can't counterplay it. Give it an effect that causes it to lose durability every turn and it will have my approval, as infinite value weapons don't make for healthy game design. Everything else seems fine. Next, the classic set:
Most of the cards here are cool and balanced, I don't like having a 2 mana spell that permanently gives you an advantage, especially one which is strictly advantage. So, Upgrade Exosuit isn't my favourite thing in the world. Toby Spark is really cool, Out of the Roost needs to be toned down a bit, 3 1/1 chargers for 3 mana is already a little strong, and the deconstruct condition makes it a little insane. Chicken Incubator is so cool, but shouldn't it be a mech? It's certainly not an Organic being. Everything else is fine. Now, Naxx and GvG:
Mechssenger Owl should be in LoE, When Sheep fly is way too strong, 6 immediate damage plus you draw 2 cards, that should be toned down. Tyrannosaurus Mech is definately very cool, and seems fairly balanced. Everything seems fine. BRM and TGT:
Omnotron repairbot is cool and balanced, you should be able to figure out my dislike of Upgrade: Dragon, beyond the fact that giving all your stuff, including your hero power, +1/+1, permanently, is a tad strong. Dark gnome rising seems a tad strong, but it's hard to judge. Everything else seems fine. LoE and WotoG:
Everything here is fine, barring Upgrade: Mechazod. While I've already commented on all the other Upgrade cards, this one's just flat out oppressive. Attaching a board clear to every minion you play for the rest of the game is a little bit over the top, don't you think?
In Karazhan, everything is fine, I like it.
I'm not gonna talk too much about MSoG yet, I'll make my mind up about The Nexus Order later. I will say, however, that you have WAYYY too many enhance cards. Factions aren't meant to be the ENTIRE focus of the classes in MSoG, just an option available to them. For example, the Jade Lotus classes only had 2-3 cards dedicated to Jade golems in their class. You have 1 card that ISN'T dedicated to enchance.
@MrPasserby: Hope you don't mind me being sort of a little negative.
Looking at your MSOG set, I think I've got a few problems with it. First off, as maxlot mentioned, you've got way too many Enhance cards. 9 out of 10 of your cards are Enhance ones, whereas the other factions only have about 2-3 that directly synergise with their mechanic (hunter has 4, I think). So 9 is definitely way too many.
I really like the flavour behind the Nexus Order, but I think there are a few problems there as well. First off, HOLY MOTHER OF GOD those enhancements are complex. When you've got 12 tokens almost all with 3-4 lines of text, it's off-the-charts when it comes to complexity. Even Kazakus, the most complicated card in the game, doesn't have an effect that complex (because all of his potions are simple effects that just scale). I think you might need to either rethink the mechanic or at least simplify it a little.
Also, I feel that your class cards themselves are lacking that sort of 'Nexus' feel. It might be just me, though. Gadgetzan is definitely tough to make cards for because flavour-wise it's so demanding.
Hi all :) thought I would jump in with my first ever custom class... I've gotten some great feedback already from The_Odinson, and decided I'd post onto his new thread for some more! So here it is. Oh, and I'm currently about to finish Naxx/GvG, so I'm posting Basic and Classic now.
Wardens of Winterspring
a custom class by Livienna
Lil’lyn Windsong has taken her father’s place as the chief of the Wardens, and is a fierce, loyal leader. Stalwart in her devotion to the Goddess Elune, Lil’lyn relies on Elune’s guiding Light to show the way forward. The Wardens use ancient elemental magic to Chill their enemies and are adept at archery and beast mastery.
Original Lore:
Many years ago, a select group of night elves led by Weoryn Windsong sought sanctuary in a snowy valley east of their homeland after the Great Sundering. They soon learned that they had inadvertently settled in a land of perpetual winter. Not ones to give up hope, they named their valley Winterspring, and dubbed themselves its Wardens.
Since those times, the night elves welcomed various other groups into their fold, especially Gnomes, Humans, and Draenei, all of whom were seeking sanctuary within the natural protection of the valley. Calling on the knowledge of all their combined ancestors, The Wardens of Winterspring took in masteries of both hunters and spellcasters. They are adept at potion-making, marksmanship, and mastery of beasts, and they practice an ancient magic connected to the elemental powers of Air and Ice. They also have a distinct advantage over their enemies due to their unwavering ability to make good use of what is dealt them, while others are left burning their resources. Strong and wise, the Wardens are ready to defend Winterspring from the forces that threaten it.
Class Play Style:
The Warden is a versatile class and can thus be played in many different ways. A control Warden uses removal to control the board and overpower their opponent in the late game with hard-to-remove minions and burst damage. An aggressive Warden uses these burst spells in addition to a strong early game, often taking advantage of the class’s Beast synergy. The Warden also supports a Mill style of play with ways to add cards to your opponent’s hand and draw cards for your opponent. And with good ways to hero their hero, Wardens are able to keep up with aggressive opponents that benefit from extra draws. Finally, the Warden-only keyword “Chill” (introduced in the Expert/Classic set) helps to control the board with a damage-over-time mechanic.
