This I feel is too powerful. Dealing 12 damage to the enemy hero is worth ~10 mana (See Pyroblast which is ALWAYS done face.) Also, how does reflect the concept of a "witchdoctor"?
I guess this is similar to the Warlock hero power, as it has quite a bit of sheer strength, at the cost of health. And yes, it will pass the Finley test. (Two damage is really really powerful!!!)
Also, it's basically a my Hearthpwn.com name: Phoe-"NIX FEATHER".
Impulse Keyword and other Core Ideas
Core Keywords: Impulse, Deathrattle
Concepts
Recklessness
Retaliation
Resurrection
Healing (Instead of armor)
Damage-based Removal (Like a mage’s spells)
This means that the card was drawn earlier this turn, or somehow added to your hand earlier this turn. So, cards from Yogg-Saron and other RNG effects that aren't added to you hand will never trigger impulse. In addition, cards added into your hand during your opponent's turn can't trigger impulse!
Possible Archetypes
Tempo Phoenician
"Freeze" Phoenician
Self-Mill Phoenician (w/WotoG)
Reno Phoenician (Possibly if this joins the Kabal)
Elemental (When Un'Goro comes around)
35-card "Good Stuff" Phoenician (When is this NOT a good deck?)
Basic Set
Nix’s Mark: A quick simple and easy buffing spell that’s comparable to Divine Strength.
Counter Reflex: A simple damaging spell. I considered having this deal 4 damage, but I didn’t think the downdraw was as strong as Soulfire’s. 4/10: Made slightly stronger because of the drawback. 4/19: Changed name to Counter Strike
Pyromancer: I wanted Pyromancer to have some way of boosting a spell’s strength. As some of you’ll know, I went through quite a few versions of this card before settling with this one. A 2-mana 3/1 that basically supports the “I burn you to ashes. Then more”. 4/10: -1 Attack. To more evenly balance it’s strong value.
Flaming Vortex: Now. It’s not supposed to be double Whirlwind. The concept is to increase the power of spell damage and Pyromancer, along with other cards that cooperate well. I can guarantee that Enrage effects will never appear in this Class.
Following Flame: It’s pretty weak actually… as it deals 2 damage, but allows you opponent to attack once again… It’s just a versatile card that’s effective against 2-Health minions…
Fury: Comparable to a more consistent version of Lock and Load or Stampede. This will help quite a bit with activating the “Impulse” keyword.
Reduce to Ashes: The finishing move… Weaker than Mind Blasts, and much weaker than Fireball for burn damage. This is because the class is already full of quick and easy spells. Also, it opens up a little possibility of hitting your own hero… if that ever needs to happen for some strange situational reason... 4/10: The card was originally 8 damage, but it felt too strong. At 6, it felt too weak. For now, the card has been reintroduced at 7 damage.
Phoenix Tears: A healing spell. Everyone has a few of these. I believe it’s quite balanced.
Scorching Phoenix: As previously pointed out, yes. This minion has an overpowered anti-aggro ability. Also, it harms your own board too. Just have fun with it… and try not to get hit by fireballs.
Invigorate: No. This is not Innervate. Remember Sprint? Oh yeah. Let’s make it bigger.
Expert Set
Catalyze: I believe that this is helpful with the impulse effect. This is slightly stronger than the Warlock Hero Power (Because of the set) 4/10: “Deal 2 damage to your hero”. The cards has been updated to reduce all the complaints. Yeah, yeah. I get it. 4/19: A quick grammatical change.
Retaliate: Weaker, 0-Cost version of Counter Reflex. Similar to Backstab.
Nix’s Blessed: Just a simple buff. Incorporates Nix’s Mark. As an Impulse effect.
Intuition: Replaces all the Phoenix Awakening nonsense. It’s a card that encourages the use of “Impulse”, along with removing any debuffs on cards in your hand.
Phoenix Egg: Infinite resurrection at it’s finest. 4/10: Added Can’t Attack to make it much weaker than Devilsaur Egg, forcing a player to eliminate it
Rebirth: Resurrection idea once again. Slightly different from Shaman’s and Priest’s. 4/10: Renamed to “Renewal”.
In theory, each will summon the other indefinitely.
Phoenixfire: Simple damaging spell. 4/10: Added the word “Also” to clarify the intended effect. 4/19: Replaced “Also” with “And”.
Anticipate: Simple draw concept. 4/10: Name changed from “Precognition” to “Anticipate”.
Bloodmage: Wait wait wait. This is Phoenician class. What’s with this Bloodmage nonsense? Well, the thing is, many bloodmage's have the ability to summon Phoenixes so why not? 4/10: Replaces Forgegaurd. 4/19: Changed rarity to Epic.
Reckless Blazewing: I just thought of this to be a random concept as an interesting epic.
Tectonic Surge: Simple minion damaging spell.
Lavahound: This fiery beast is… well a little Core Hound-y. Likes to pounce on pretty much any moving object... 4/10: Word “random” added to clarify the intended effect.
Pyroclasm: Simple, but possibly devastating, AoE.
Pyromaniac Sera: A finisher if your opponent has no way to remove it. 4/13: It was argued that this would end the game if brought into play by Barnes. I would argue otherwise, as an early Ragnaros or Y’Sharj would pretty much do the same thing. Also, we haven’t gotten to ONiK yet. It might be a bridge to cross when we get there.
Blaze of Glory:An interesting thought about Impulse cards, although this may be a little too strong. Note that the card will not have impulse if Deathchill Phoenix dies during your opponent’s turn.
Curse of Naxxramas
Deathchill Phoenix: This card is made to work well with the Impulse Keyword, forcing you to almost play the drawn card. Note that Impulse will only become available if the minion dies during your turn.
Goblins vs Gnomes
Bomb-o-tron: Mech that deals damage to stuff. Fun eh?
Flamewing: A mix-up on Deathchill Phoenix’s concept.
From the Ashes: A more precise version of Resurrect. 4/19: Text adjusted to clarify intended result.
Phoenix Rager: Welcome to the Rager Family! Okay, hear me out. This minion seems to be overpowered AF. But the thing is, I wanted this card to force your opponent to remove it with a spell or with their hero. 4/19: Reworded the same effect.
Unstable Caster: Revisits an idea in Anticipate. 4/19: Picture changed.
Cerebral Combustion: At worst, a weaker Deadly Shot. At best, a cheap removal card. Another simple example of a way to use Impulse. 4/19: Name changed to Cerebral Combustion.
Nix’s Cometstorm: Similar to Volcano, but with a possible healing spell thrown in. 4/19: -1 Damage and Healing.
Steelwing Volitus: 4/19: Completely changed idea. Now, it’s a completely different card!
Blackrock Mountain
Reprisal: Another spell that has the retaliation mechanic. At the same it is a powerful removal. 4/19: Removed accidental “Mech” tag.
Dark Iron Golem: Similar to many other Blackrock Mountain cards that cost less based on the number of minions that die in a turn.
The Grand Tournament
Dualcast: This is a pretty simple spell that I’m surprised doesn’t already exist. It just is the copy of the last spell you cast. (Same cost and all)
Prized Vial: Although the coin seems slightly out of place… This is a simple healing spell. The idea is that you can use the vial of Phoenix Tears, or choose to sell it for a coin instead.
Cyro’s Chosen: This card is basically the counterpart to “Nix’s Blessed”, but for Icewing Cyros instead. It has a small Frost Shock included as an Impulse effect.
