“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.
This is quite the undertaking. I never ever reviewed this class so there is a lot for me to talk about. I'll go ahead and do the full rundown because why not. To start, there is a massive amount of complexity here. Sometimes I have trouble figuring out what's going on. Deconstructed seems like a really messed up Hero Power considering it allows you to "take apart" any 1 drop to generate its effects. IDK how murdering Chickens, Murlocs, Beasts, Leper Gnomes or whatever else helps you "build" the machine you need. That is a bit of a disconnect for me. Also, there seem to be a lot of permanent effects, like the Upgrades. The only other card we've even really seen like that is The Mistcaller and that was a one time thing, here there are 3 non-legendaries and a legendary and its not a simple stat increase its a crazy permanent thing that can be hard to keep track of. There are a lot of really cool things going on, but to me there is just too much going on. Also, I wish these were cost sorted like in-game HS and not alphabetical, but that's just nitpicky. I'll do the rest of the breakdowns in a spoiler.
Basic overview - We don't start with any pulled punches here. Almost every card is complex, and some of them are almost needless so. Its not a terrible start though, as there are some really cool things happening.
Aged Inventor - This is one of the most simple cards you have and I wish there were a few more like it, and less piled up synergy.
A Quick Tune-Up - I feel like this is too cheap. I know that eventually Priest got Flash Heal, but up to this point Holy Light was coming in at 2 mana for a Heal 6. That was as efficient as healing got. This cuts off 1 point of healing, and throws on Divine Shield, worth at least 1 full mana and Taunt, worth generally half a mana. How did you draw this one up? I feel like 4 is the most this should heal for. I also don't fully understand the connection to fixing one thing and the next one getting buffed.
Faulty Turtle Turret - I really like these guys, the whole Faulty set is cool.
First Test Run - This is super weird to me. Its a draw 2 but one of the cards only exists because of this card. And its and off curve minion... I really don't get it. I mean I like the minion itself and the card isn't OP but I think there are some minor issue with how it flows.
Jury-Rigged Ride - I really don't get this card. The name doesn't make sense with the effect unless you're playing the minion. In the cases you don't do that what is going on? I feel like this should return to your hand and just give Charge. You're paying 1 extra mana plus the full cost of the minion. Shadowstep is really only good because of the cost reduction on top but this is a slight cost increase and the bonus isn't permanent. Yuk.
Shrink Ray - This seems pretty strong. I don't like the fact that the effect isn't a battlecry or deathrattle or even an on attack trigger but rather something you can statically gain value out of forever by not using the last durability, just keeping yourself ahead in trade value.
Supercharged Battery - This is very powerful. 1 mana less than Blessing of Kings and you get 2 full uses out of it, which means you should always get your value, and it doesn't just kill the guy, you could keep getting value out of it. That's pretty impressive. Probably ok, but its very close to being too good.
Silver Retriever - This is fine, and at least this token and the one from To the Workshop are the same.
To the Workshop - This looks really weird next to First Test Run. Its obviously giving you very specific things, but its getting you a lot of stuff for just 2 mana. That's two cheapish value spells in your Basic set.
Tinkering with Portals - This I don't really get. I mean I guess I kind of get it, but at the same time its just lousy. Yeah, its one cheaper than Recycle, but this is a legit Drawback for a 1 mana discount. This feels even less playable than Recycle was.
Classic Overview - This is where things really start to get hectic. There is just sooooooo much going on with this particular set. Its bloated with interactions and extremely focused at 2 and 3 mana. Like HOLY CRAP! Between Classic and Basic, you have NINE 3-Cost cards, and SIX 2-Cost cards. That's 15 cards between just 2 mana costs. The only classes that have this kind of redundancy at one cost have Secrets, which are always set at that cost, thus leading to an extremely high number of cards there.
Ecstatic Electrician - Its hard to judge these cards fairly sometimes. 2 stat points over a neutral is fine, considering how terrible Stormpike Commando really is. But this sure makes it look that much more horrible right off the bat.
For Gnomeregan - Seems good.
Guardian of Gnomes - The art here is a tough sell for me. I know its kind of cool, but that garden gnome style isn't really something we've ever seen in a Warcraft game for a good reason. Otherwise fine card.
Noise-o-Tron 3000 - I don't really get how the effect and name line up, but balance wise its fine.
Rig Explosives - This seems good. Nice tricky way to get a cheap AoE.
Rocket Tech - Also seems fine, considering you give up something for that Charge.
Chicken Incubator - This is kind of funny. I brought up killing animals to further engineering and here is a card that specifically shows it off. Its still so weird to me. Fine balance wise though, and of course hilarious art.
Mechanizing Beam - I don't like this one card simply because the idea of Mechs wasn't a thing until GvG. I think should could have been something else until then, like the Chickenizer 5000.
Out of the Roost - This is a very scary card. It has tons of base synergy generating all those 1 drops, it acts as not oly removal but on top of that it is a great burst damage tool, that is pretty scary. I guess you don't have Savage Roar, but there are still some combo options in your class.
Power Gauntlet - This is missing the word Next, before spell, because I'll assume this isn't meant to be some sort of crazy permanent buff. Otherwise its fine.
Special Delivery - Seems fine.
Final Adjustments - This is one of those combo cards I worry about, but otherwise it seems fine.
Just Like Old Times - This one is weird to me, but seems balanced, especially since the weapon can't go face.
Upgrade: Exosuit - This seems fine. But IDK. Its the only real card that mentions armor which is a bit out of place and its such a kind of weird effect. I'm also not drawing the line to summoning these minions and that giving you armor.
Toby Spark - This is a touch complex, but fine. The sucky part is its just unplayable without meeting the condition which feels bad man.
Naxx and GvG overview - I don't get why this isn't a much heavier mech class. I mean I get that it has mechs already but why not touch synergy stuff at all? This to me would have been a great point to make non-mechs with required mech synergy to give you some balancing play offs. Instead both non-Mechs are deconstructed cards and the only mech related card, besides the one in your classic set...is a boring buff. We also add two more 2 and 3 drops, 4 in total, still leaving over half your cards at either 2 or 3 mana. Also, no weapon at all in this set of cards seems odd.
Toxic Gas Bomb - This card is fine, I guess, but it doesn't fit Naxx for me. Every and I mean every Naxx class card is either a card with Deathrattle or a spell that replicates that sort of effect, Duplicate, Avenge and Reincarnate. Your card doesn't really do that at all, but isn't a bad card.
Mech-ssenger Owl - This seems pretty damn good. Gives you another great Mech 1 drop, and fits the general theme of GvG, even if the art has a bit too much LoE in it haha.
Scrapyard Scavenger - Its a card. I don't really like the art, but that's just me.
Emergency Start-Up - I don't really get this one. The Whirlwind seems like a pretty huge drawback, so why this is a +2/+2 for 2 mana that only hits Mechs makes not sense.
Pumped-Up Bruiser - This is fine, if not weird.
When Sheep Fly - This seems beyond gross. Yes, if you're just going face its worse than a lot of spells, but if you're playing this and killing a 5+ health minion off it or two smaller minions this is totally bonkers. 6 mana. Deal 6. Draw 2? SMFH.
Chickenizer 5000 - This seems fine. I almost used this art myself, its a great one.
Goblin Model Decoy - I know you probably wanted to play off of Life Model Decoy, but why not just Goblin Decoy, Life-like Gob-bot or something. The name just makes me cringe every time I read it. Otherwise, its hard to get value off of this based on standard summon rules, so it seems fine.
Tyrannosaurus Mech - I feel like this should be called Devilsaurus Mech, as that is the name used for those sorts of Dinosaurs in WoW, and its a pretty solid name anyway. Otherwise its kind of fun.
BRM and TGT overview - This kind of start to spiral out of control here. Not only do we have FOUR more 3-Cost cards (luckily only one 2-Cost), but then on top of that you hit Inspire hard as hell. Of all the classes only one got 2 true Inspire cards, then Mage got two Hero Power interaction cards and a couple classes got kind of Hero Power interaction cards, but that still didn't push any class over 3 interactions. You have 5 Inspire cards, and your set kind of already heavily plays into its Hero Power. Plus you just start walking all over the Grimy Goons toes with all the hand buffs.
Omnotron Repairbot - This one is a bit odd considering your previous uses of Deconstruct. Seems like considering the symmetric nature of the effect it could be a 6/5 or 5/6
Upgrade: Dragon - I hate this. Utterly hate everything about it. Not only is it a gimmick solution to a problem, its a bad one. Because if you don't draw it it probably means you're screwed, and if you do its a huge win more sort of card. Hell, its probably just more playable in a pure Mech deck as a 2 mana Mistcaller (who's effect costs him 2.5 mana worth of stats as a legendary minion).