Hi all :) thought I would jump in with my first ever custom class... I've gotten some great feedback already from The_Odinson, and decided I'd post onto his new thread for some more! So here it is. Oh, and I'm currently about to finish Naxx/GvG, so I'm posting Basic and Classic now.
Wardens of Winterspring
a custom class by Livienna
Lil’lyn Windsong has taken her father’s place as the chief of the Wardens, and is a fierce, loyal leader. Stalwart in her devotion to the Goddess Elune, Lil’lyn relies on Elune’s guiding Light to show the way forward. The Wardens use ancient elemental magic to Chill their enemies and are adept at archery and beast mastery.
Original Lore:
Many years ago, a select group of night elves led by Weoryn Windsong sought sanctuary in a snowy valley east of their homeland after the Great Sundering. They soon learned that they had inadvertently settled in a land of perpetual winter. Not ones to give up hope, they named their valley Winterspring, and dubbed themselves its Wardens.
Since those times, the night elves welcomed various other groups into their fold, especially Gnomes, Humans, and Draenei, all of whom were seeking sanctuary within the natural protection of the valley. Calling on the knowledge of all their combined ancestors, The Wardens of Winterspring took in masteries of both hunters and spellcasters. They are adept at potion-making, marksmanship, and mastery of beasts, and they practice an ancient magic connected to the elemental powers of Air and Ice. They also have a distinct advantage over their enemies due to their unwavering ability to make good use of what is dealt them, while others are left burning their resources. Strong and wise, the Wardens are ready to defend Winterspring from the forces that threaten it.
Class Play Style:
The Warden is a versatile class and can thus be played in many different ways. A control Warden uses removal to control the board and overpower their opponent in the late game with hard-to-remove minions and burst damage. An aggressive Warden uses these burst spells in addition to a strong early game, often taking advantage of the class’s Beast synergy. The Warden also supports a Mill style of play with ways to add cards to your opponent’s hand and draw cards for your opponent. And with good ways to hero their hero, Wardens are able to keep up with aggressive opponents that benefit from extra draws. Finally, the Warden-only keyword “Chill” (introduced in the Expert/Classic set) helps to control the board with a damage-over-time mechanic.
Basic Set:
Classic Set:
Tokens:
First of all, I am happy that you made your class a class, and not just some imaginary deck you would like to play. This class has many archetypes, rather than just being a fatigue class, which is crucial to the class being more than a 1 trick pony. I think your hero power is rather "cool", and your keyword is very n"ice" (I'm hilarious, I know).
I think we could alway do with another beast class, murlocs already have 3 classes that they belong to, dragons are in a similar, pirates are suddenly in everyones decks, but beasts only have 2 decks assigned to them. Anyway, onto the cards themselves.
Ethereal Offering is too strong. Far too strong, it's Shiv for 1 less mana. Card draw is worth about 1.5 mana, however at around 1 mana it's justified if it's standalone, or requires a minion on the board. This is neither of those things, it has an effect, even if it's a small one, and it requires nothing.
Snowy Owl is fair, class minions being 1/3 is fine, this is fine, especially considering it's effect means little when it has so little attack.
Sabertooth Stalker can get some immediate value, but will ultimately be shot down quickly by the opponent. Still, it requires a mana investment from them, and an immediate +4 attack on your board can be significant. I think this should be fine.
Elunes Blessing may be a tad strong, as it's Healing Touch only for face for 1 less mana... Which sounds fine on paper, but how often do you heal anything but face anyway? It seems like this could heal 1 point less.
Winter's Arrow is fine.
Ranger's Crossbow is a very good basic card, it's simple, and it works with your beast theme.
Enlightened Oracle initally seems bad, as it's 1 mana over Arcane Intellect and has the same card advantage over your opponent, but this class seems like it could easily burn their opponents cards quite often, meaning it might not always be that way. That said, do you need such an extreme card draw spell in a class with a card draw hero power?
Flight of the Skies may be a little strong. It's a cool concept though, just a little hard to judge. This is really strong against enemies who don't throw out cards quick enough, and it's weak against those who do. I dunno, I can't make up my mind on it. It definately seems strong though.
Ethereal Essence is really cool. It gives your opponent a card draw spell. If you're running a mill deck, the negative is mitigated.
Finally, Spirit's Vengance is fine.
Continue making the class, I might review your classic stuff tommorrow, or something
Before I decide to go to sleep because it's 3:30 and I probably should have gone to bed by now, I'm gonna post my current MSoG stuff... I'm doing Karazhan after, don't question me.
The Faction: The Nightingales!