Zapwing: One of the stronger cards in this set, as a 3-cost 5/5. Probably going to be a staple in most decks. I believe that the downdraw does well to balance its stats.
Molten Claw: Simple and effective. A little stronger than Shadow Bolt
Nix’s Champion: Once again, this follows the +2/+1 effects from Nix’s Mark. Nix’s Champion becomes stronger whenever you activate your hero power. Although, the wording makes it similar to Floating Watcher
Flame Bearer: Another way to show Following Flame (Which is similar to Corruption)
Duel of Legends: A way to pull out the legendaries from both decks. This card will encourage players to almost always include at least one legendary in their deck.
Adventurer Glacius/Icewing Cyros: The powerful legendary card from the set. It summons a 3/2 body followed by a 5/5 one. This can be compared to a weaker version of Anub’arak, but with a possible freeze thrown in. The idea is that Adventurer Glacius (One of the Phoenicians) is able to transform (somehow) into the more powerful Icewing Cyros. When Icewing Cyros is defeated, Adventurer Glacius is temporarily wounded, but given a bit of time, able to return to the fight.
In the set as a whole, a few more “wild” variations of Phoenixes appear. The cards Zapwing, the electric phoenix, and Adventurer Glacius/ Icewing Cyros as the ice phoenix. I don’t plan on adding many more non-fiery cards in the set.
League of Explorers
Confusion of Rafaam: A more powerful, and more playable, version of Curse of Rafaam.
Unlike Curse of Rafaam, you will almost never lose card advantage when playing this card.
Prismatic Phoenix: Just a card that can shuffle a miniature Coin into your deck. Will work pretty well in Miracle Phoenician decks.
Firehand Wanderer: You can choose to Yogg-Saron it, or just take the card draw. Either way, it can be quite powerful…even game-winning - especially if you discover a Call of the Wild.
Whispers of the Old Gods
Forbidden Rite: This is the spell-based counterpart of Forbidden Shaping. Like all the other forbidden cards, it’s below vanilla.
Predictable Madness: An oxymoron. This probably is not going to be played too often, but I guess this can create some interesting combos. Ever wish for two Leeroy Jenkins without going through so much shenanigans? Here you go! Also, this set introduces the concept of self-milling as a downside to earn bonus value. This card helps counteract this by adding more cards into your deck.
Lifelinker: As explained in Twisted Flame and Screeching Blazewing below, this card uses self-milling. This card allows you to gain extreme value in a deck that intentionally self-mills in order to win. In addition, it can redirect the backlashes of your hero power to the enemy hero.
Twisted Flame: Unlike the previous sets, this set introduces the concept of a self-milling downside, seen in Fel Reaver. +1 Attack trades for 3 cards in your deck.
Screeching Blazewing: The minion counterpart to Twisted Flame. A 3-cost 5/5 that will demolish your deck. (probably) This has very very very very very very strong value, and likely the most powerful card in the entire set.
Distorted Pyromancer: Weaker than Firehand Wanderer due to the limited choices. This is one of many Cultists who work for the awakening of Yogg-Saron, Hope’s End.
Lavahorror: The C’Thun supporter of the set. Pretty straight foreward. Is the corrupted version of Lavahound.
Pyromancer’s Tome: A lot like Cabalist Tome, but with cards from any class. It also gives the cards a cost reduction if you play them the turn they were received.
A’mitag: Well. You just killed you deck and possibly replaced it with 10 cards that may or may not be playable. Pray that you didn’t discard it early on... 5/8: Balancing issues and a slight name change.
As a set, this takes the Phoenician around an extremely dark turn. It’s filled with (lava)horrors, unrelenting madness, and corrupted versions of multiple cards. Also, it introduces the concept of self-milling as a cost to powerful effects. This creates the possibility of developing a yolo fun-to-play Mill Phoenician archetype (which won’t have that much support later on, but whatever…). C’Thun decks don’t seem to playable, as it’s growth heavily depends on the actions of your opponent.
One Night In Karazhan
Mean Streets of Gadgetzan
Coming Soon: The finale Un'Goro! Feedback is always appreciated.
This I feel is too powerful. Dealing 12 damage to the enemy hero is worth ~10 mana (See Pyroblast which is ALWAYS done face.) Also, how does reflect the concept of a "witchdoctor"?
Actually I think a better comparison is double Mind Blast, which is only 4 mana. That being said yeah, phoenix is right by saying its too powerful.
Hey! You're getting pretty close to completion! That's huge!!! Congrats :D
ONK - While the set looks good overall, I noticed you didn't carry over any themes from the set, like spell synergy, or summoning minions and stuff... oh well
Vivid Flamecaster - While it doesn't seem that strong I think it is. A little too much actually. You get a practical 1 drop that supplies you your turn 2. I don't think thats very fair :p. Maybe a deathrattle?
Scatter - I'm not sure but this with Predictable madness is extremely strong. On the bright side you can't get infinite Predictable Madness so I think its an okay combo.
Jet Rook - I kinda missed the name, could you elaborate on why its called that? Naturally I thought it would follow suit and be called Onyx Rook (Onyx Bishop, Ivory Knight). As for the card itself Its a bit too strong. This works as Deadly Shot, so I think it should appropriately be losing 3/3, meaning this should be a 3/4 or 4/3.
On to MSG!
Potion of Tears - TOO STRONG! YOU HAVE PRINTED ME TOO STRONG PHOENIX!! (1 mana is better :P)
Potion Carrier - I think this card works just fine. Cool effect!
Kabal Catalyst - Only because both Radiant Elemental and Sorcerer's Apprentice are vanilla statted, I think this should be too (cause its a weaker version of both).
Anomaly Elektris - Infinite 2/2's eh? I have a feeling you did this for Un'Goro but as of right now this card sucks because its too tiny to even do anything, and you can't really buff it. Odd that you decided to use this now rather than for Un'Goro.
Bloodbound Potion - Woahhhh this is too weak! You bring yourself 6 cards closer to fatigue for a 1 mana discount?? Either change discard to 1, or make this card cost 2. Right now it looks pretty bad.
Kabal Illusionist - This is cool, but there's absolutely no reason why it couldn't be a 4/4. That way its slightly weaker than Barnes, but you aren't sacrificing as much.
Greater Phoenixfire - This is cool!! I like it a lot.
Infused Flamewing - This also looks like it could use some kind of a boost. Maybe Taunt? Right now this looks like a weaker version of Volcanic Drake, since this is considerably harder to trigger, even in your class.
Radiant Potion - Okay, Dragonfire Potion works because it can also backfire. There are enough dragons now that your opponent will be running some too half the time. This is probably why it got printed so strong, because in my experience, even now Primordial Drake can completely screw me over when I was planning to take over a board. This effect only applies to you almost all the time unless its a mirror match, meaning its considerably stronger than DFP, and I think this needs a nerf. 7 mana or 4 damage.
Okay, so I'm back after quite a long time away. I think I might start working on a new class to pass the time whenever I get bored and don't have anything else to work on, and I thought I'd see your opinions about it. The class is called the End Bringer, and features ideas/characters from different religious representations of the Apocalypse (i.e. Ragnarok, the Four Horsemen, etc.), as well as other themes about stuff like Insanity, War, Fire, Cults, Prophecies, and Death.
Be prepared for an unhealthy amount of anime art. You aren't going to convince me otherwise, so don't bother lol.