Refined Construct - This seems fine.
Arena Master Chef - This doesn't make any sense to me. You have no class beasts besides kind of Chicken Incubator and this just feels horribly out of place. Its random Beast synergy out of left field. I'm sure this was because of the challenge from that phase, but its so super bizarre.
Magnetic Shield - Cool idea for a Shield style Weapon. It works ok, but you have a lot of Taunt in your set, so you having it doesn't seem to help a lot with protecting your minions.
Tinker of the Skies - This seems super crazy with Out of the Roost, otherwise it seems mediocre to bad.
Dark Gnome Rising - This weird Batman reference seems also out of place. Its a fun piece of art, but what's going on with it? Also, how do you gain Inspire. That is so weird.
Faulty Squirrel-Bot - This is interesting, nice new twist on Faulty.
Tinkertown Jouster - I think this being Deconstruct and Joust makes this way too niche, and ends up making it one of those cards that ruins people's day in Arena.
Buff My Workshop - Another card I don't really like. Mostly its the adding Inspire to your minions part that is sooooo weird.
Inventor's Assemble - So this is a Draw 3 for 6, which is fine, but it also randomly buffs those minions, which is probably fine, but still fairly pushed. Especially considering the likelihood of getting a legendary.
Agent Jamie Bond - This is really cool. Great idea for a cheap legendary, but it seems really scary. There are some very powerful 1-Cost spells spread out between the classes. Most of the minions aren't game breaking but some of those spells could be very dangerous.
LoE and WotOG overview - We get some cohesion back here, but there are still some weird things going on.
Artifact Tracker - This is something I personally expressed a number of times during the competition. I don't like breaking the very clear rules that Blizzard put forth regarding Discover before they did it themselves. Obviously they eventually kind of broke their own rules about it in Mean Streets, but almost every card only sees your classes cards as that is a huge factor in how the effect is meant to be balanced. Otherwise I can't see any other issues with it.
RC Scout-Bot - The only issue I have with this is wording, and its only minor. The first time I read it I thought it drew cards, as in multiple, based on its cost, not a card of equal cost.
Activate Energy Shield - I am not sure I feel like this needs the word Activate. That just feels like a tack on.
Doomprepper - This is just really weird. The Deconstruct is also a very weird ability. Its not all bad, the balance seems fine.
Engineer of C'Thun - Look good. Obviously you're a C'Thun class. I think this one is a bit odd though, because no other classes C'Thun card just uses the simple +2/+2. But that's little stuff.
MC'Thun Tech - Clever play on words here. The effect seems strong but not too strong considering.
Reprogram - This is an odd card. The damage value is high enough that isn't very easy, if not just way too easy to trigger. On top of that, I don't get how reprogramming it changes it to a 2/2, and makes it cost 1. I mean I know why it cost 1 in terms of your class but this seems a touch powerful considering the sorts of things you can copy.
The Goblin Joke - Another weird Batman reference that for me completely misses the mark. I don't really mind the goofy legendaries but these very odd spells really don't work for me. I also notice there is a lot of AoE going on in this set for your class, and its not like you were that light on it to begin with. Also, this still seems like its very cheap even considering all the conditions.
Automaton of Y'Shaarj - I don't get this one either. Its like a robot Y'Shaarj? Kind of? I mean it only summons very small minions and almost anyone with much WoW knowledge would know that's just someone in the Warrior T6 armor from Black Temple and not some sort of robot. Balance wise the card is fine.
Upgrade: Mechazod - Talk about a card that is out of place to me. Considering Mechazod is an NPC from Borean Tundra and the Wrath of the Lich King expansion of WoW I feel like this would be much more suited for TGT. Also, the effect is just so nuts. Over powered and out of place.
Dennis the Unhinged - This seems good. Interesting weapon that is really more of the card than the actual card, which is kind of odd considering the super bland name the weapon has.
ONiK and MSoGoverview - For once I think you really nailed something thematically perfect, and that's ONiK. Every card has great flavor. As far as MSoG, I really with Adapt hadn't just been spoiled, because this is just super Adapt, which I don't like at all. You are also still all over that Grimy Goons hand buff thing, but you're also stepping it up with generally much more exciting and powerful effects. Also, all but 1 of your Class cards says Enhance, that's a bit heavy handed if you look at the other gangs. Yes, there are a some cards, but its not that high of a percentage. I don't know that I think that's great design space. More 2 and 3 Cost cards, but I'm also noticing a lot of 4s and 5s. You have no cards at all that cost 0, 7, 9 or 10. That's a lot of missed mana costs considering how many of everything else there are. Now that we are at the end and I've see it all I think there needs to be a redistribution of costs here.
Gnomish Beatboxer - Everything looks good but I think this should be DJ or Disc Jockey, not Beatboxer, that is just someone that makes sounds with their mouth.
Special Party Pinata - This seems nuts. I know that a bunch of 1 card cards aren't the highest impact, but if you're getting 4+ there are still some great options, and the fact this can get you up to 10 cards, even if they are low value, is too much.
Menagerie Zap-o-tron - I feel like the wording is a bit weird, but considering what you're trying to do its not that bad. The card seems fine otherwise.
Nexus Imbuer - The trigger here is so weird, and of course the payoff is huge. I guess its balanced but it doesn't seem worth it.
Nexus Dealer - Standard stuff.
Nexus-Lord Inhazzar - This is fairly steep in requirement but at least its not an extra mana or specific card requirement the turn you actually play it. The pay off is huge though.
Augmented Tinybot - Seems fine.
Empowered Electrician - This is super steep, maybe weak considering.
Gnomish Enhancer - Fine balance wise, but one of my targets of an Enhance to go. Too much going on, could be something naturally simple.
Imbued Construct - Seems balanced, though its a touch specific. Have you done the math on the available outcomes?
Nexus Sky-Rider - Balance seems fine again, but that text is cluttered, another potential candidate to drop.
Powered Omnitool - Seems cool, the first really interesting weapon I've seen.
Activate Spell Coil! - This seems super clunky. Think about how slow Gadgetzan Auctioneer or Lock and Load can make your turn, now imagine if every time you cast a spell you had to Discover. My least favorite Enhancer by far.
Inhazzar's Shredder - I don't really like this either. It has a super weird functionality because you want to enchance this random 3 cost minion. Seems a bit forced.
Nick Tesslercoil - This is really scary with all of your charge minions, and but when compared to something like The Mistcaller it looks about right.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
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
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.
Thank you both SO much for your feedback!! :)
It's clear that I need to change Flight of the Condors. Will work on that.
Do you think Ethereal Offering could simply be 1 mana "Draw a card"? Alternative is to add "Restore x Health to a minion" (comparable to Power Word: Shield).
Frosted Longbow actually started as a 3 mana 1/4, but also had windfury. I think changing it back is correct (with no windfury).
Will consider dropping a stat point or 2 off Stalwart Sentry and Frostbitten Guard.
I have been thinking of changing the effect for Princess Tempestria anyway... What do you think of "All enemy minions are Chilled. Your hero is Immune." (like Mal'Ganis) That way the immunity doesn't last if the opponent is able to kill the princess (often by trading chilled minions). Could also have "All other minions are Chilled" to include friendlies...
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.
@Turkeybag:
Your alchemist class was one of my favorites throughout the tourney, along with The Racer and The Dryad. So bummed that none of you made the last round, but very glad to be able to see the full set in this way. I love that you included a notable combos section, and you've always had a very good sense of balance, not to mention that Concoct is incredibly creative. I also love all of the potion/elixir art you chose :) Overall you should be INCREDIBLY proud. This is an awesome, versatile class. Well done.
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?
Jade Golem is a keyword, and you have to remember that the fact that it's a keryword is irrelevant, what's important is that it's a new mechanic, which 2 of the 3 factions introduced. In other words, what we've done should be fine.
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?
Gonna bump this because it was at the bottom of the last page and it's unlikely it will get any attention now.
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
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.
Thank you both SO much for your feedback!! :)
It's clear that I need to change Flight of the Condors. Will work on that.
Do you think Ethereal Offering could simply be 1 mana "Draw a card"? Alternative is to add "Restore x Health to a minion" (comparable to Power Word: Shield).
Frosted Longbow actually started as a 3 mana 1/4, but also had windfury. I think changing it back is correct (with no windfury).
Will consider dropping a stat point or 2 off Stalwart Sentry and Frostbitten Guard.
I have been thinking of changing the effect for Princess Tempestria anyway... What do you think of "All enemy minions are Chilled. Your hero is Immune." (like Mal'Ganis) That way the immunity doesn't last if the opponent is able to kill the princess (often by trading chilled minions). Could also have "All other minions are Chilled" to include friendlies...