The Nightingales are a group of men and women of all races who are tired of all the fighting and chaos on the streets, and have banded together to make it through the gang wars as a community. Among the actual fighters and combatants that help defend the rest of the faction, you'll find many strangely adorned, elusive individuals. That's not to say they're not still a huge community though, everyone loves them. Through this sense of community comes their keyword.
In the Nightingales, your minions can help support their other minions to help attain victory. Of course, if the one helping dies, the one recieving help is, well, no longer recieving help. This class is taking a Grimy Goons approach to faction synergies. The actual effects don't directly synergise like Jade Lotus, but some cards out there can get a little extra kick out of these cards.
This legendary is completely a placeholder one, I need to continue coming up with ideas on how to make her more unique. However, Nightingale Scout is a bit more interesting. Should she be interesting though? I thought she didn't have to be too general because all 3 classes she can be used in can appreciate a little bit of taunt. Her effect is clearly huge for her cost and body, but that said, if that body goes down, so does the effect, so it's going to be stronger than a Shattered Sun Cleric, for example.
Goblin Bartender gives off a lot of little buffs to anyone that enters the board after him, but he really needs to be kept alive, because you can't get much immediate value from the guy. This reminds me! The idea behind The King in terms of MSoG is that he's been caught up travelling through Gadgetzan back home, and can't leave until the place calms down a little. So he's helped form the Nightingales and is getting help from towns, rather than his huge luxurious kingdom full of humans.
Imperial Chef is a promising cook who's been chosen to come work in the Kings own kitchens... If he ever gets back there. She can start supplying food to a minion, making it extra sturdy, but if she goes down, the minion's max health will go back down to normal.
Town Crier is the first of a few synergy cards available for the King. This guy spreads the word of the Nightingales like the plague, causing the Ally effects to chain to everyone. This has huge effects, however if he is taken out, the entire network of allies you just set up goes down. Protect him with your life.
This giant is of noble blood. Just look at him, with that chiseled face, his chiseled pillar and his literally chiselled face, being carried in his arms. Basically, epic king has Pompous Noble, but maybe you want a couple more threats in your deck to beat up your opponents with. Highborn Giant is the solution. Is his costing fair?
Princess Vanessa is a huge minion who rewards something equally huge: A permanent effect. Her current tokens are here:
I'm well aware Capitalism is a tad strong, considering Promote is a thing, but it's hard to get the balancing right... I think they need different, non-real world names though... I also need another token. Any thoughts?
I'm just quickly dropping by to say how much I appreciate @The_Odinson's idea of making this thread, which I intend to contribute more to in the future.
After looking at @The_Odinson's and @maxlot's ideas for their custom MSoG factions, I can't help but question whether they should introduce new keywords. I mean, none of the existing ones did such a thing, or can you consider Jade Golem a keyword?
Well here's my class as a whole. I've also added a notable combos area. Should I make another area for decklists? Also does anyone know if we are allowed to post our classes in their own thread while the CCC is still going?
Class: Alchemist
Frustrated with the limitations of traditional alchemy, Wulfrum abandoned his training in Stormwind and begin his own experiments. He joined the scourge as an acolyte to gain access to corpses, diseases, and many other ingrediants that would have disgusted his old teacher. His affiliation with the scourge soon became a lot more permanent after one of his experiments resulted in his death. He was resurrected to serve once more in the armies of the Lich King. Now with all the time in the world, Wulfrum decided to see just how far he could go with alchemy. A terrifying concept to those who have seen his vile work and fear there's no line he wont cross.
OniK and MsoG
Tokens (Accident Secrets shown in WotoG set):
LoE and WotoG:
Accident Secrets:
BrM and TgT
Tokens:
Justicar Hero Power:
Classic Set:
Tokens:
Basic Set:
Notable Combos:
Test Subject ------------> plus ------------------> Midas -----------> optional ------> Boiling Cauldron
Allows you to transform as many minions as you have potions. Boiling Cauldron works great at getting potions during this combo as it also costs 1.
While The Skeleton Knight isn't scary on his own, when he keeps coming back time and time again your opponent is bound to run out of options and succumb to the skeletal arm!
Slime Overtime ---------> or ------------> Tomb Terror --------------> plus ------> Watchful Gargoyle
This can result in an almost impenetrable defense!
Nightwatcher ---------> plus ------------> Bullet Worm ----------> and/or ------> Stonetusk Boar Nightwatcher keeps returning the other minions to your hand so you can play them as many times as possible! Eater of Secrets --------> plus ------------> Party Potions --------> and/or --> Overworked Apprentice Eater of Secrets negates the downside of the Accident Secrets while also getting buffed and being able to eat other secrets! Leon ----------------> plus --------> Forbidden Knowledge Get a buffed minion in your deck with Leon and then use your Forbidden Knowledge to discover 1 or 2 extra copies of it. As if one super strong mutation wasn't bad enough! Ghostly Charger -------> plus ------------> Elixir of Rage
It's not hard to see the power of this combo. up to 21 damage for just 9 mana! And you have the 7/6 with cleave left afterwards! Bad Omen ------------> Plus ----------------> Malygos
As the damage from Bad Omen comes out at the end of your next turn, a great combo is to play 1 or 2 of them and next turn play Malygos to make these do 8 damage each. It's also a great setup for an OTK.