The high damage output of hero power is really strong for board control, allowing you to go on the offensive, or just keep boards clear and play for the long game. I haven't decided on what keyword to use (if any at all), so that'll have to wait. There'll be lots of Destroy effects and AOE in this class to fit the whole apocalypse thing, as well as synergy with things being destroyed. The Justicar hero power has an insane damage output, at the cost of taking more damage.
Wow, I really didn't pay much attention to this thread for awhile and now regret it. There are a lot of cool ideas in here. I'm finally getting around to working my Chronomancer UnGoro set, and I'll want to make a new class after. I'll give feedback soon. How are you guys designing your UnGoro Quests? That's my sticking point, in trying to make something different from the existing quests and my own existing class themes, while still fitting the class, and it's tough. Once I'm good with the quest I'll work on the rest of the set.
Okay, so I'm back after quite a long time away. I think I might start working on a new class to pass the time whenever I get bored and don't have anything else to work on, and I thought I'd see your opinions about it. The class is called the End Bringer, and features ideas/characters from different religious representations of the Apocalypse (i.e. Ragnarok, the Four Horsemen, etc.), as well as other themes about stuff like Insanity, War, Fire, Cults, Prophecies, and Death.
Be prepared for an unhealthy amount of anime art. You aren't going to convince me otherwise, so don't bother lol.
The high damage output of hero power is really strong for board control, allowing you to go on the offensive, or just keep boards clear and play for the long game. I haven't decided on what keyword to use (if any at all), so that'll have to wait. There'll be lots of Destroy effects and AOE in this class to fit the whole apocalypse thing, as well as synergy with things being destroyed. The Justicar hero power has an insane damage output, at the cost of taking more damage.
[Some Cool Name] Seems like it's going to turn out really well. Good luck!
Thank you Zence for saying some comments. Just going to explain a few things.
"ONK - While the set looks good overall, I noticed you didn't carry over any themes from the set, like spell synergy, or summoning minions and stuff... oh well
Woops. Oh wait, there's some discard is a miniscule theme in WotoG and some spell (specifically Impulse) synergy with "Scatter" and some preparations to Elemental synergy in Vivid Flamecaster.
Vivid Flamecaster - It is on a Deathrattle right? Oh, it's not? I'll fix that...
Jet Rook - Jet refers to the color Black in a similar way to Onyx also referances black and Ivory refers to white.. And for nerfs, I'm putting this as a 4/4 still, since the card is still weaker than deadly shot. This only kills minions that already dealt damage. (See Reciprocate from Blackrock Mountain)
MSG!
Potion of Tears - Ahhh... I'm going to make this cost (1). *Hits head on the computer a few times* What was I thinking when I made this?
Kabal Catalyst - I know that it's a little weak compared to Radiant Elemental and Sorcerer's Apprentice. Okay. really weak. I think I won't change this, since this class has a much better combo potential. I often compare this to rogue rather than mage or priest.
Anomaly Elektris - Infinite 2/2's eh? I have a feeling you did this for Un'Goro but as of right now this card sucks because its too tiny to even do anything, and you can't really buff it. Odd that you decided to use this now rather than for Un'Goro.
Heh heh heh. How did you figure out my master plan? (I'm deleting this and replacing it with an entirely new card.)
Bloodbound Potion - I get that removing 6 cards from your deck is devastating. But, I do think that having cards that are too weak are always okay. Every set has cards that are unplayable [see Purify] except in specific decks (This works well in a Self-Fatigue Lifelinker deck).
Kabal Illusionist - I've considered making this a 4/4. But, I think this is quite strong already. Unlike Barnes, this summons a minion from your hand, which greatly decreases the RNG of the effect.
Infused Flamewing - 4 Cost 6/6s are probably pretty easy to send off. Playing the card "Fury", followed by a few other spells can really make this cost 0 sometimes. It's untested, but in theory, it should work. If not, I'm going to get fired.
Radiant Potion - Oh. shift, you're right. I do need some help thinking of a 6-cost 5-damage AoE like Dragonfire potion or Felfire Potion. Any ideas? What if I changed it to minions without Battlecry or Deathrattle?
A little secret: I actually have Un'Goro made already. I'm just unwilling to post two sets in three days. When I did with WotoG and LoE, I didn't get as much feedback as I would have hoped. I'm going to wait a bit before doing anything else. In the mean time, I'm making some final edits to the set and putting together a few plausable decks for the class (both wild AND standard)
I've been asking in and out of the forums, and between here and Legends - Rank 10 players I know have all unanimously voted for
Thanks all!
Also @thepowerofcheese while my quest looks generic and predictable, one thing I aimed at was making the quest classes friendly. While you will almost never take another class's quest, ALL of the quests can be achieved by more than the one class that it is from. Its a great starting point, and it helped determine the reward for my class too!
did my once-over of your set!! I gotta say, seeing it like this is SO cool. You've done an awesome job. I'm especially crazy about your "Class" Treasures, and all of your art :D
Notes under spoiler, mostly just formatting stuff!
Who Goes Tharr? - missing a period
I'm sure you know this, but if there are going to be broken combos, they're gonna involve Enchanted Amulet. So def take a good look at that.
Rodanpa’s Curse - Statues should be capitalized
Catheria - spell should not be capitalized, also missing a period after it. I’d also hit ‘return’ after ‘minion’
Take Cut - don’t love the name on this one. It’s fine, but I bet there’s a better alternative out there.
Animated Anchor - I feel like either the minion should also have windfury or the text of the minion should say “…as a weapon with Windfury.” again, this could be fine, just a thought.
Should Swirling Blade’s text be a battlecry?
you need to change one of your GvG commons to a rare (check the chart in this thread’s first post!!) I recommend There Goes The Boat ;D
Stolen Battle Shield - text should be “…and this loses 1 Durability.” to be in line with Sword of Justice OR “…damage to it. Lose 1 Durability.” to be in line with the upcoming bubble wand.
Blade of the Fallen - I still feel like this should be limited to friendly minions. could prob up it to 3/3 or 4/2 if so.
I Got a Feeling - the token text is actually confusing me… are you wanting this to be an aura effect where basically you can see the top card of your deck…? if not maybe that’s what it should be? xD simply “You can see the top card of your deck.” either way this needs to be made clearer.
Betrayer of Darkshire - last word should be “it” not “them”
Grimestreet Supply Tower - attack should not be capitalized.
A Hunter's Treasure - card should not be capitalized.
***Decide if you want to organize your sets by ascending rarity or descending rarity, and match them all. Currently some sets are in very odd orders ;)
Some stand-out faves!: Kidnap, Trusty Hook, Stolen Battle Shield, Cheat, Lost Things, Recruit, Corrupt, Rob Them Blind, G-R-I-M-E 2000, Lockmaw Stalker, A Hunter's Treasure.
...and Dockyard Defender still gets the sexiest art award ;D
...and yes that's right, Trusty Hook is a standout for me. LOL. It just feels so good for the basic set!!!
also I made a thing.
probably strictly worse than the Mage one, but whatevs :P
This post will be a big THANK YOU but also me double-checking things and adding stuff for reference, so it may look a bit weird.
Catheria - Noted. Missing period after spell as well (lol)
The rest seem to line up with my analysis (you actually caught a lot more than I did O.o thank goodness I asked for help)
Swirling Blade - This was supposed to be a hand aura effect but I guess its worded like a Battlecry so that's what it'll be changed to.
Take Cut - The name was actually a suggestion by someone else. I'll keep it that way for their sake.