I've been the main reviewer so far, and I want to say a few things. I totally missed the crazy Flight of the Condor + Spirit of the Saber interaction, though I did almost suggest that Spirit of the Saber cut off face attacks, like Charge does now. I think that's might be the required solution, as mass Charge is just dangerous period. I do think I also probably underestimated how good Flight of the Condor was in general considering all the internal synergy.
Second, I think Ethereal Offering is an odd case. The class isn't particularly combo oriented, as opposed to Rogue, or even Druid, and it definitely doesn't have a ton of good spell power related cards. Its also not a class that needs to draw, or even wants to draw a bunch of cards. I think that means while this is certainly a strong card, it shouldn't end up being over powered in this class.
I also think Turkeybag missed some key factors in judging Stalwart Sentry and Frostbitten Guard. Frostbitten guard takes 2 damage per turn cycle, very similar to Fel Orc Soulfiend. So no matter what this guy dies in a short number of turns. If you lower his health to 4-5 he's dead in 2 turns most of the time and they don't have to commit anything and they don't take any major damage off the minion. Stalwart Sentry does "deal 2 damage" as a 3 mana 3/3, but its only to a chill target. Now, as you said, that seems easier to come by, but also any chilled minion is on its way to death. This only accelerates that by one turn cycle, and while its true you have decent access to the ability you don't always have access to it, and the secondary ability isn't very impressive/good.
Princess Tempestria I think also doesn't seem that broken. The Mal'Ganis comparison is interesting. Mal'Ganis is kind of a gain 7, but he has some stronger synergy within the class as a whole, since it deals itself so much more damage, and he must be dealt with to kill the player. Tempestria does ensure you get 1 turn, but that's it. She isn't a huge threat, and after that turn she can be ignored. Playing this or saving it for the right turn might win you some games, but its not any sort of assurance. I'm not saying the card is 100% spot on, but Mage gets 2 immunes and they get some synergy off it, same with Warlock. This doesn't even really carry a heavy synergy.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
First up, I quite like the Ally keyword and all the cards with it seem well balanced! However I don't think I quite understand what Town Crier is meant to do? It just makes everything Ally with everything but the Ally effect does nothing so it basically does nothing? Or if you give this guy a buff do all minions get it? But then they would also share his buff and your minions would loop until they were infinite/infinite?
Princess Vanessa: Communism seems fine but the biggest issue with Capitalism is that Vanessa is legendary so she's a 10 mana 11/11 with an insane effect. You could make it "For the rest of the game, other friendly...." and I think it'd also have to be +3/+3. Communism makes your promotes useless where as Capitalism doesn't so they could both probably be +3/+3 or maybe +2/+2 is more balanced. Hard to tell.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
I was bored so I started on another class. Probably not gonna be working on it much aside from the classic/basic set though as I'm using it to test really out there mechanics that probably wouldn't be worth doing expansions with. The hero is basically a super smart and philosophical AI. The class focuses on zoo and midrange winning with snowball style effects. Not a clue what to name the class though.
Bassic Set:
Classic Set:
Tokens:
Let me know if you guys think the class looks promising or if it looks like it'd end up being too one dimensional/only using class cards.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
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?
How exactly does Ally work? So the bonus ends when the original Ally giver dies? I feel like there are some really interesting ideas you could do with something like this. I'm going to chuck some weird example cards below. Just to show you some of the stuff I had in mind.
Obviously those are just suggestions. They are all long winded, but that seems like the nature of the ability. For that reason I cut the word Battlecry, but it could be added back. Now onto your cards.
Nightingale Scout - So, this is +1 attack and Taunt better than Shattered Sun Cleric, but removal on this instantly kills the buff. That doesn't seem that great to me. Its fine, but if you look at the overall value of the Grimy Goons effects or the Jade mechanic this gets out paced quickly.
Jester Briona - This is obviously super vanilla, and compared to something like Don Han'Cho looks kind of bad. Obviously this is better on the pure tempo side, but the overall cost to stat ration is lower and the buff isn't permanent like Han'Cho.
Goblin Bartender - This seems cool, one of my favorites by far.
Imperial Chef - Not bad, but considering the overall effect to cost ratio its not that impressive. The upside is the instant value trade, so even if the Chef is killed you got something.
Town Crier - This card is really crazy. How does it interact with Promote? I feel like I need to know a bit more before I full judge, but this seems super super strong.
Highborn Giant - Cool idea for sure. I'm not 100% if I think 10 or maybe the first 11, or even 12 is a better starting cost. Considering the build around nature I almost feel like 12 might be right. By turn 6 you could be playing this easily, and then the rest just get cheaper from there.
Princess Vanessa - This definitely seems cool finding the right level of effect and right balance are what matter. I'll suggest some terms like Democracy, Parliament, Republic, Socialism as common related ones. Oligarchy, Aristocracy, or maybe even Feudalism for the Epic one and then Monarchy, Tyranny, or maybe something crazy like Theocracy (rule of the church) for the Legendary one. I also think that going over 3 options and adding in something like Anarchy or something hilarious like Banana Republic, which isn't just a clothing brand, its a form of government where the primary economy hinges greats on the export of goods, notably bananas, and you could just do something hilarious with that. And there is also Stratocracy or Kraterocracy which generally are governments ruled by the military.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
First up, I quite like the Ally keyword and all the cards with it seem well balanced! However I don't think I quite understand what Town Crier is meant to do? It just makes everything Ally with everything but the Ally effect does nothing so it basically does nothing? Or if you give this guy a buff do all minions get it? But then they would also share his buff and your minions would loop until they were infinite/infinite?
Princess Vanessa: Communism seems fine but the biggest issue with Capitalism is that Vanessa is legendary so she's a 10 mana 11/11 with an insane effect. You could make it "For the rest of the game, other friendly...." and I think it'd also have to be +3/+3. Communism makes your promotes useless where as Capitalism doesn't so they could both probably be +3/+3 or maybe +2/+2 is more balanced. Hard to tell.
I was thinking Capitalism was too strong, it's going down to a +3/+3 buff. Now that I have a ideology for legendaries, and one for commons, I logically want one for epics... But what could that ideology be called, exactly?
Anyway, for your question about Town Crier, he allies with every minion on the board, excluding himself, obviously, because that's not how it works. Now, when they have his effects, though they'll technically have his battlecry, they won't trigger it, they're already on the board. They will also technically have "They share this minions effects", but they don't activate a mass ally battlecry, so it does nothing.
So really, the only thing the other minions get from the ally is any additional buffs you put on him, such as other ally buffs, which is where some of the synergies come in, and ordinary old buffs like Guard Duty or something.
That said, he can be a minion with GREAT risk. If he is frozen, he will have the frozen effect on him, and thus, every minion you have will also have that on them. If he gets Corruptioned, your opponent might just win, and Potion of Madness and Shadow Madness can cause you to die on the spot. After all, those are all effects attached to the minion, even if only for that turn.
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?
How exactly does Ally work? So the bonus ends when the original Ally giver dies? I feel like there are some really interesting ideas you could do with something like this. I'm going to chuck some weird example cards below. Just to show you some of the stuff I had in mind.
Obviously those are just suggestions. They are all long winded, but that seems like the nature of the ability. For that reason I cut the word Battlecry, but it could be added back. Now onto your cards.
Nightingale Scout - So, this is +1 attack and Taunt better than Shattered Sun Cleric, but removal on this instantly kills the buff. That doesn't seem that great to me. Its fine, but if you look at the overall value of the Grimy Goons effects or the Jade mechanic this gets out paced quickly.
Jester Briona - This is obviously super vanilla, and compared to something like Don Han'Cho looks kind of bad. Obviously this is better on the pure tempo side, but the overall cost to stat ration is lower and the buff isn't permanent like Han'Cho.
Goblin Bartender - This seems cool, one of my favorites by far.
Imperial Chef - Not bad, but considering the overall effect to cost ratio its not that impressive. The upside is the instant value trade, so even if the Chef is killed you got something.
Town Crier - This card is really crazy. How does it interact with Promote? I feel like I need to know a bit more before I full judge, but this seems super super strong.
Highborn Giant - Cool idea for sure. I'm not 100% if I think 10 or maybe the first 11, or even 12 is a better starting cost. Considering the build around nature I almost feel like 12 might be right. By turn 6 you could be playing this easily, and then the rest just get cheaper from there.