I'm only gonna comment on the cards I have something to say about, if I don't then they I likely feel they are fine as is.
Ethereal Offering: 1 mana Shiv. Now shiv sees little play so you might be able to get away with it if you make it only able to target minions so if there are no enemy minions you need to damage one of yours for the draw.
Flight of the Condors: This seems way to strong. If your opponent only has 3 cards in hands it's still almost twice as good as Force of Nature. Maybe make the Eagles 2/1s or make the card cost 6-7. Also if you want to keep Spirit of the Saber then this card can't summon beasts as if your opponent has 7 cards you can deal 28 damage for 8 mana.
Ethereal Essence: Seems a tad weak. It gains 2 stats for the drawback but the drawback also kinda takes one stat off so it effectually gives your opponent a card for 1 stat. This is especially bad given it's poor stat distribution. I'd make it a 7/6 and then it should be fine.
Frosted Longbow: Seems to strong. At the very least it's a 2/3 for 2 and that makes it better than Stormforged Axe. I'd make it a 2 mana 1/2 or a 3 mana 1/4.
Frostbitten Guard: Seems to good. The chill effectually gives it 2 attack so it's a 1 mana 2/7 taunt with a slow drawback. I think he'd be fair as a 1 mana 1/4 or 1/5.
Stalwart Sentry: Definitely pushing it in powerlevel especially given chilled is far easier to get than frozen from the looks of it. Maybe making him a 3/2 would be better. Still way stronger than Disciple of C'Thun and it's classic!
Princess Tempestria: Seems too strong. Having immune for a full tern is worth A LOT and she comes with a pseudo Arcane Explosion. She should either cost 10 mana or be a 5/6. Maybe both.
First off, I'm not particularly sure about your faction's effect - all of the other factions effects are a sort of 'output', while your one is an 'input' - if you know what I'm saying? Kabal has a bit of both (outputs potions, input no-duplicates
i'mfkingsickofthatstuffinranked), but both Jade Lotus and Grimy Goons are distinctly 'output' effects with different triggers, which means that they will synergise a lot with each other, while your one doesn't really make people think 'let's build an Infuse deck!'. It doesn't really reward you for building around it. You catch my drift?That aside:
Hulking Defender: Seems fair.
Leyline Seaker: Normal stuff, needs to be there, not much to say.
Dr. Strange: I love how this guy is a psuedo Choose-one, since him dealing damage for his battlecry would cause him to lose stealth. A 4 mana 4/5 with Stealth is pretty darn strong, though. Also, maybe it's just me, but he doesn't feel legendary. But then again, Aya Blackpaw doesn't really feel that legendary either, so...
Target Dummy 2.0: Seems good. It's a better Shieldbearer, which sucks, so I guess it's OK.
Defender Device: Don't have much to say about this one.
Leyline Watcher: I feel like this guy's effect is way cooler than Strange's, but it could be just me? You might want to say 'Become a Dragon' instead of just 'gain dragon'.
Faulty Parts: I'm not a fan of this since it can screw up a lot of combos. Oh, you got that Thaurissan down? Say goodbye to all your discounts (I assume they'd go away if they got shuffled back in)! Maybe if it shuffled just your own?
Whammy Slammer: Seems really weak - looking at Doppelgangster and Force of Nature. It gives you an option, but still.
Vicious Rookie: Seems good.
Bullet-Thrower: This is really cool. I like it.
Corpse Run: Also pretty cool, although I'm not a fan of the art.
Blaze: Seems bad. No matter how big it is, it's a 10 mana pile of stats with no effect, which'll probably never be played.
Okay, now that that's out of the way, take a look at my basic set! I'm not happy about 50% of the art (as well as some of the cards), but I just wanted to get this out there for now. The ones I'll be looking for better art for are: Eye of Er Lang, Song of Mists, Hearthside Altar (although I've sorta given up on finding better art for it), Crimson Oni (it's not actually an Oni XD) and Light of Amaterasu.
Explanations to come later.
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
Winged Bellhop: As nurgling pointed out, this is very similar to Mana Wraith. Perhaps you could buff up its stats and make its effect only apply to your minions?
Gadgetzan Wormhole: Interesting design, but it should be named "Gadgetzan Portal" if your intention is for it to be in line with the other "Portal" cards in Karazhan.
Midnight's Reigns: Perhaps to differentiate this from Explorer's Hat, you could have the spell give a minion +2/+2 and Deathrattle: Give a minion +2/+2 and this Deathrattle (flavorwise, the reigns of Midnight are actually being passed on to a minion on the board).