Blade of the Fallen - As much as I would like to change it i've prioritized cards that follow a theme to always follow it, so this cards gonna look a bit weird unfortunately.
Surveillance Drone - Omg I blanked so hard on the wording xD. It took me forever just to get the current text across. Thanks for that lol.
GVG - Wow I always thought there were 3 commons. Shame on me for thinking Blizz had respect for the ftp community.
The rest are accurate, again thanks a lot.
Combo Issues
Um, okay this first one requires like the perfect hand, only works in Wild, and after its done you can't do it anymore, but...
T2: 5/2 Rampaging Vixen (TGT) + Hidden Explosives x2 (GVG). Lass + Patches into Dock Guard (1/2 Taunt Token), Vixen to face = 5/2 + 1/1 (Opponent @16 Health, You @22 Health)
While you take a giant hit, your opponent took a way bigger hit, and depending on the board, they only have at that point maybe one solid 2 drop on board. Again, this requires like the perfect hand, and afterwards you've lost all your steam, cards, and are in topdeck mode. Is that okay? I know Aggro/Face Pillager would be possible in this class but idk if this is Pirate Warrior levels of cancer for Wild mode.
If it is too much one suggestion is making the Dock Guard a 1/4. That or make Vixen a 3/1 and the Guard a 1/3
Animated Anchor + ALL THE GOONS BUFFS OMG how'd I miss that?? People will definitely be playing Goons Pillager with this just so the secondary effect triggers. Windfury will be stripped.
Those were the only issues I had! I thought Enchanted Amulet may have been an issue, but when searching it up with stuff, I found it actually pretty hard to use. You pay 2 mana to use it, so technically the first card you're playing has no discount, unless its double Amulet, which could totally happen. The only minor hiccup I could even find with Double Amulet was playing the Goons cards on Grime, then playing some minions and Grime itself, giving you a massive board for very little mana.
On the other hand this is requiring a full hand of all the right minions and buffs, and there is really only 1 immediate Goon minion that can buff any type of minion immediately, which means youd also have to be holding other stuff, and it honestly is a really slow and hand dependent combo. Its about as likely as curving out Pally buffs 4 turns in a row.
So yeah... we're goo
A Warden's Treasure - Hehehe I'm gonna feature this in the bonus section lol
Okay, so I made some cards. Some help with balance would be appreciated. Both Y'veral and Cataclysm are influenced by other cards I've seen in the past. Anyways: I present to you - Pyra, the End Bringer! Still very much a work in progress, and I haven't started thinking real hard about balance yet. I might write up some Lore/Flavour for the hero later, but right now, lemme just show you some cards. I'll try and give some feedback in return, but to be honest, all those walls of text/cards are pretty darn intimidating.
Classic Cards:
Doom Empress Y'veral: Inspired by the Ancient Prophecy card that won a design tournament a while back. Sort of like Elise Starseeker/Trailblazer, she provides you with a powerful reward later on in the game. I think she fits the flavour of the End Bringer class pretty well.
Cataclysm: By 'everything', I'm referring to all Minions, Secrets, Weapons, and Mana Crystals. Basically, it resets the game. Can be used in a fatigue battle in which you're ahead, or just to reset things in order to survive a bit longer and let the Reign of Chaos end the game for yout. I'm not sure if it's too, well, restrictive.
Orb of Decay: Not sure how to balance this little thing. It slowly but surely chips away at your opponent's health, at the cost of making you unable to attack with your hero power without breaking it. Works well with slower, grindier archetypes of the End Bringer (I intend for the class to have at least some sort of Attrition playstyle, which just slowly but surely grinds the opponent to dust).
Apocalypta Pyromancer: The Apocalypta are the chosen ones of the Apocalypse Cult, the ones that are destined to bring about the end of times and survive to rebuild the world. The Pyromancer has an incredibly strong ability for clearing out enemy boards of small minions - since she'll trigger off the deaths caused by her own ability, it's possible for her to just keep blasting until everything is dead.
Basic Cards:
Flame Slash: Balanced around Swipe. Costs (1) less at the cost of having to slam your face into the big guy you want to kill. The class will have plenty of other ways to increase the hero's attack.
Blazing Claw: Just a nice little weapon.
Apocalypta Bloodblender: The End Bringer's Frothing Berserker. It can grow very quickly if left out of hand, and has a sort of soft-taunt.
This looks REALLY good! I see no issues with any of the cards as of now! I see that your class deals a lot of Board and Face damage, in exchange for extreme loss of tempo. My favorite card is Apocalypta Bloodbender because I feel like synergy will be off the charts! Excited to see the rest of these sets.
Hey everyone! So, I have recently come to the realization that both of my custom classes (Warden and Slayer) do not have Justicar hero powers. WHOOPS. Trouble is, the upgrade isn't terribly obvious for either of them. So I need your help!
As a reminder:
WARDEN SLAYER
Supernatural Gifts:
My first thought with the Slayer was to make it a Discover, but I definitely cannot do that (TGT was before LoE...). I don't want to make any more tokens for it... how about "Add a Supernatural Gift to your hand. It costs (0)." ?
As for the Warden... maybe "Restore 2 Health to your hero. Draw a card." ? Or I could drop the draw altogether, and make it something like "Restore 5 Health to your hero."
Your hero power can be "Add a Supernatural Gift of your choice to your hand."
As for the warden, I like your first d=suggestion of Restoring 2 health and drawing a card. It fits very well and matches the power level of other effects.
Hahha. Thank the Old Gods we have Shaman. "Add a Supernatural Gift of your choice to your hand" is perfect. As for the other one, myabe putting it as "Each player draw 2 cards?"
Okay, so I made some cards. Some help with balance would be appreciated. Both Y'veral and Cataclysm are influenced by other cards I've seen in the past. Anyways: I present to you - Pyra, the End Bringer! Still very much a work in progress, and I haven't started thinking real hard about balance yet. I might write up some Lore/Flavour for the hero later, but right now, lemme just show you some cards. I'll try and give some feedback in return, but to be honest, all those walls of text/cards are pretty darn intimidating.
Not entirely sure about the name of this mechanic, but I think it fits well into the whole apocalypse and delighting in destruction flavour and the class's theme of, well, killing stuff.
'Lore':
Okay, this is not going to be a stellar example of good writing due to me being in a hurry, but essentially: Pyra was a child born to Blood Elf nobles, unnaturally gifted in the art of blowing shit up, burning things down, and sending people straight to hell. At a young age, she was kidnapped and initiated into the Apocalypse Cult, an organisation who's goal was to destroy Azeroth completely and totally, building a new, 'cleansed' world in the place of the corrupted old one - how they plan on doing this is known only to those in its upper echelon. Soon, she became one of the cult's topmost leaders, and now leads the Apocalypta, the cult's chosen ones.
Classic Cards:
Doom Empress Y'veral: Inspired by the Ancient Prophecy card that won a design tournament a while back. Sort of like Elise Starseeker/Trailblazer, she provides you with a powerful reward later on in the game. I think she fits the flavour of the End Bringer class pretty well.
Cataclysm: By 'everything', I'm referring to all Minions, Secrets, Weapons, and Mana Crystals. Basically, it resets the game. Can be used in a fatigue battle in which you're ahead, or just to reset things in order to survive a bit longer and let the Reign of Chaos end the game for yout. I'm not sure if it's too, well, restrictive.