Princess Vanessa - This definitely seems cool finding the right level of effect and right balance are what matter. I'll suggest some terms like Democracy, Parliament, Republic, Socialism as common related ones. Oligarchy, Aristocracy, or maybe even Feudalism for the Epic one and then Monarchy, Tyranny, or maybe something crazy like Theocracy (rule of the church) for the Legendary one. I also think that going over 3 options and adding in something like Anarchy or something hilarious like Banana Republic, which isn't just a clothing brand, its a form of government where the primary economy hinges greats on the export of goods, notably bananas, and you could just do something hilarious with that. And there is also Stratocracy or Kraterocracy which generally are governments ruled by the military.
Your Jorah card is similar to what I've been thinking of implementing for a while. Obviously it has little synergy with things like Town Crier, but the card is cool enough to make up for it, and unlike my borderline placeholder current legendary, this guy actually FEELS like a legend.
I've buffed the Scout a little, in response to you saying this. If it's too strong, tell me.
The Town Crier is completely reliant on you piling effects onto him, which means your deck already has to contain tonnes of of buffing effects to be reliable, you need to already have a board established to do anything with him, as his allies will only be the ones already there when he hits the board, he's understatted, and there are a couple of risks. For starters, he, by buffing everything you have, requires you to put all your eggs in one basket. You see his effect as he hits the board and you think: Wow! That's nuts! And then he gets Hexed. This means you have the potential to lose a lot of buff cards trying to make this guy work. Also, if he gets afflicted with a negative effect, like for example, being frozen, being corrupted or being taken control of by my new Faction legendary (Thanks for that idea by the way) or a madness effect, he will still be bound to all his buddies. And all his buddies, will also join in with him when he gets potion of madnessed, and you will just die. Of course, I don't anticipate this to happen a lot, but it's still definately a risk.
In regards to promote, each promote effect will have the minion be 1 stage higher than normal with +1/+1 if that's actually raising the rarity. For example, if you had Town Crier on the board, allied with a Leper Gnome, a Knife Juggler, and Mayor Noggenfogger, and you successfully promoted him, Leper Gnome would be a 2/2 Rare for as long as the Crier lives, the Juggler would be a 3/3 Epic, and Noggenfogger, not gaining a rarity boost, will remain as a Legendary 5/4.
I think the giant might be more fair at 12, as well. I want to hear someone elses opinion though, because even though I think it should be 12 mana, I'm uncertain that that's really the case.
I'll be honest, adding things like Banana Republic cards and stuff sound cool and fun, but I want her to act as a mega, permanent Fireheart Champion. When you include her in your deck, for the majority of people, they already have a good idea of which option they want to pick, and then if there were more options, the option they want to pick has the chance of not showing up, because only 3 can be displayed.
In this spoiler is contained every card that has been changed to this point.
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?
How exactly does Ally work? So the bonus ends when the original Ally giver dies? I feel like there are some really interesting ideas you could do with something like this. I'm going to chuck some weird example cards below. Just to show you some of the stuff I had in mind.
Obviously those are just suggestions. They are all long winded, but that seems like the nature of the ability. For that reason I cut the word Battlecry, but it could be added back. Now onto your cards.
Nightingale Scout - So, this is +1 attack and Taunt better than Shattered Sun Cleric, but removal on this instantly kills the buff. That doesn't seem that great to me. Its fine, but if you look at the overall value of the Grimy Goons effects or the Jade mechanic this gets out paced quickly.
Jester Briona - This is obviously super vanilla, and compared to something like Don Han'Cho looks kind of bad. Obviously this is better on the pure tempo side, but the overall cost to stat ration is lower and the buff isn't permanent like Han'Cho.
Goblin Bartender - This seems cool, one of my favorites by far.
Imperial Chef - Not bad, but considering the overall effect to cost ratio its not that impressive. The upside is the instant value trade, so even if the Chef is killed you got something.
Town Crier - This card is really crazy. How does it interact with Promote? I feel like I need to know a bit more before I full judge, but this seems super super strong.
Highborn Giant - Cool idea for sure. I'm not 100% if I think 10 or maybe the first 11, or even 12 is a better starting cost. Considering the build around nature I almost feel like 12 might be right. By turn 6 you could be playing this easily, and then the rest just get cheaper from there.
Princess Vanessa - This definitely seems cool finding the right level of effect and right balance are what matter. I'll suggest some terms like Democracy, Parliament, Republic, Socialism as common related ones. Oligarchy, Aristocracy, or maybe even Feudalism for the Epic one and then Monarchy, Tyranny, or maybe something crazy like Theocracy (rule of the church) for the Legendary one. I also think that going over 3 options and adding in something like Anarchy or something hilarious like Banana Republic, which isn't just a clothing brand, its a form of government where the primary economy hinges greats on the export of goods, notably bananas, and you could just do something hilarious with that. And there is also Stratocracy or Kraterocracy which generally are governments ruled by the military.
Your Jorah card is similar to what I've been thinking of implementing for a while. Obviously it has little synergy with things like Town Crier, but the card is cool enough to make up for it, and unlike my borderline placeholder current legendary, this guy actually FEELS like a legend.
I've buffed the Scout a little, in response to you saying this. If it's too strong, tell me.
The Town Crier is completely reliant on you piling effects onto him, which means your deck already has to contain tonnes of of buffing effects to be reliable, you need to already have a board established to do anything with him, as his allies will only be the ones already there when he hits the board, he's understatted, and there are a couple of risks. For starters, he, by buffing everything you have, requires you to put all your eggs in one basket. You see his effect as he hits the board and you think: Wow! That's nuts! And then he gets Hexed. This means you have the potential to lose a lot of buff cards trying to make this guy work. Also, if he gets afflicted with a negative effect, like for example, being frozen, being corrupted or being taken control of by my new Faction legendary (Thanks for that idea by the way) or a madness effect, he will still be bound to all his buddies. And all his buddies, will also join in with him when he gets potion of madnessed, and you will just die. Of course, I don't anticipate this to happen a lot, but it's still definately a risk.
In regards to promote, each promote effect will have the minion be 1 stage higher than normal with +1/+1 if that's actually raising the rarity. For example, if you had Town Crier on the board, allied with a Leper Gnome, a Knife Juggler, and Mayor Noggenfogger, and you successfully promoted him, Leper Gnome would be a 2/2 Rare for as long as the Crier lives, the Juggler would be a 3/3 Epic, and Noggenfogger, not gaining a rarity boost, will remain as a Legendary 5/4.
I think the giant might be more fair at 12, as well. I want to hear someone elses opinion though, because even though I think it should be 12 mana, I'm uncertain that that's really the case.
I'll be honest, adding things like Banana Republic cards and stuff sound cool and fun, but I want her to act as a mega, permanent Fireheart Champion. When you include her in your deck, for the majority of people, they already have a good idea of which option they want to pick, and then if there were more options, the option they want to pick has the chance of not showing up, because only 3 can be displayed.
In this spoiler is contained every card that has been changed to this point.
Yeah, mostly I was just shooting some ideas at you. Glad some of terms were helpful. I'm interesting in seeing what else comes along now that the Faction is fairly sorted.
If you are looking for a good time in Gadgetzan then look no further then The Silverknob, run and owned by Jexazy Silverknob. Women and drinks are a plenty at The Silverknob but it also runs an underground prostitution service. The Silverknob faction uses a new keyword called Seduce. Seduce will entice a minion to turn on its allies to impress its seductress. The Seduce effect will only last until the minion seduced attacks, but the controlling player won't be able to attack with the Seduced minion unless it has Windfury, at which point it can only attack once that turn.
The Silverknob Tri-Class Cards are available for the Dancer, Bard, and Merchant classes.
Tri-Class Cards:
Dancer Class Cards:
I'm still unsure if the Seduction mechanic might be too powerful. It is essentially a more powerful freeze effect because the minion is forced to attack a friendly minion.
I was bored so I started on another class. Probably not gonna be working on it much aside from the classic/basic set though as I'm using it to test really out there mechanics that probably wouldn't be worth doing expansions with. The hero is basically a super smart and philosophical AI. The class focuses on zoo and midrange winning with snowball style effects. Not a clue what to name the class though.
Bassic Set:
Classic Set:
Tokens:
Let me know if you guys think the class looks promising or if it looks like it'd end up being too one dimensional/only using class cards.