MSoG:
In general, I like the Marvel reference of your faction! Very cool! (I've got a few comic book references lined up in my class myself)
Hulking Defender: Pretty well balanced; assuming an average of 2 to 3 enemy minions, it can be a 7/7 or 8/8 Taunt for 7 if you infuse.
Straing: The current Infuse effect would be fine at (4), but regardless the effect feels like it could be a tad more interesting for a Legendary. After all, this is the
Sorcerer SupremeFirst Defender we're talking about. Maybe you could give him multiple Infuse effects, each of which triggers at a different Mana cost (although text density is then an issue). Or maybe give him "Infuse (X): Deal X damage to all enemies." (although then you would have to increase his base cost to prevent the AoE from being too strong).Masterwork Target Dummy: A fair card, comparable to Flash Heal in terms of the Health it saves you.
Defender Device: This feels a bit underpowered: Hand of Protection is 1 Mana, so the base cost of Defender Device
Leyline Watcher: The Infused version of the minion feels on the weak side (10 Mana 8/8 Taunt is quite poor, and the Draft effect would be relevant with 1 Cost cards generally), so I would make the Infuse cost 6 instead.
Faulty Parts: Cool effect, although maybe make it cost 2 since it does disrupt your opponent's hand.
Whammy Slammer: A vanilla 3/2 for 2 is somewhat weak, and two 3/2s for 5 is definitely weak. Maybe have the Infuse effect also give the copy Charge for that "Whammy Slammer" flavor, and to justify paying 3 Mana for a 3/2.
Vicious Rookie: Solid minion, not much else to say.
Bullet Thrower 5000: Okay card, I'd say. You get 10 Mage Hero Power uses with the Coldarra Drake effect in play, at the cost of a card slot.
Corpse Run: The base effect is cool and balanced, but the Infuse effect is potentially too strong. Unlike Resurrect, you have some latitude in choosing which minion you get back, making it quite good late game. Also, could you clarify if the Infuse effect summons it from your hand, or do you summon the minion while still having the Discovered copy in your hand? If it's the second one, that is definitely too strong.
Joannie Blaze: I assume this works in the same way that C'Thun does, so if it gets summoned in a way besides playing it from your hand, it'll still be buffed? I like the reference, but I'm not sure how the effect really relates to your class or faction.
Hi, Odinson. I just wanted to drop by to say this is a really good idea for those who still want to develop their classes.
Unfortunately, I won't be using this thread, as I've lost interest in my class's mechanic. As I've learned, it's really hard to make an entire class based on swapping stuff. It would probably have been better as an Adventure or something.
But still, kudos to you all. It takes heart to design an entire class in such tight time constrains. I'm really looking forward to the next CCC. Perhaps I'll be able to apply some stuff that I learned from this one then.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
@Mewdrops
Explanations to come later.
Lantern Prayers: Interesting card for token/combo decks. That said, be cautious about your class's access to cheap token minions and direct damage spells.
Spirit Blaze: Cool, a good, less aggressive counterpart to Hellfire.
Wind and Water: This card gets its Cost-worth of value at 2 minions, and going beyond that in one turn is not too hard. Costing it at 4 may be safer if your class is going to have substantial access to cheap minions.
Eye of Er Lang: The effect is fine, but the wording could be a bit more in line with how Blizzard would probably word it: "Deal 3 damage. Reveal your opponent's hand this turn." (Unless I'm misinterpreting the effect?)
Crimson Oni: Pretty aggressive card. Like I said earlier, be cautious about access to tokens. In general, this effect is fair.
Song of Mists: This card is very dangerous design-wise, as it could lock out your opponent's board space by reducing their minion's Attack to 0. I would replace this card. (If you keep it though, "Attack" should be capitalized.)
Light of Amaterasu: This card is solid for survivability. However, "Health" should be capitalized.
Shrine Dancer: This minion is balanced, but not very interesting for a class card, even for a basic.
Ancestor's Guidance: I like the card, but I don't think it should be in the Basic set: imagine if Cabalist's Tome were in Mage's basic set. You'd be getting spells from sets you've never seen before as a new player. Maybe you could argue that's fun and a good thing, but for me that breaks the progression of getting access to better cards over time.
Hearthside Altar: The effect is technically balanced, but a bit underpowered in practice (so just in-line with power level of basic sets, I guess).
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
(Now for my class...)
Kandy Turnwrench is...The Tinker!
“If things went exactly according to plan, then ya gotta dream bigger.” – Kandy Turnwrench
Class Synopsis and Lore:
Kandy Turnwrench is the Name…
[Lore] So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as a novice engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, rekindling their childhood friendship and working with him on building new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair.