Orb of Decay: Not sure how to balance this little thing. It slowly but surely chips away at your opponent's health, at the cost of making you unable to attack with your hero power without breaking it. Works well with slower, grindier archetypes of the End Bringer (I intend for the class to have at least some sort of Attrition playstyle, which just slowly but surely grinds the opponent to dust).
Apocalypta Pyromancer: The Apocalypta are the chosen ones of the Apocalypse Cult, the ones that are destined to bring about the end of times and survive to rebuild the world. The Pyromancer has an incredibly strong ability for clearing out enemy boards of small minions - since she'll trigger off the deaths caused by her own ability, it's possible for her to just keep blasting until everything is dead.
Basic Cards:
Flame Slash: Balanced around Swipe. Costs (1) less at the cost of having to slam your face into the big guy you want to kill. The class will have plenty of other ways to increase the hero's attack.
Blazing Claw: Just a nice little weapon.
Apocalypta Bloodblender: The End Bringer's Frothing Berserker. It can grow very quickly if left out of hand, and has a sort of soft-taunt.
Soul Crush: A powerful removal. If you hit anything big with it, you get a massive attack boost that you can use to take out another minion/get some face damage in.
Blood Armor: Feral Rage semi-clone. Considering you'll likely be taking a LOT of face damage with this class, it needs some form of heal.
Felflame Steed: A nice charge minion. Stormwind Knight with +2/+2. I feel like this might actually see some play due to its ability to ram itself into, say, aTotem Golem and come out of it as a 4/4.
Rain of Fire: Hellfire that pops divine shields, gets triple damage off spell damage, and kills Spectral Spiders.
Crimson Fury: I feel like this might become an insane combo card. Combined with some other effects, you could easily deal massive amounts of burst. It might even be OP, I'm not sure.
Touch of Insanity: Okay, WTF was I even thinking when I made this card? It's got to cost at least 4-6, right? I can't be bothered to change that now, though.
Okay, so I finished my basic set. Anybody have feedback? One of the few things I noticed is WAY TO MANY 3-cost cards (5 out of 10, to be exact), which seems to be a weakness of mine when it comes to building basic sets. Any cards that you think could be candidates switch mana costs at the cost of being buffed/nerfed?
I'll be happy to review some of your cards/classes as well, if there's anything specific you guys want help with.
@Livienna: I'd suggest 'Restore 4 health to your hero. Each player draws a card' for your upgraded Warden hero power. Also, I think you can use 'Discover' for your Slayer one, since Poisonous was added retroactively to cards like Emperor Cobra upon the release of Ungoro and the keywordifying of the effect, so there's no reason not to do so with hero powers as well.
EDIT: Added Feast keyword, changed art for Pyromancer (I really liked the other one, so I'm saving it for a more important card).
REMOVED
Wished to be pink.
Then did.
Then fired myself.
Then did again.
This I feel is too powerful. Dealing 12 damage to the enemy hero is worth ~10 mana (See Pyroblast which is ALWAYS done face.) Also, how does reflect the concept of a "witchdoctor"?
Wished to be pink.
Then did.
Then fired myself.
Then did again.
The Phoenician Class
Karazhan + MSG!
I guess this is similar to the Warlock hero power, as it has quite a bit of sheer strength, at the cost of health. And yes, it will pass the Finley test. (Two damage is really really powerful!!!)
Also, it's basically a my Hearthpwn.com name: Phoe-"NIX FEATHER".
Impulse Keyword and other Core Ideas
Core Keywords: Impulse, Deathrattle
Concepts
This means that the card was drawn earlier this turn, or somehow added to your hand earlier this turn. So, cards from Yogg-Saron and other RNG effects that aren't added to you hand will never trigger impulse. In addition, cards added into your hand during your opponent's turn can't trigger impulse!
Possible Archetypes
Tempo Phoenician
"Freeze" Phoenician
Self-Mill Phoenician (w/WotoG)
Reno Phoenician (Possibly if this joins the Kabal)
Elemental (When Un'Goro comes around)
35-card "Good Stuff" Phoenician (When is this NOT a good deck?)
Basic Set
Nix’s Mark: A quick simple and easy buffing spell that’s comparable to Divine Strength.
Counter Reflex: A simple damaging spell. I considered having this deal 4 damage, but I didn’t think the downdraw was as strong as Soulfire’s. 4/10: Made slightly stronger because of the drawback. 4/19: Changed name to Counter Strike
Pyromancer: I wanted Pyromancer to have some way of boosting a spell’s strength. As some of you’ll know, I went through quite a few versions of this card before settling with this one. A 2-mana 3/1 that basically supports the “I burn you to ashes. Then more”. 4/10: -1 Attack. To more evenly balance it’s strong value.
Flaming Vortex: Now. It’s not supposed to be double Whirlwind. The concept is to increase the power of spell damage and Pyromancer, along with other cards that cooperate well. I can guarantee that Enrage effects will never appear in this Class.
Following Flame: It’s pretty weak actually… as it deals 2 damage, but allows you opponent to attack once again… It’s just a versatile card that’s effective against 2-Health minions…
Fury: Comparable to a more consistent version of Lock and Load or Stampede. This will help quite a bit with activating the “Impulse” keyword.
Reduce to Ashes: The finishing move… Weaker than Mind Blasts, and much weaker than Fireball for burn damage. This is because the class is already full of quick and easy spells. Also, it opens up a little possibility of hitting your own hero… if that ever needs to happen for some strange situational reason... 4/10: The card was originally 8 damage, but it felt too strong. At 6, it felt too weak. For now, the card has been reintroduced at 7 damage.
Phoenix Tears: A healing spell. Everyone has a few of these. I believe it’s quite balanced.
Scorching Phoenix: As previously pointed out, yes. This minion has an overpowered anti-aggro ability. Also, it harms your own board too. Just have fun with it… and try not to get hit by fireballs.
Invigorate: No. This is not Innervate. Remember Sprint? Oh yeah. Let’s make it bigger.
Expert Set
Catalyze: I believe that this is helpful with the impulse effect. This is slightly stronger than the Warlock Hero Power (Because of the set) 4/10: “Deal 2 damage to your hero”. The cards has been updated to reduce all the complaints. Yeah, yeah. I get it. 4/19: A quick grammatical change.
Retaliate: Weaker, 0-Cost version of Counter Reflex. Similar to Backstab.
Nix’s Blessed: Just a simple buff. Incorporates Nix’s Mark. As an Impulse effect.
Intuition: Replaces all the Phoenix Awakening nonsense. It’s a card that encourages the use of “Impulse”, along with removing any debuffs on cards in your hand.
Phoenix Egg: Infinite resurrection at it’s finest. 4/10: Added Can’t Attack to make it much weaker than Devilsaur Egg, forcing a player to eliminate it
Rebirth: Resurrection idea once again. Slightly different from Shaman’s and Priest’s. 4/10: Renamed to “Renewal”.
In theory, each will summon the other indefinitely.
Phoenixfire: Simple damaging spell. 4/10: Added the word “Also” to clarify the intended effect. 4/19: Replaced “Also” with “And”.
Anticipate: Simple draw concept. 4/10: Name changed from “Precognition” to “Anticipate”.
Bloodmage: Wait wait wait. This is Phoenician class. What’s with this Bloodmage nonsense? Well, the thing is, many bloodmage's have the ability to summon Phoenixes so why not? 4/10: Replaces Forgegaurd. 4/19: Changed rarity to Epic.
Reckless Blazewing: I just thought of this to be a random concept as an interesting epic.
Tectonic Surge: Simple minion damaging spell.