What happened here? I got through Basic and was feeling pretty decent, then I hit Classic and the whole thing exploded. Let's start with something I probably need to start seeding into the main thread as like starting points for classes. Hero Powers should be usable no matter what to a certain point. Obviously Shaman can only have 4 different totems out, and Priest can heal for at full Health, but Hero Powers should pretty much always usable in those early turns. This can only be used if you have a minion. That means if you have a clunky draw with no 1 or 2 drops you don't even get to hero power. You straight up pass. Any time you don't have a minion on the board you can't use your hero power to generate any value. That's what Hero Powers are for, generating value. Second, that Classic set! What happened? How did all 15 cards end up with the word Augment? That's a completely disaster. There are 6 cards that actually have Augments, 1 card that turns a deathrattle into an Augment, and 2 cards that I'm not sure if it spreads Augment around or just triggers the effect a bunch of times. Then there are another 7 cards that use or trigger or whatever those Augment effects. That just makes everything way way way too tangled. I think the issue with everything is that you have minions with Augments, and you have minions that take those. Augments don't do anything, they are virtually worthless without these other cards, that then take or activate those Augments. So really what's happening is there should be 2 different keywords. Augment, and something like Adaptor. So minions with Adaptor can receive these "upgrades". But that's still fairly over the top. What would potentially work is if all Adaptors, IE mech minions, got some sort of effect any time an Augment or Upgrade triggered from a Spell/non-Mech. That would let you use Adaptor and Augment in different ways without having to clutter keywords onto literally every card. Obviously you created the Basic set without exactly using your keyword, but you did still seed in a heap of target related synergy. It currently is far too one dimensional, and in the worst kind of way. Nothing seemed overly busted except New and Improved. IDK how a full heal for you whole board is only valued at 1 mana.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, Round 2 of ONiK and MSoG. Big time overhaul, probably just created the stupidest mechanic in the game. IDK let me know.
ONiK
Explanations
I meantioned ONiK last time. Its got its own funky little focus, some IDK stuff going on. However I changed a few things up.
Winged Bellhop - I dropped this down. I almost went 1/2 but I wasn't sure how everyone would feel about it. Let me know if you think 1/3 is too much.
Gadgetzan Wormhole - Another overhaul. A common side effect of the Wormhole generator in WoW is the Evil Twin debuff, I decided to kind of take that to a new level.
Ride Responsibly - I wanted this to be Designated Rider/Driver at first, but I couldn't find a piece of art I liked, and settled on this one. I know its not 100% Kara flavored, but I thought it was still a fun clever little card idea.
MSoG
Faction - Dark Vengeance
A swift and brutal reckoning is sweeping its way across the city of Gadgetzan. Instead of being here looking to find a fast way to make a buck, they are here to clean this city of its refuse. Let by Cranklin Fastle, the Castigator, a man who's family was brutally shot down by the Grimy Goons while playing at a local oasis, they seek to restore this city to...ok well it wasn't ever that great. But he's pissed off and so are his various associates who's all been wronged by one faction or another.
Keyword
Explanation, you'll need to read this.
OK, most of this is for clarification. Vengeance uses the one-off Merge mechanic designed specifically for Blood of The Ancient One. This is a very important factor because of the nature of the ability. This prevents any kind of multi-triggering of the ability. Much like Malorne or Weasel Tunneler (though less like Tunneler which does some super weird stuff), once the deathrattle triggers it moves/uses up the base card. This means while you can trigger multiple deathrattles either by stacking it on the same minion or by using something like Baron Rivendare, after the first instance of the ability resolves the remaining triggers do nothing and are ignored. Spells merge similar to minions, but there is no real way to Duplicate a spell so there are no issues there.
Any minion or spell that is merged with Vengeance will gain Vengeful in front of its name, that is the only major surface change. All the effects of the original merge card will be hidden within the reminder tooltip. This means that people can see what these cards do but we don't have to recreate a million different cards with new wordings.
Also, obviously a minion that has gained Vengeful has Vengeance, meaning it will merge itself onto a new minion if one is still in the deck. This includes not only the original Vengeance minion, but also the current one, thus compounding the growth and power of subsequent minions. That's my initial idea. If that's too powerful, the idea is to let the Vengeance die off after that first minion. Now, lets show off the minions.
Some Vengeful Examples
+ =
+=
+=
+++
=
I'm sure all of that seems absurd, so I'd love to know people opinions. Onto the main set.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I never intended to finish the class so I decided I could make it a mess to see if the mechanic would work out (hence all the classic cards having the keyword). But much as the set demonstrates it requires too many cards to make proper synergies. I did like the aspect of targeting minions working with stuff like Abusive Sergeant so you can use plenty of useful neutral cards so maybe that'd be cool to explore in a different class. As for the snowballing playstyle, I think it ends up feeling a lot like just playing murlocs so that's probably the better route to go for that playstyle. With the hero power, I do see your point but I think it's fine. Warlock can't hero power at low health or cards, priest can't with nothing to heal, shaman can't with 4 totems, and so on. It does limit the possible classes possible playstyle a fair bit though (much like hunter's hero power) as you'll always need plenty of minions so that's the biggest drawback with it.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Winged Bellhop: Seems a tad too good. Same stat total as Mana Wraith with a better distribution and it costs half. This is a class card and Mana Wraith is bad so I think a 1/2 would be fair. It'd still really slow your opponent down and if you played it turn 1 it makes their minions unplayable without a coin that turn and that's pretty huge.
Gadgetzan Wormhole: Seems fine but has a minor spelling error "It costs (3) less."
Vengeance (keyword): I think the keyword is too good to exist. If you have several vengeful cards your deck will snowball out of control faster than jade golems. Just think of that angry chicken. It had the vengeful text from 3 different minions meaning when it dies it gives a total of 153 stats split over 3 minions. Each of those then give out 3 lots of crazy stats when they die as well. When it's on a spell it's worse as it copies everything it jumps on so eventually you'll have a card like "1 mana deal 37 damage to a character, 8 damage to all enemy characters, draw 4 cards" and so on.
Bullet-Thrower 5000: Seems fair. Obviously gonna be insane with inspire but inspire is underused so it's fine.
Masterwork Target Dummy: Seems too good. Drop him with something like Malygos and he can be gaming winning. I'd make him a 0/2 or 0/3.
I think the only shot this has at working is without the stacking, i.e. when a vengeful minion dies, it doesn't pass anything on. Also, the keyword says "and its text" but your examples look like they only pass on the stats? And how about an example spell? xD
If you are looking for a good time in Gadgetzan then look no further then The Silverknob, run and owned by Jexazy Silverknob. Women and drinks are a plenty at The Silverknob but it also runs an underground prostitution service. The Silverknob faction uses a new keyword called Seduce. Seduce will entice a minion to turn on its allies to impress its seductress. The Seduce effect will only last until the minion seduced attacks, but the controlling player won't be able to attack with the Seduced minion unless it has Windfury, at which point it can only attack once that turn.
The Silverknob Tri-Class Cards are available for the Dancer, Bard, and Merchant classes.
Tri-Class Cards:
Dancer Class Cards:
I'm still unsure if the Seduction mechanic might be too powerful. It is essentially a more powerful freeze effect because the minion is forced to attack a friendly minion.
So fun to see your class again!! Let's see...
Dance with Magic: this feels too strong, although I'd have to take another look at your basic/classic spells. If there's a decent amount of burst damage that could provide combos with this, consider 2 mana. Otherwise should be fine. Could find better art, too! Something more dance-y ;D
Live Audition: Interesting concept. I think it works. Good art/flavor
Party Rager: I adoooore this, omg. So good. Lovely art, amazing flavor. Can't tell about balance, I think the only potential change would be that it gains +1 health instead. and being a Rager, probably more appropriate to be underpowered than overpowered ;D also, consider the elemental tag.
I really like the Seduce mechanic. It's really creative, and has amazing flavor with your faction and class. I'm not sure about balance, however (balance is till where I struggle the most). The legendary seems very strong, but really only insanely strong against an aggro/flood class... It might be fine.
Silverknob Pole Dancer: this is great all around. Makes total sense, sweet art/flavor, and I like that it targets a random enemy. Well done.
Dance with the Murloc: My only thought on this one is that I like the idea of the card name being "Leaping Murloc", with just "3/2 Murloc" in the text (the token can have the Leaping part, too). This is fine too, I just wanted to throw that idea past you as well. I would also consider making the Murloc a 3/1, as this is strictly better thanWolfrider, especially with the shift.
Study of Pleasure: Works for me, although not my fave of the seduction cards.
Bewitchment: This is excellent. I'm beginning to think there may be a tad too much seduction, but I wouldn't lose this one. It's got great flavor.
Mistress of Cold: Hmmm. Well, this definitely feels like an odd-woman-out (hah). If you had a "Mistress of ____" (something else, with another keyword that's not in the set yet) it wouldn't feel as random. Example could be 'Shadows' with stealth (I actually have a Mistress of Shadows for rogue lol), or 'Protection' with Divine Shield.
Silverknob Bouncer: This is a bit off for me. Maybe it's the art, or it could be that I don't buy a Bouncer seducing those s/he hurts. This might be the weak seduce card to replace (or just remove the seduce effect for something more in line with a bouncer. in which case you could go with a male bouncer in the art).