Tinkering is My Game…
[Class Synopsis] The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to roll with whatever kinks there are in your stuff. This class very much enjoys getting value, something which it accomplishes through its Hero Power and cards which package effects together. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect/conditional removal), applying effects to them which may not trigger immediately, or have some strings attached. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on.
Class Themes and Mechanics:
Themes: Gnomes, Mechs, Mechanical Tools, Malfunctioning equipment/constructs, Experimentation, Charge and Taunt
Mechanics: The next minion/spell you play also does X; Has X on your turn [the “Faulty” minions]; The "Upgrade" spells; Conditional buffs, removal, and AoE
Expect the unexpected, and roll with it!
Hero Power, Class Keyword, and Mechanic Explained:
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry (although in some cards it may be able to trigger more repetitively), except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect).
How the "Next spell/minion you play also does X" Mechanic could work In-game:
(Excuse the lackluster editing)
In this example, let's say you played the "A Quick Tune-Up" spell. After you play it, all of the minions in your hand would have a "sparks flying" type animation to signify that all cards of that type (either minion or spell) will have the effect described in the spell (or minion Battlecry) in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Behold, My Mighty Inventions! [Cards]
Basic Set:
Classic Set:
Naxx & GvG Sets:
BRM & TGT Sets:
(Justicar Hero Power)
LoE & WoTOG Sets:
ONiK & MSoG Sets:
MSoG Gang: The Nexus Order
Gang Lore:
The Nexus Order, led by the enigmatic ethereal Nexus-Lord Inhazzar, is all about using magical and other means in order to enhance its minions, and will often require the channeling offered by spells in order to achieve this. The Tinker, Bard, and Nightmare all are familiar with buffing (or debuffing) minions. But how did they end up working together?
Gang Mechanic:
The Enhance mechanic is a cross between the Grimy Goons' hand buffing and the recently revealed Adapt mechanic (for the record, I had conceived the idea for Enhance before Un'Goro was revealed, so the similarity there is coincidental). There are 12 possible effects, with 3 of them being based on one of the three classes in the gang.
Tri-Class Cards:
Possible Enhancements:
(From the Nightmare Class, made by SgtFailure)
(From the Bard Class, made by DKPaladinMDL)
MSoG Class Cards:
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@ Odinson and MrPasserby:
Thanks for your feedback! (I'd try and review your class MrPasserby, but it's just a bit too much content for me, sorry... if you've got something specific you want help with, I can try and help with that...)
Ancestor's Guidance is definitely moving to the classic set.
It's funny how you guys have different opinions on Wind and Water. I guess that means I'll be keeping it as-is for now.
Song of Mists is being swapped out for something else when I find inspiration. I'd make it give 'stealth until next turn' to minions you play, but Stealth isn't allowed in the basic set ;-;
Hearthside Altar was designed to be a 'big guy' sort of card, which could be used in a ramp-style deck with Channeling. Maybe I ought to make it 2 mana summon three 1/1s? Would that make more sense? Is there too much Combo potential?
Eye of Er Lang: I didn't think that one through either. It's based on Er Lang Shen's magical third eye, which lets him see cool things, so... I think maybe it could work like a sort of Discover effect, where the cards show up on the screen? IDK...
Lantern Prayers: It's like a temporary aura effect. So minions you summoned would get the Spell Damage until the turn ends - imagine the sick combos you could pull! I really like this card personally - the art is awesome, and I think it nails the flavour of sending out a prayer and receiving assistance from the gods later. I'm pretty proud of that one. IDK about balance though...
Shrine Dancer is just filler because I ran out of ideas... what if I replaced it with this?
Based on the 地缚灵 of chinese folklore. They're spirits that are bound to certain places in the earth, usually their burial place or some place they have a strong connection to. I think the 'can't attack' nails that flavour pretty well. This also gives a big-drop for the Ramp style, which lets me make Hearthside Altar more combo-centred like I mentioned above.
I'm really liking this new border. It's a little disconcerting at first, but I think it's actually nicer. That, and the chinese text around the left side translates to 'Tomato World', which is HILARIOUS.
I changed some art:
Why Rogue is my favourite class:
My submission for this week's card design competition.
@MrPasserby: Hope you don't mind me being sort of a little negative.
Looking at your MSOG set, I think I've got a few problems with it. First off, as maxlot mentioned, you've got way too many Enhance cards. 9 out of 10 of your cards are Enhance ones, whereas the other factions only have about 2-3 that directly synergise with their mechanic (hunter has 4, I think). So 9 is definitely way too many.
I really like the flavour behind the Nexus Order, but I think there are a few problems there as well. First off, HOLY MOTHER OF GOD those enhancements are complex. When you've got 12 tokens almost all with 3-4 lines of text, it's off-the-charts when it comes to complexity. Even Kazakus, the most complicated card in the game, doesn't have an effect that complex (because all of his potions are simple effects that just scale). I think you might need to either rethink the mechanic or at least simplify it a little.