Lavahound: This fiery beast is… well a little Core Hound-y. Likes to pounce on pretty much any moving object... 4/10: Word “random” added to clarify the intended effect.
Pyroclasm: Simple, but possibly devastating, AoE.
Pyromaniac Sera: A finisher if your opponent has no way to remove it. 4/13: It was argued that this would end the game if brought into play by Barnes. I would argue otherwise, as an early Ragnaros or Y’Sharj would pretty much do the same thing. Also, we haven’t gotten to ONiK yet. It might be a bridge to cross when we get there.
Blaze of Glory: An interesting thought about Impulse cards, although this may be a little too strong. Note that the card will not have impulse if Deathchill Phoenix dies during your opponent’s turn.
Curse of Naxxramas
Deathchill Phoenix: This card is made to work well with the Impulse Keyword, forcing you to almost play the drawn card. Note that Impulse will only become available if the minion dies during your turn.
Goblins vs Gnomes
Bomb-o-tron: Mech that deals damage to stuff. Fun eh?
Flamewing: A mix-up on Deathchill Phoenix’s concept.
From the Ashes: A more precise version of Resurrect. 4/19: Text adjusted to clarify intended result.
Phoenix Rager: Welcome to the Rager Family! Okay, hear me out. This minion seems to be overpowered AF. But the thing is, I wanted this card to force your opponent to remove it with a spell or with their hero. 4/19: Reworded the same effect.
Unstable Caster: Revisits an idea in Anticipate. 4/19: Picture changed.
Cerebral Combustion: At worst, a weaker Deadly Shot. At best, a cheap removal card. Another simple example of a way to use Impulse. 4/19: Name changed to Cerebral Combustion.
Nix’s Cometstorm: Similar to Volcano, but with a possible healing spell thrown in. 4/19: -1 Damage and Healing.
Steelwing Volitus: 4/19: Completely changed idea. Now, it’s a completely different card!
Blackrock Mountain
Reprisal: Another spell that has the retaliation mechanic. At the same it is a powerful removal. 4/19: Removed accidental “Mech” tag.
Dark Iron Golem: Similar to many other Blackrock Mountain cards that cost less based on the number of minions that die in a turn.
The Grand Tournament
Dualcast: This is a pretty simple spell that I’m surprised doesn’t already exist. It just is the copy of the last spell you cast. (Same cost and all)
Prized Vial: Although the coin seems slightly out of place… This is a simple healing spell. The idea is that you can use the vial of Phoenix Tears, or choose to sell it for a coin instead.
Cyro’s Chosen: This card is basically the counterpart to “Nix’s Blessed”, but for Icewing Cyros instead. It has a small Frost Shock included as an Impulse effect.
Zapwing: One of the stronger cards in this set, as a 3-cost 5/5. Probably going to be a staple in most decks. I believe that the downdraw does well to balance its stats.
Molten Claw: Simple and effective. A little stronger than Shadow Bolt
Nix’s Champion: Once again, this follows the +2/+1 effects from Nix’s Mark. Nix’s Champion becomes stronger whenever you activate your hero power. Although, the wording makes it similar to Floating Watcher
Flame Bearer: Another way to show Following Flame (Which is similar to Corruption)
Duel of Legends: A way to pull out the legendaries from both decks. This card will encourage players to almost always include at least one legendary in their deck.
Adventurer Glacius/Icewing Cyros: The powerful legendary card from the set. It summons a 3/2 body followed by a 5/5 one. This can be compared to a weaker version of Anub’arak, but with a possible freeze thrown in. The idea is that Adventurer Glacius (One of the Phoenicians) is able to transform (somehow) into the more powerful Icewing Cyros. When Icewing Cyros is defeated, Adventurer Glacius is temporarily wounded, but given a bit of time, able to return to the fight.
In the set as a whole, a few more “wild” variations of Phoenixes appear. The cards Zapwing, the electric phoenix, and Adventurer Glacius/ Icewing Cyros as the ice phoenix. I don’t plan on adding many more non-fiery cards in the set.
League of Explorers
Confusion of Rafaam: A more powerful, and more playable, version of Curse of Rafaam.
Unlike Curse of Rafaam, you will almost never lose card advantage when playing this card.
Prismatic Phoenix: Just a card that can shuffle a miniature Coin into your deck. Will work pretty well in Miracle Phoenician decks.
Firehand Wanderer: You can choose to Yogg-Saron it, or just take the card draw. Either way, it can be quite powerful…even game-winning - especially if you discover a Call of the Wild.
Whispers of the Old Gods
Forbidden Rite: This is the spell-based counterpart of Forbidden Shaping. Like all the other forbidden cards, it’s below vanilla.
Predictable Madness: An oxymoron. This probably is not going to be played too often, but I guess this can create some interesting combos. Ever wish for two Leeroy Jenkins without going through so much shenanigans? Here you go! Also, this set introduces the concept of self-milling as a downside to earn bonus value. This card helps counteract this by adding more cards into your deck.
Lifelinker: As explained in Twisted Flame and Screeching Blazewing below, this card uses self-milling. This card allows you to gain extreme value in a deck that intentionally self-mills in order to win. In addition, it can redirect the backlashes of your hero power to the enemy hero.
Twisted Flame: Unlike the previous sets, this set introduces the concept of a self-milling downside, seen in Fel Reaver. +1 Attack trades for 3 cards in your deck.
Screeching Blazewing: The minion counterpart to Twisted Flame. A 3-cost 5/5 that will demolish your deck. (probably) This has very very very very very very strong value, and likely the most powerful card in the entire set.
Distorted Pyromancer: Weaker than Firehand Wanderer due to the limited choices. This is one of many Cultists who work for the awakening of Yogg-Saron, Hope’s End.
Lavahorror: The C’Thun supporter of the set. Pretty straight foreward. Is the corrupted version of Lavahound.
Pyromancer’s Tome: A lot like Cabalist Tome, but with cards from any class. It also gives the cards a cost reduction if you play them the turn they were received.
A’mitag: Well. You just killed you deck and possibly replaced it with 10 cards that may or may not be playable. Pray that you didn’t discard it early on... 5/8: Balancing issues and a slight name change.
As a set, this takes the Phoenician around an extremely dark turn. It’s filled with (lava)horrors, unrelenting madness, and corrupted versions of multiple cards. Also, it introduces the concept of self-milling as a cost to powerful effects. This creates the possibility of developing a yolo fun-to-play Mill Phoenician archetype (which won’t have that much support later on, but whatever…). C’Thun decks don’t seem to playable, as it’s growth heavily depends on the actions of your opponent.
One Night In Karazhan
Mean Streets of Gadgetzan
Coming Soon: The finale Un'Goro! Feedback is always appreciated.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
@Phoenixfeather
Hey! You're getting pretty close to completion! That's huge!!! Congrats :D
ONK - While the set looks good overall, I noticed you didn't carry over any themes from the set, like spell synergy, or summoning minions and stuff... oh well
Vivid Flamecaster - While it doesn't seem that strong I think it is. A little too much actually. You get a practical 1 drop that supplies you your turn 2. I don't think thats very fair :p. Maybe a deathrattle?
Scatter - I'm not sure but this with Predictable madness is extremely strong. On the bright side you can't get infinite Predictable Madness so I think its an okay combo.
Jet Rook - I kinda missed the name, could you elaborate on why its called that? Naturally I thought it would follow suit and be called Onyx Rook (Onyx Bishop, Ivory Knight). As for the card itself Its a bit too strong. This works as Deadly Shot, so I think it should appropriately be losing 3/3, meaning this should be a 3/4 or 4/3.