Silverknob Enchantress: When I read adjacent minions I was actually hoping it was going to Seduce friendly minions, and have a strong stat line to make up for it. This is probably fine, though. Not my favorite of the seduce cards but not bad.
Jexacy's Ledger: oooo, interesting. But is the effect too random? I'd have to look at the rest of your set to see how much mana generation is part of it. If it's a theme, it works.
Head Mistress Elysa: Not bad, seems balanced. Art seems pretty good, I'd like it more centered but I'm guessing there was a sizing problem perhaps.
Overall this is a really cool, interesting, creative set!!! Awesome! I think you would have done well in the competition with this concept, with a few brushing ups. I think the bouncer really should be changed. I like having a Bouncer card in the mix, but with a different effect and art. You could also consider ditching either the ledger or the mistress of cold for a card that matches the other one more (ditch ledger for another mistress as described above, or ditch cold for another mana generation). Well done!!
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:
Here are my proposed changes based on all of your feedback:
CHANGES TO --->
CHANGES TO --->
CHANGES TO --->
CHANGES TO --->
I've decided NOT to change:
Flight of the Condors - the change for Saber above deals with the overpowered combo. Yes, giving stealth for these guys is very good, but it's vulnerable to AOE and can be blocked by taunts, etc.... I don't think this card by itself is too strong either, because if you're NOT going for a mill strategy this is very awkward against aggro decks, and if you ARE going mill, it's decent... but typically mill decks don't care all too much about the board. It definitely helps, but isn't game-winning in that case.
Stalwart Sentry - I agree with Odinson about how this simply quickens a death that is incoming anyway.
Frostbitten Guard - Well, this is very strong against aggro, but trash against control. Seems like a fair tech card. If anything, I may take it out of the Classic set.
I'm still unsure about the Princess Tempestria change, and def welcome additional feedback on this. Oh, and Naxx/GvG will be posted soon!
Basic overview - We don't start with any pulled punches here. Almost every card is complex, and some of them are almost needless so. Its not a terrible start though, as there are some really cool things happening.
Aged Inventor - This is one of the most simple cards you have and I wish there were a few more like it, and less piled up synergy.
A Quick Tune-Up - I feel like this is too cheap. I know that eventually Priest got Flash Heal, but up to this point Holy Light was coming in at 2 mana for a Heal 6. That was as efficient as healing got. This cuts off 1 point of healing, and throws on Divine Shield, worth at least 1 full mana and Taunt, worth generally half a mana. How did you draw this one up? I feel like 4 is the most this should heal for. I also don't fully understand the connection to fixing one thing and the next one getting buffed.
Faulty Turtle Turret - I really like these guys, the whole Faulty set is cool.
First Test Run - This is super weird to me. Its a draw 2 but one of the cards only exists because of this card. And its and off curve minion... I really don't get it. I mean I like the minion itself and the card isn't OP but I think there are some minor issue with how it flows.
Jury-Rigged Ride - I really don't get this card. The name doesn't make sense with the effect unless you're playing the minion. In the cases you don't do that what is going on? I feel like this should return to your hand and just give Charge. You're paying 1 extra mana plus the full cost of the minion. Shadowstep is really only good because of the cost reduction on top but this is a slight cost increase and the bonus isn't permanent. Yuk.
Shrink Ray - This seems pretty strong. I don't like the fact that the effect isn't a battlecry or deathrattle or even an on attack trigger but rather something you can statically gain value out of forever by not using the last durability, just keeping yourself ahead in trade value.
Supercharged Battery - This is very powerful. 1 mana less than Blessing of Kings and you get 2 full uses out of it, which means you should always get your value, and it doesn't just kill the guy, you could keep getting value out of it. That's pretty impressive. Probably ok, but its very close to being too good.
Silver Retriever - This is fine, and at least this token and the one from To the Workshop are the same.
To the Workshop - This looks really weird next to First Test Run. Its obviously giving you very specific things, but its getting you a lot of stuff for just 2 mana. That's two cheapish value spells in your Basic set.
Tinkering with Portals - This I don't really get. I mean I guess I kind of get it, but at the same time its just lousy. Yeah, its one cheaper than Recycle, but this is a legit Drawback for a 1 mana discount. This feels even less playable than Recycle was.
Classic Overview - This is where things really start to get hectic. There is just sooooooo much going on with this particular set. Its bloated with interactions and extremely focused at 2 and 3 mana. Like HOLY CRAP! Between Classic and Basic, you have NINE 3-Cost cards, and SIX 2-Cost cards. That's 15 cards between just 2 mana costs. The only classes that have this kind of redundancy at one cost have Secrets, which are always set at that cost, thus leading to an extremely high number of cards there.
Ecstatic Electrician - Its hard to judge these cards fairly sometimes. 2 stat points over a neutral is fine, considering how terrible Stormpike Commando really is. But this sure makes it look that much more horrible right off the bat.
For Gnomeregan - Seems good.
Guardian of Gnomes - The art here is a tough sell for me. I know its kind of cool, but that garden gnome style isn't really something we've ever seen in a Warcraft game for a good reason. Otherwise fine card.
Noise-o-Tron 3000 - I don't really get how the effect and name line up, but balance wise its fine.
Rig Explosives - This seems good. Nice tricky way to get a cheap AoE.
Rocket Tech - Also seems fine, considering you give up something for that Charge.
Chicken Incubator - This is kind of funny. I brought up killing animals to further engineering and here is a card that specifically shows it off. Its still so weird to me. Fine balance wise though, and of course hilarious art.
Mechanizing Beam - I don't like this one card simply because the idea of Mechs wasn't a thing until GvG. I think should could have been something else until then, like the Chickenizer 5000.
Out of the Roost - This is a very scary card. It has tons of base synergy generating all those 1 drops, it acts as not oly removal but on top of that it is a great burst damage tool, that is pretty scary. I guess you don't have Savage Roar, but there are still some combo options in your class.
Power Gauntlet - This is missing the word Next, before spell, because I'll assume this isn't meant to be some sort of crazy permanent buff. Otherwise its fine.
Special Delivery - Seems fine.
Final Adjustments - This is one of those combo cards I worry about, but otherwise it seems fine.
Just Like Old Times - This one is weird to me, but seems balanced, especially since the weapon can't go face.
Upgrade: Exosuit - This seems fine. But IDK. Its the only real card that mentions armor which is a bit out of place and its such a kind of weird effect. I'm also not drawing the line to summoning these minions and that giving you armor.
Toby Spark - This is a touch complex, but fine. The sucky part is its just unplayable without meeting the condition which feels bad man.
Naxx and GvG overview - I don't get why this isn't a much heavier mech class. I mean I get that it has mechs already but why not touch synergy stuff at all? This to me would have been a great point to make non-mechs with required mech synergy to give you some balancing play offs. Instead both non-Mechs are deconstructed cards and the only mech related card, besides the one in your classic set...is a boring buff. We also add two more 2 and 3 drops, 4 in total, still leaving over half your cards at either 2 or 3 mana. Also, no weapon at all in this set of cards seems odd.
Toxic Gas Bomb - This card is fine, I guess, but it doesn't fit Naxx for me. Every and I mean every Naxx class card is either a card with Deathrattle or a spell that replicates that sort of effect, Duplicate, Avenge and Reincarnate. Your card doesn't really do that at all, but isn't a bad card.
Mech-ssenger Owl - This seems pretty damn good. Gives you another great Mech 1 drop, and fits the general theme of GvG, even if the art has a bit too much LoE in it haha.
Scrapyard Scavenger - Its a card. I don't really like the art, but that's just me.
Emergency Start-Up - I don't really get this one. The Whirlwind seems like a pretty huge drawback, so why this is a +2/+2 for 2 mana that only hits Mechs makes not sense.
Pumped-Up Bruiser - This is fine, if not weird.
When Sheep Fly - This seems beyond gross. Yes, if you're just going face its worse than a lot of spells, but if you're playing this and killing a 5+ health minion off it or two smaller minions this is totally bonkers. 6 mana. Deal 6. Draw 2? SMFH.
Chickenizer 5000 - This seems fine. I almost used this art myself, its a great one.
Goblin Model Decoy - I know you probably wanted to play off of Life Model Decoy, but why not just Goblin Decoy, Life-like Gob-bot or something. The name just makes me cringe every time I read it. Otherwise, its hard to get value off of this based on standard summon rules, so it seems fine.
Tyrannosaurus Mech - I feel like this should be called Devilsaurus Mech, as that is the name used for those sorts of Dinosaurs in WoW, and its a pretty solid name anyway. Otherwise its kind of fun.