Also, I feel that your class cards themselves are lacking that sort of 'Nexus' feel. It might be just me, though. Gadgetzan is definitely tough to make cards for because flavour-wise it's so demanding.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Hi all :) thought I would jump in with my first ever custom class... I've gotten some great feedback already from The_Odinson, and decided I'd post onto his new thread for some more! So here it is. Oh, and I'm currently about to finish Naxx/GvG, so I'm posting Basic and Classic now.
Wardens of Winterspring
a custom class by Livienna
Lil’lyn Windsong has taken her father’s place as the chief of the Wardens, and is a fierce, loyal leader. Stalwart in her devotion to the Goddess Elune, Lil’lyn relies on Elune’s guiding Light to show the way forward. The Wardens use ancient elemental magic to Chill their enemies and are adept at archery and beast mastery.
Original Lore:
Many years ago, a select group of night elves led by Weoryn Windsong sought sanctuary in a snowy valley east of their homeland after the Great Sundering. They soon learned that they had inadvertently settled in a land of perpetual winter. Not ones to give up hope, they named their valley Winterspring, and dubbed themselves its Wardens.
Since those times, the night elves welcomed various other groups into their fold, especially Gnomes, Humans, and Draenei, all of whom were seeking sanctuary within the natural protection of the valley. Calling on the knowledge of all their combined ancestors, The Wardens of Winterspring took in masteries of both hunters and spellcasters. They are adept at potion-making, marksmanship, and mastery of beasts, and they practice an ancient magic connected to the elemental powers of Air and Ice. They also have a distinct advantage over their enemies due to their unwavering ability to make good use of what is dealt them, while others are left burning their resources. Strong and wise, the Wardens are ready to defend Winterspring from the forces that threaten it.
Class Play Style:
The Warden is a versatile class and can thus be played in many different ways. A control Warden uses removal to control the board and overpower their opponent in the late game with hard-to-remove minions and burst damage. An aggressive Warden uses these burst spells in addition to a strong early game, often taking advantage of the class’s Beast synergy. The Warden also supports a Mill style of play with ways to add cards to your opponent’s hand and draw cards for your opponent. And with good ways to hero their hero, Wardens are able to keep up with aggressive opponents that benefit from extra draws. Finally, the Warden-only keyword “Chill” (introduced in the Expert/Classic set) helps to control the board with a damage-over-time mechanic.
Basic Set:
Classic Set:
Tokens:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Before I decide to go to sleep because it's 3:30 and I probably should have gone to bed by now, I'm gonna post my current MSoG stuff... I'm doing Karazhan after, don't question me.
The Faction: The Nightingales!
The Nightingales are a group of men and women of all races who are tired of all the fighting and chaos on the streets, and have banded together to make it through the gang wars as a community. Among the actual fighters and combatants that help defend the rest of the faction, you'll find many strangely adorned, elusive individuals. That's not to say they're not still a huge community though, everyone loves them. Through this sense of community comes their keyword.
In the Nightingales, your minions can help support their other minions to help attain victory. Of course, if the one helping dies, the one recieving help is, well, no longer recieving help. This class is taking a Grimy Goons approach to faction synergies. The actual effects don't directly synergise like Jade Lotus, but some cards out there can get a little extra kick out of these cards.
This legendary is completely a placeholder one, I need to continue coming up with ideas on how to make her more unique. However, Nightingale Scout is a bit more interesting. Should she be interesting though? I thought she didn't have to be too general because all 3 classes she can be used in can appreciate a little bit of taunt. Her effect is clearly huge for her cost and body, but that said, if that body goes down, so does the effect, so it's going to be stronger than a Shattered Sun Cleric, for example.
Goblin Bartender gives off a lot of little buffs to anyone that enters the board after him, but he really needs to be kept alive, because you can't get much immediate value from the guy. This reminds me! The idea behind The King in terms of MSoG is that he's been caught up travelling through Gadgetzan back home, and can't leave until the place calms down a little. So he's helped form the Nightingales and is getting help from towns, rather than his huge luxurious kingdom full of humans.
Imperial Chef is a promising cook who's been chosen to come work in the Kings own kitchens... If he ever gets back there. She can start supplying food to a minion, making it extra sturdy, but if she goes down, the minion's max health will go back down to normal.
Town Crier is the first of a few synergy cards available for the King. This guy spreads the word of the Nightingales like the plague, causing the Ally effects to chain to everyone. This has huge effects, however if he is taken out, the entire network of allies you just set up goes down. Protect him with your life.
This giant is of noble blood. Just look at him, with that chiseled face, his chiseled pillar and his literally chiselled face, being carried in his arms. Basically, epic king has Pompous Noble, but maybe you want a couple more threats in your deck to beat up your opponents with. Highborn Giant is the solution. Is his costing fair?