On to MSG!
Potion of Tears - TOO STRONG! YOU HAVE PRINTED ME TOO STRONG PHOENIX!! (1 mana is better :P)
Potion Carrier - I think this card works just fine. Cool effect!
Kabal Catalyst - Only because both Radiant Elemental and Sorcerer's Apprentice are vanilla statted, I think this should be too (cause its a weaker version of both).
Anomaly Elektris - Infinite 2/2's eh? I have a feeling you did this for Un'Goro but as of right now this card sucks because its too tiny to even do anything, and you can't really buff it. Odd that you decided to use this now rather than for Un'Goro.
Bloodbound Potion - Woahhhh this is too weak! You bring yourself 6 cards closer to fatigue for a 1 mana discount?? Either change discard to 1, or make this card cost 2. Right now it looks pretty bad.
Kabal Illusionist - This is cool, but there's absolutely no reason why it couldn't be a 4/4. That way its slightly weaker than Barnes, but you aren't sacrificing as much.
Greater Phoenixfire - This is cool!! I like it a lot.
Infused Flamewing - This also looks like it could use some kind of a boost. Maybe Taunt? Right now this looks like a weaker version of Volcanic Drake, since this is considerably harder to trigger, even in your class.
Radiant Potion - Okay, Dragonfire Potion works because it can also backfire. There are enough dragons now that your opponent will be running some too half the time. This is probably why it got printed so strong, because in my experience, even now Primordial Drake can completely screw me over when I was planning to take over a board. This effect only applies to you almost all the time unless its a mirror match, meaning its considerably stronger than DFP, and I think this needs a nerf. 7 mana or 4 damage.
You're almost there! Excited to see Un'Goro soon!
Okay, so I'm back after quite a long time away. I think I might start working on a new class to pass the time whenever I get bored and don't have anything else to work on, and I thought I'd see your opinions about it. The class is called the End Bringer, and features ideas/characters from different religious representations of the Apocalypse (i.e. Ragnarok, the Four Horsemen, etc.), as well as other themes about stuff like Insanity, War, Fire, Cults, Prophecies, and Death.
Be prepared for an unhealthy amount of anime art. You aren't going to convince me otherwise, so don't bother lol.
The high damage output of hero power is really strong for board control, allowing you to go on the offensive, or just keep boards clear and play for the long game. I haven't decided on what keyword to use (if any at all), so that'll have to wait. There'll be lots of Destroy effects and AOE in this class to fit the whole apocalypse thing, as well as synergy with things being destroyed. The Justicar hero power has an insane damage output, at the cost of taking more damage.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Wow, I really didn't pay much attention to this thread for awhile and now regret it. There are a lot of cool ideas in here. I'm finally getting around to working my Chronomancer UnGoro set, and I'll want to make a new class after. I'll give feedback soon. How are you guys designing your UnGoro Quests? That's my sticking point, in trying to make something different from the existing quests and my own existing class themes, while still fitting the class, and it's tough. Once I'm good with the quest I'll work on the rest of the set.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
[Some Cool Name] Seems like it's going to turn out really well. Good luck!
Thank you Zence for saying some comments. Just going to explain a few things.
Woops. Oh wait, there's some discard is a miniscule theme in WotoG and some spell (specifically Impulse) synergy with "Scatter" and some preparations to Elemental synergy in Vivid Flamecaster.
Vivid Flamecaster - It is on a Deathrattle right? Oh, it's not? I'll fix that...
Jet Rook - Jet refers to the color Black in a similar way to Onyx also referances black and Ivory refers to white.. And for nerfs, I'm putting this as a 4/4 still, since the card is still weaker than deadly shot. This only kills minions that already dealt damage. (See Reciprocate from Blackrock Mountain)
MSG!
Potion of Tears - Ahhh... I'm going to make this cost (1). *Hits head on the computer a few times* What was I thinking when I made this?
Kabal Catalyst - I know that it's a little weak compared to Radiant Elemental and Sorcerer's Apprentice. Okay. really weak. I think I won't change this, since this class has a much better combo potential. I often compare this to rogue rather than mage or priest.
Heh heh heh. How did you figure out my master plan? (I'm deleting this and replacing it with an entirely new card.)
Bloodbound Potion - I get that removing 6 cards from your deck is devastating. But, I do think that having cards that are too weak are always okay. Every set has cards that are unplayable [see Purify] except in specific decks (This works well in a Self-Fatigue Lifelinker deck).
Kabal Illusionist - I've considered making this a 4/4. But, I think this is quite strong already. Unlike Barnes, this summons a minion from your hand, which greatly decreases the RNG of the effect.
Infused Flamewing - 4 Cost 6/6s are probably pretty easy to send off. Playing the card "Fury", followed by a few other spells can really make this cost 0 sometimes. It's untested, but in theory, it should work. If not, I'm going to get fired.
Radiant Potion - Oh. shift, you're right. I do need some help thinking of a 6-cost 5-damage AoE like Dragonfire potion or Felfire Potion. Any ideas? What if I changed it to minions without Battlecry or Deathrattle?
A little secret: I actually have Un'Goro made already. I'm just unwilling to post two sets in three days. When I did with WotoG and LoE, I didn't get as much feedback as I would have hoped. I'm going to wait a bit before doing anything else. In the mean time, I'm making some final edits to the set and putting together a few plausable decks for the class (both wild AND standard)
Wished to be pink.
Then did.
Then fired myself.
Then did again.
@Phoenixfeather
All of what you've said sounds good! Bringing up older cards in your set really solidifies the purposes of each card, and I understand all of it.
Good luck on your MSoG legendary, and for Radiant Potion, you seem to have more Deathrattle cards than Battlecries. How about making those immune?
I've been asking in and out of the forums, and between here and Legends - Rank 10 players I know have all unanimously voted for
Thanks all!
Also @thepowerofcheese while my quest looks generic and predictable, one thing I aimed at was making the quest classes friendly. While you will almost never take another class's quest, ALL of the quests can be achieved by more than the one class that it is from. Its a great starting point, and it helped determine the reward for my class too!
@Zence
did my once-over of your set!! I gotta say, seeing it like this is SO cool. You've done an awesome job. I'm especially crazy about your "Class" Treasures, and all of your art :D
Notes under spoiler, mostly just formatting stuff!
Who Goes Tharr? - missing a period
I'm sure you know this, but if there are going to be broken combos, they're gonna involve Enchanted Amulet. So def take a good look at that.
Rodanpa’s Curse - Statues should be capitalized
Catheria - spell should not be capitalized, also missing a period after it. I’d also hit ‘return’ after ‘minion’
Take Cut - don’t love the name on this one. It’s fine, but I bet there’s a better alternative out there.
Animated Anchor - I feel like either the minion should also have windfury or the text of the minion should say “…as a weapon with Windfury.” again, this could be fine, just a thought.
Should Swirling Blade’s text be a battlecry?
you need to change one of your GvG commons to a rare (check the chart in this thread’s first post!!) I recommend There Goes The Boat ;D
Stolen Battle Shield - text should be “…and this loses 1 Durability.” to be in line with Sword of Justice OR “…damage to it. Lose 1 Durability.” to be in line with the upcoming bubble wand.
Blade of the Fallen - I still feel like this should be limited to friendly minions. could prob up it to 3/3 or 4/2 if so.