BRM and TGT overview - This kind of start to spiral out of control here. Not only do we have FOUR more 3-Cost cards (luckily only one 2-Cost), but then on top of that you hit Inspire hard as hell. Of all the classes only one got 2 true Inspire cards, then Mage got two Hero Power interaction cards and a couple classes got kind of Hero Power interaction cards, but that still didn't push any class over 3 interactions. You have 5 Inspire cards, and your set kind of already heavily plays into its Hero Power. Plus you just start walking all over the Grimy Goons toes with all the hand buffs.
Omnotron Repairbot - This one is a bit odd considering your previous uses of Deconstruct. Seems like considering the symmetric nature of the effect it could be a 6/5 or 5/6
Upgrade: Dragon - I hate this. Utterly hate everything about it. Not only is it a gimmick solution to a problem, its a bad one. Because if you don't draw it it probably means you're screwed, and if you do its a huge win more sort of card. Hell, its probably just more playable in a pure Mech deck as a 2 mana Mistcaller (who's effect costs him 2.5 mana worth of stats as a legendary minion).
Refined Construct - This seems fine.
Arena Master Chef - This doesn't make any sense to me. You have no class beasts besides kind of Chicken Incubator and this just feels horribly out of place. Its random Beast synergy out of left field. I'm sure this was because of the challenge from that phase, but its so super bizarre.
Magnetic Shield - Cool idea for a Shield style Weapon. It works ok, but you have a lot of Taunt in your set, so you having it doesn't seem to help a lot with protecting your minions.
Tinker of the Skies - This seems super crazy with Out of the Roost, otherwise it seems mediocre to bad.
Dark Gnome Rising - This weird Batman reference seems also out of place. Its a fun piece of art, but what's going on with it? Also, how do you gain Inspire. That is so weird.
Faulty Squirrel-Bot - This is interesting, nice new twist on Faulty.
Tinkertown Jouster - I think this being Deconstruct and Joust makes this way too niche, and ends up making it one of those cards that ruins people's day in Arena.
Buff My Workshop - Another card I don't really like. Mostly its the adding Inspire to your minions part that is sooooo weird.
Inventor's Assemble - So this is a Draw 3 for 6, which is fine, but it also randomly buffs those minions, which is probably fine, but still fairly pushed. Especially considering the likelihood of getting a legendary.
Agent Jamie Bond - This is really cool. Great idea for a cheap legendary, but it seems really scary. There are some very powerful 1-Cost spells spread out between the classes. Most of the minions aren't game breaking but some of those spells could be very dangerous.
LoE and WotOG overview - We get some cohesion back here, but there are still some weird things going on.
Artifact Tracker - This is something I personally expressed a number of times during the competition. I don't like breaking the very clear rules that Blizzard put forth regarding Discover before they did it themselves. Obviously they eventually kind of broke their own rules about it in Mean Streets, but almost every card only sees your classes cards as that is a huge factor in how the effect is meant to be balanced. Otherwise I can't see any other issues with it.
RC Scout-Bot - The only issue I have with this is wording, and its only minor. The first time I read it I thought it drew cards, as in multiple, based on its cost, not a card of equal cost.
Activate Energy Shield - I am not sure I feel like this needs the word Activate. That just feels like a tack on.
Doomprepper - This is just really weird. The Deconstruct is also a very weird ability. Its not all bad, the balance seems fine.
Engineer of C'Thun - Look good. Obviously you're a C'Thun class. I think this one is a bit odd though, because no other classes C'Thun card just uses the simple +2/+2. But that's little stuff.
Runaway Frost-o-matic - Interesting cheap Mech, seems balanced.
MC'Thun Tech - Clever play on words here. The effect seems strong but not too strong considering.
Reprogram - This is an odd card. The damage value is high enough that isn't very easy, if not just way too easy to trigger. On top of that, I don't get how reprogramming it changes it to a 2/2, and makes it cost 1. I mean I know why it cost 1 in terms of your class but this seems a touch powerful considering the sorts of things you can copy.
The Goblin Joke - Another weird Batman reference that for me completely misses the mark. I don't really mind the goofy legendaries but these very odd spells really don't work for me. I also notice there is a lot of AoE going on in this set for your class, and its not like you were that light on it to begin with. Also, this still seems like its very cheap even considering all the conditions.
Automaton of Y'Shaarj - I don't get this one either. Its like a robot Y'Shaarj? Kind of? I mean it only summons very small minions and almost anyone with much WoW knowledge would know that's just someone in the Warrior T6 armor from Black Temple and not some sort of robot. Balance wise the card is fine.
Upgrade: Mechazod - Talk about a card that is out of place to me. Considering Mechazod is an NPC from Borean Tundra and the Wrath of the Lich King expansion of WoW I feel like this would be much more suited for TGT. Also, the effect is just so nuts. Over powered and out of place.
Dennis the Unhinged - This seems good. Interesting weapon that is really more of the card than the actual card, which is kind of odd considering the super bland name the weapon has.
ONiK and MSoG overview - For once I think you really nailed something thematically perfect, and that's ONiK. Every card has great flavor. As far as MSoG, I really with Adapt hadn't just been spoiled, because this is just super Adapt, which I don't like at all. You are also still all over that Grimy Goons hand buff thing, but you're also stepping it up with generally much more exciting and powerful effects. Also, all but 1 of your Class cards says Enhance, that's a bit heavy handed if you look at the other gangs. Yes, there are a some cards, but its not that high of a percentage. I don't know that I think that's great design space. More 2 and 3 Cost cards, but I'm also noticing a lot of 4s and 5s. You have no cards at all that cost 0, 7, 9 or 10. That's a lot of missed mana costs considering how many of everything else there are. Now that we are at the end and I've see it all I think there needs to be a redistribution of costs here.
Gnomish Beatboxer - Everything looks good but I think this should be DJ or Disc Jockey, not Beatboxer, that is just someone that makes sounds with their mouth.
Special Party Pinata - This seems nuts. I know that a bunch of 1 card cards aren't the highest impact, but if you're getting 4+ there are still some great options, and the fact this can get you up to 10 cards, even if they are low value, is too much.
Menagerie Zap-o-tron - I feel like the wording is a bit weird, but considering what you're trying to do its not that bad. The card seems fine otherwise.
Nexus Imbuer - The trigger here is so weird, and of course the payoff is huge. I guess its balanced but it doesn't seem worth it.
Nexus Dealer - Standard stuff.
Nexus-Lord Inhazzar - This is fairly steep in requirement but at least its not an extra mana or specific card requirement the turn you actually play it. The pay off is huge though.
Augmented Tinybot - Seems fine.
Empowered Electrician - This is super steep, maybe weak considering.
Gnomish Enhancer - Fine balance wise, but one of my targets of an Enhance to go. Too much going on, could be something naturally simple.
Imbued Construct - Seems balanced, though its a touch specific. Have you done the math on the available outcomes?
Nexus Sky-Rider - Balance seems fine again, but that text is cluttered, another potential candidate to drop.
Powered Omnitool - Seems cool, the first really interesting weapon I've seen.
Activate Spell Coil! - This seems super clunky. Think about how slow Gadgetzan Auctioneer or Lock and Load can make your turn, now imagine if every time you cast a spell you had to Discover. My least favorite Enhancer by far.
Inhazzar's Shredder - I don't really like this either. It has a super weird functionality because you want to enchance this random 3 cost minion. Seems a bit forced.
Nick Tesslercoil - This is really scary with all of your charge minions, and but when compared to something like The Mistcaller it looks about right.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
It's clear that I need to change Flight of the Condors. Will work on that.
Do you think Ethereal Offering could simply be 1 mana "Draw a card"? Alternative is to add "Restore x Health to a minion" (comparable to Power Word: Shield).
Frosted Longbow actually started as a 3 mana 1/4, but also had windfury. I think changing it back is correct (with no windfury).
Will consider dropping a stat point or 2 off Stalwart Sentry and Frostbitten Guard.
I have been thinking of changing the effect for Princess Tempestria anyway... What do you think of "All enemy minions are Chilled. Your hero is Immune." (like Mal'Ganis) That way the immunity doesn't last if the opponent is able to kill the princess (often by trading chilled minions). Could also have "All other minions are Chilled" to include friendlies...
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@maxlot
First up, I quite like the Ally keyword and all the cards with it seem well balanced! However I don't think I quite understand what Town Crier is meant to do? It just makes everything Ally with everything but the Ally effect does nothing so it basically does nothing? Or if you give this guy a buff do all minions get it? But then they would also share his buff and your minions would loop until they were infinite/infinite?