Princess Vanessa is a huge minion who rewards something equally huge: A permanent effect. Her current tokens are here:
I'm well aware Capitalism is a tad strong, considering Promote is a thing, but it's hard to get the balancing right... I think they need different, non-real world names though... I also need another token. Any thoughts?
I'm just quickly dropping by to say how much I appreciate @The_Odinson's idea of making this thread, which I intend to contribute more to in the future.
After looking at @The_Odinson's and @maxlot's ideas for their custom MSoG factions, I can't help but question whether they should introduce new keywords. I mean, none of the existing ones did such a thing, or can you consider Jade Golem a keyword?
Well here's my class as a whole. I've also added a notable combos area. Should I make another area for decklists? Also does anyone know if we are allowed to post our classes in their own thread while the CCC is still going?
Class: Alchemist
Frustrated with the limitations of traditional alchemy, Wulfrum
abandoned his training in Stormwind and begin his own experiments.
He joined the scourge as an acolyte to gain access to corpses, diseases, and many other ingrediants
that would have disgusted his old teacher. His affiliation with the scourge soon became a lot more
permanent after one of his experiments resulted in his death. He was resurrected to serve once more
in the armies of the Lich King. Now with all the time in the world, Wulfrum decided to see just how far
he could go with alchemy. A terrifying concept to those who have seen his vile work
and fear there's no line he wont cross.
OniK and MsoG
Tokens (Accident Secrets shown in WotoG set):
LoE and WotoG:
Accident Secrets:
BrM and TgT
Tokens:
Justicar Hero Power:
Classic Set:
Tokens:
Basic Set:
Notable Combos:
Test Subject ------------> plus ------------------> Midas -----------> optional ------> Boiling Cauldron
Allows you to transform as many minions as you have potions. Boiling Cauldron works great at getting potions during this combo as it also costs 1.
Failed Experiments ----> plus -------> The Skeleton Knight
While The Skeleton Knight isn't scary on his own, when he keeps coming back time and time again your opponent is bound to run out of options and succumb to the skeletal arm!
Slime Overtime ---------> or ------------> Tomb Terror --------------> plus ------> Watchful Gargoyle
This can result in an almost impenetrable defense!
Nightwatcher ---------> plus ------------> Bullet Worm ----------> and/or ------> Stonetusk Boar
Nightwatcher keeps returning the other minions to your hand so you can play them as many times as possible!
Eater of Secrets --------> plus ------------> Party Potions --------> and/or --> Overworked Apprentice
Eater of Secrets negates the downside of the Accident Secrets while also getting buffed and being able to eat other secrets!
Leon ----------------> plus --------> Forbidden Knowledge
Get a buffed minion in your deck with Leon and then use your Forbidden Knowledge to discover 1 or 2 extra copies of it. As if one super strong mutation wasn't bad enough!
Ghostly Charger -------> plus ------------> Elixir of Rage
It's not hard to see the power of this combo. up to 21 damage for just 9 mana! And you have the 7/6 with cleave left afterwards!
Bad Omen ------------> Plus ----------------> Malygos
As the damage from Bad Omen comes out at the end of your next turn, a great combo is to play 1 or 2 of them and next turn play Malygos to make these do 8 damage each. It's also a great setup for an OTK.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@Livienna
I'm only gonna comment on the cards I have something to say about, if I don't then they I likely feel they are fine as is.
Ethereal Offering: 1 mana Shiv. Now shiv sees little play so you might be able to get away with it if you make it only able to target minions so if there are no enemy minions you need to damage one of yours for the draw.
Flight of the Condors: This seems way to strong. If your opponent only has 3 cards in hands it's still almost twice as good as Force of Nature. Maybe make the Eagles 2/1s or make the card cost 6-7. Also if you want to keep Spirit of the Saber then this card can't summon beasts as if your opponent has 7 cards you can deal 28 damage for 8 mana.
Ethereal Essence: Seems a tad weak. It gains 2 stats for the drawback but the drawback also kinda takes one stat off so it effectually gives your opponent a card for 1 stat. This is especially bad given it's poor stat distribution. I'd make it a 7/6 and then it should be fine.
Frosted Longbow: Seems to strong. At the very least it's a 2/3 for 2 and that makes it better than Stormforged Axe. I'd make it a 2 mana 1/2 or a 3 mana 1/4.
Frostbitten Guard: Seems to good. The chill effectually gives it 2 attack so it's a 1 mana 2/7 taunt with a slow drawback. I think he'd be fair as a 1 mana 1/4 or 1/5.
Stalwart Sentry: Definitely pushing it in powerlevel especially given chilled is far easier to get than frozen from the looks of it. Maybe making him a 3/2 would be better. Still way stronger than Disciple of C'Thun and it's classic!
Princess Tempestria: Seems too strong. Having immune for a full tern is worth A LOT and she comes with a pseudo Arcane Explosion. She should either cost 10 mana or be a 5/6. Maybe both.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!