I Got a Feeling - the token text is actually confusing me… are you wanting this to be an aura effect where basically you can see the top card of your deck…? if not maybe that’s what it should be? xD simply “You can see the top card of your deck.” either way this needs to be made clearer.
Betrayer of Darkshire - last word should be “it” not “them”
Grimestreet Supply Tower - attack should not be capitalized.
A Hunter's Treasure - card should not be capitalized.
***Decide if you want to organize your sets by ascending rarity or descending rarity, and match them all. Currently some sets are in very odd orders ;)
Some stand-out faves!: Kidnap, Trusty Hook, Stolen Battle Shield, Cheat, Lost Things, Recruit, Corrupt, Rob Them Blind, G-R-I-M-E 2000, Lockmaw Stalker, A Hunter's Treasure.
...and Dockyard Defender still gets the sexiest art award ;D
...and yes that's right, Trusty Hook is a standout for me. LOL. It just feels so good for the basic set!!!
also I made a thing.
probably strictly worse than the Mage one, but whatevs :P
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@Livienna
This post will be a big THANK YOU but also me double-checking things and adding stuff for reference, so it may look a bit weird.
Catheria - Noted. Missing period after spell as well (lol)
The rest seem to line up with my analysis (you actually caught a lot more than I did O.o thank goodness I asked for help)
Swirling Blade - This was supposed to be a hand aura effect but I guess its worded like a Battlecry so that's what it'll be changed to.
Take Cut - The name was actually a suggestion by someone else. I'll keep it that way for their sake.
Blade of the Fallen - As much as I would like to change it i've prioritized cards that follow a theme to always follow it, so this cards gonna look a bit weird unfortunately.
Surveillance Drone - Omg I blanked so hard on the wording xD. It took me forever just to get the current text across. Thanks for that lol.
GVG - Wow I always thought there were 3 commons. Shame on me for thinking Blizz had respect for the ftp community.
The rest are accurate, again thanks a lot.
Combo Issues
Um, okay this first one requires like the perfect hand, only works in Wild, and after its done you can't do it anymore, but...
T1: Razzmatazz Lass (TGT) ---> Patches = 1/1 + 1/2 (Opponent @29 Health)
T2: 5/2 Rampaging Vixen (TGT) + Hidden Explosives x2 (GVG). Lass + Patches into Dock Guard (1/2 Taunt Token), Vixen to face = 5/2 + 1/1 (Opponent @16 Health, You @22 Health)
While you take a giant hit, your opponent took a way bigger hit, and depending on the board, they only have at that point maybe one solid 2 drop on board. Again, this requires like the perfect hand, and afterwards you've lost all your steam, cards, and are in topdeck mode. Is that okay? I know Aggro/Face Pillager would be possible in this class but idk if this is Pirate Warrior levels of cancer for Wild mode.
If it is too much one suggestion is making the Dock Guard a 1/4. That or make Vixen a 3/1 and the Guard a 1/3
Animated Anchor + ALL THE GOONS BUFFS OMG how'd I miss that?? People will definitely be playing Goons Pillager with this just so the secondary effect triggers. Windfury will be stripped.
Those were the only issues I had! I thought Enchanted Amulet may have been an issue, but when searching it up with stuff, I found it actually pretty hard to use. You pay 2 mana to use it, so technically the first card you're playing has no discount, unless its double Amulet, which could totally happen. The only minor hiccup I could even find with Double Amulet was playing the Goons cards on Grime, then playing some minions and Grime itself, giving you a massive board for very little mana.
On the other hand this is requiring a full hand of all the right minions and buffs, and there is really only 1 immediate Goon minion that can buff any type of minion immediately, which means youd also have to be holding other stuff, and it honestly is a really slow and hand dependent combo. Its about as likely as curving out Pally buffs 4 turns in a row.
So yeah... we're goo
A Warden's Treasure - Hehehe I'm gonna feature this in the bonus section lol
Okay, so I made some cards. Some help with balance would be appreciated. Both Y'veral and Cataclysm are influenced by other cards I've seen in the past. Anyways: I present to you - Pyra, the End Bringer! Still very much a work in progress, and I haven't started thinking real hard about balance yet. I might write up some Lore/Flavour for the hero later, but right now, lemme just show you some cards. I'll try and give some feedback in return, but to be honest, all those walls of text/cards are pretty darn intimidating.
Classic Cards:
Doom Empress Y'veral: Inspired by the Ancient Prophecy card that won a design tournament a while back. Sort of like Elise Starseeker/Trailblazer, she provides you with a powerful reward later on in the game. I think she fits the flavour of the End Bringer class pretty well.
Cataclysm: By 'everything', I'm referring to all Minions, Secrets, Weapons, and Mana Crystals. Basically, it resets the game. Can be used in a fatigue battle in which you're ahead, or just to reset things in order to survive a bit longer and let the Reign of Chaos end the game for yout. I'm not sure if it's too, well, restrictive.
Orb of Decay: Not sure how to balance this little thing. It slowly but surely chips away at your opponent's health, at the cost of making you unable to attack with your hero power without breaking it. Works well with slower, grindier archetypes of the End Bringer (I intend for the class to have at least some sort of Attrition playstyle, which just slowly but surely grinds the opponent to dust).
Apocalypta Pyromancer: The Apocalypta are the chosen ones of the Apocalypse Cult, the ones that are destined to bring about the end of times and survive to rebuild the world. The Pyromancer has an incredibly strong ability for clearing out enemy boards of small minions - since she'll trigger off the deaths caused by her own ability, it's possible for her to just keep blasting until everything is dead.
Basic Cards:
Flame Slash: Balanced around Swipe. Costs (1) less at the cost of having to slam your face into the big guy you want to kill. The class will have plenty of other ways to increase the hero's attack.
Blazing Claw: Just a nice little weapon.
Apocalypta Bloodblender: The End Bringer's Frothing Berserker. It can grow very quickly if left out of hand, and has a sort of soft-taunt.
Why Rogue is my favourite class:
My submission for this week's card design competition.
@Mewdrops
This looks REALLY good! I see no issues with any of the cards as of now! I see that your class deals a lot of Board and Face damage, in exchange for extreme loss of tempo. My favorite card is Apocalypta Bloodbender because I feel like synergy will be off the charts! Excited to see the rest of these sets.
Hey everyone! So, I have recently come to the realization that both of my custom classes (Warden and Slayer) do not have Justicar hero powers. WHOOPS. Trouble is, the upgrade isn't terribly obvious for either of them. So I need your help!
As a reminder:
WARDEN SLAYER
Supernatural Gifts:
My first thought with the Slayer was to make it a Discover, but I definitely cannot do that (TGT was before LoE...). I don't want to make any more tokens for it... how about "Add a Supernatural Gift to your hand. It costs (0)." ?
As for the Warden... maybe "Restore 2 Health to your hero. Draw a card." ? Or I could drop the draw altogether, and make it something like "Restore 5 Health to your hero."
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Don't worry! Shaman has saved the day!!!
Totemic Slam
Your hero power can be "Add a Supernatural Gift of your choice to your hand."
As for the warden, I like your first d=suggestion of Restoring 2 health and drawing a card. It fits very well and matches the power level of other effects.
Hahha. Thank the Old Gods we have Shaman. "Add a Supernatural Gift of your choice to your hand" is perfect. As for the other one, myabe putting it as "Each player draw 2 cards?"
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Why Rogue is my favourite class:
My submission for this week's card design competition.