Princess Vanessa: Communism seems fine but the biggest issue with Capitalism is that Vanessa is legendary so she's a 10 mana 11/11 with an insane effect. You could make it "For the rest of the game, other friendly...." and I think it'd also have to be +3/+3. Communism makes your promotes useless where as Capitalism doesn't so they could both probably be +3/+3 or maybe +2/+2 is more balanced. Hard to tell.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I was bored so I started on another class. Probably not gonna be working on it much aside from the classic/basic set though as I'm using it to test really out there mechanics that probably wouldn't be worth doing expansions with. The hero is basically a super smart and philosophical AI. The class focuses on zoo and midrange winning with snowball style effects. Not a clue what to name the class though.
Bassic Set:
Classic Set:
Tokens:
Let me know if you guys think the class looks promising or if it looks like it'd end up being too one dimensional/only using class cards.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Obviously those are just suggestions. They are all long winded, but that seems like the nature of the ability. For that reason I cut the word Battlecry, but it could be added back. Now onto your cards.
Nightingale Scout - So, this is +1 attack and Taunt better than Shattered Sun Cleric, but removal on this instantly kills the buff. That doesn't seem that great to me. Its fine, but if you look at the overall value of the Grimy Goons effects or the Jade mechanic this gets out paced quickly.
Jester Briona - This is obviously super vanilla, and compared to something like Don Han'Cho looks kind of bad. Obviously this is better on the pure tempo side, but the overall cost to stat ration is lower and the buff isn't permanent like Han'Cho.
Goblin Bartender - This seems cool, one of my favorites by far.
Imperial Chef - Not bad, but considering the overall effect to cost ratio its not that impressive. The upside is the instant value trade, so even if the Chef is killed you got something.
Town Crier - This card is really crazy. How does it interact with Promote? I feel like I need to know a bit more before I full judge, but this seems super super strong.
Highborn Giant - Cool idea for sure. I'm not 100% if I think 10 or maybe the first 11, or even 12 is a better starting cost. Considering the build around nature I almost feel like 12 might be right. By turn 6 you could be playing this easily, and then the rest just get cheaper from there.
Princess Vanessa - This definitely seems cool finding the right level of effect and right balance are what matter. I'll suggest some terms like Democracy, Parliament, Republic, Socialism as common related ones. Oligarchy, Aristocracy, or maybe even Feudalism for the Epic one and then Monarchy, Tyranny, or maybe something crazy like Theocracy (rule of the church) for the Legendary one. I also think that going over 3 options and adding in something like Anarchy or something hilarious like Banana Republic, which isn't just a clothing brand, its a form of government where the primary economy hinges greats on the export of goods, notably bananas, and you could just do something hilarious with that. And there is also Stratocracy or Kraterocracy which generally are governments ruled by the military.
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.
ONiK Set:
MSoG Set:
If you are looking for a good time in Gadgetzan then look no further then The Silverknob, run and owned by Jexazy Silverknob. Women and drinks are a plenty at The Silverknob but it also runs an underground prostitution service. The Silverknob faction uses a new keyword called Seduce. Seduce will entice a minion to turn on its allies to impress its seductress. The Seduce effect will only last until the minion seduced attacks, but the controlling player won't be able to attack with the Seduced minion unless it has Windfury, at which point it can only attack once that turn.
The Silverknob Tri-Class Cards are available for the Dancer, Bard, and Merchant classes.
Tri-Class Cards:
Dancer Class Cards:
I'm still unsure if the Seduction mechanic might be too powerful. It is essentially a more powerful freeze effect because the minion is forced to attack a friendly minion.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, Round 2 of ONiK and MSoG. Big time overhaul, probably just created the stupidest mechanic in the game. IDK let me know.
ONiK
Explanations
I meantioned ONiK last time. Its got its own funky little focus, some IDK stuff going on. However I changed a few things up.
Winged Bellhop - I dropped this down. I almost went 1/2 but I wasn't sure how everyone would feel about it. Let me know if you think 1/3 is too much.
Gadgetzan Wormhole - Another overhaul. A common side effect of the Wormhole generator in WoW is the Evil Twin debuff, I decided to kind of take that to a new level.
Ride Responsibly - I wanted this to be Designated Rider/Driver at first, but I couldn't find a piece of art I liked, and settled on this one. I know its not 100% Kara flavored, but I thought it was still a fun clever little card idea.
MSoG
Faction - Dark Vengeance
A swift and brutal reckoning is sweeping its way across the city of Gadgetzan. Instead of being here looking to find a fast way to make a buck, they are here to clean this city of its refuse. Let by Cranklin Fastle, the Castigator, a man who's family was brutally shot down by the Grimy Goons while playing at a local oasis, they seek to restore this city to...ok well it wasn't ever that great. But he's pissed off and so are his various associates who's all been wronged by one faction or another.
Keyword
Explanation, you'll need to read this.
OK, most of this is for clarification. Vengeance uses the one-off Merge mechanic designed specifically for Blood of The Ancient One. This is a very important factor because of the nature of the ability. This prevents any kind of multi-triggering of the ability. Much like Malorne or Weasel Tunneler (though less like Tunneler which does some super weird stuff), once the deathrattle triggers it moves/uses up the base card. This means while you can trigger multiple deathrattles either by stacking it on the same minion or by using something like Baron Rivendare, after the first instance of the ability resolves the remaining triggers do nothing and are ignored. Spells merge similar to minions, but there is no real way to Duplicate a spell so there are no issues there.
Any minion or spell that is merged with Vengeance will gain Vengeful in front of its name, that is the only major surface change. All the effects of the original merge card will be hidden within the reminder tooltip. This means that people can see what these cards do but we don't have to recreate a million different cards with new wordings.
Also, obviously a minion that has gained Vengeful has Vengeance, meaning it will merge itself onto a new minion if one is still in the deck. This includes not only the original Vengeance minion, but also the current one, thus compounding the growth and power of subsequent minions. That's my initial idea. If that's too powerful, the idea is to let the Vengeance die off after that first minion. Now, lets show off the minions.
Some Vengeful Examples
+ =
+=
+=
+++
=
I'm sure all of that seems absurd, so I'd love to know people opinions. Onto the main set.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@The_Odinson
I never intended to finish the class so I decided I could make it a mess to see if the mechanic would work out (hence all the classic cards having the keyword). But much as the set demonstrates it requires too many cards to make proper synergies. I did like the aspect of targeting minions working with stuff like Abusive Sergeant so you can use plenty of useful neutral cards so maybe that'd be cool to explore in a different class. As for the snowballing playstyle, I think it ends up feeling a lot like just playing murlocs so that's probably the better route to go for that playstyle. With the hero power, I do see your point but I think it's fine. Warlock can't hero power at low health or cards, priest can't with nothing to heal, shaman can't with 4 totems, and so on. It does limit the possible classes possible playstyle a fair bit though (much like hunter's hero power) as you'll always need plenty of minions so that's the biggest drawback with it.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@The_Odinson
Winged Bellhop: Seems a tad too good. Same stat total as Mana Wraith with a better distribution and it costs half. This is a class card and Mana Wraith is bad so I think a 1/2 would be fair. It'd still really slow your opponent down and if you played it turn 1 it makes their minions unplayable without a coin that turn and that's pretty huge.
Gadgetzan Wormhole: Seems fine but has a minor spelling error "It costs (3) less."
Vengeance (keyword): I think the keyword is too good to exist. If you have several vengeful cards your deck will snowball out of control faster than jade golems. Just think of that angry chicken. It had the vengeful text from 3 different minions meaning when it dies it gives a total of 153 stats split over 3 minions. Each of those then give out 3 lots of crazy stats when they die as well. When it's on a spell it's worse as it copies everything it jumps on so eventually you'll have a card like "1 mana deal 37 damage to a character, 8 damage to all enemy characters, draw 4 cards" and so on.
Bullet-Thrower 5000: Seems fair. Obviously gonna be insane with inspire but inspire is underused so it's fine.
Masterwork Target Dummy: Seems too good. Drop him with something like Malygos and he can be gaming winning. I'd make him a 0/2 or 0/3.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@The_Odinson
WOW. What a concept!
I think the only shot this has at working is without the stacking, i.e. when a vengeful minion dies, it doesn't pass anything on. Also, the keyword says "and its text" but your examples look like they only pass on the stats? And how about an example spell? xD
eta: note the typo on Ride Responsibly "it costs"
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Overall this is a really cool, interesting, creative set!!! Awesome! I think you would have done well in the competition with this concept, with a few brushing ups. I think the bouncer really should be changed. I like having a Bouncer card in the mix, but with a different effect and art. You could also consider ditching either the ledger or the mistress of cold for a card that matches the other one more (ditch ledger for another mistress as described above, or ditch cold for another mana generation). Well done!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Class under the spoiler!!
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:
Here are my proposed changes based on all of your feedback:
I've decided NOT to change:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist