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).
Thanks for the feedback :D for my Warden I'm thinking of "Restore 4 Health to your hero. Each player draws 2 cards." we'll see xD
Excited to see a new class of yours here! Here's my review of your basic set, I'll try to make recs for changing up some 3-costers:
Flame Slash: Nice. Def gonna be a staple in every End Bringer deck!
Blazing Claw: well, this is certainly an easy one to change. How about a 4 mana 3/3? or if you want to stick to 2 attack, 4 mana 2/6?
Apocalypta Bloodbender: this is great. I can def see" when your hero takes damage" being a good theme for this class.
Soul Crush: Oof! This is hella strong. I think it should be 8 mana. Also you have the card as "crush soul" and "soul crush" in the description... personally I prefer Soul Crush ;D
Future Gaze: Works for me.
Blood Armor: is there going to be any armor synergy in this class? Either way, I think you could get away with this being 2 mana. Consider how Healing Touch has the versatility of healing minions, and also consider Iron Hide.
Felflame Steed: Nice! Just ditch the period and I'm happy ;D
Rain of Fire: Awesome.
Crimson Fury: personally I think I'd make this cheaper, and reduce it to +2 attack. It's probably fine as is though.
Touch of Insanity: I agree with your comment, this feels very strong. I think it works at 4 mana.
Wow, this is looking great!!! Wasn't gonna review your classic cards quite yet but now i want to LOL.
Cataclysm: Fun! Yeah I've seen cards like this before, and I think the trickiest part is the mana crystals. Does your class really want to start over again? I imagine if it's very aggro-oriented (and it seems to be so far) then it would. Just something to think about. (my slayer class has a 9-mana spell in its Classic set that destroys all minions, weapons, and secrets. Decided not to mess with mana haha)
Orb of Decay: Like you said, this only works because it prevents you from swinging with your hero, which you tend to want to do. I actually think this might be balanced at 3 mana? Man I dunno. It's tricky.
Apocalypta Pyromancer: yay keywords! I like Feast a lot, it's got great flavor and it'll be fun to see what you do with it. I think this card is balanced, kinda hard to tell. I will say the art is a bit blurry for my taste though.
Doom Empress Y'veral: oof! Well this def seems pretty fun. I also like the 9 mana 9/7 stat line on her.
ps just read the lore, nice! :D Excited to see more of this class.
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?"
omg I had TOTALLY forgotten about the upgraded Shaman hero power xD Thanks guys!! Okay, here's what I'm thinking:
the 2 cards might be a bit much, but again, you're giving your opponent resources too. Any name suggestions are welcome (originals are "Light of Elune" and "Supernatural Gifts"). Also I'm being pretty lazy with the art xD gahh
also @Zence I realized that my original idea for the Warden was just strictly better than the upgraded Warlock hero power (Soul Tap), so I decided to keep the draws for both.
I was going through my old Varangian and Pyromancer classes and I realized I could make a pretty different Blood Mage (at least from the ones we've seen so far) by taking some of their mechanics and adding others.
I thought of some possible themes for the class: burning cards (like Fel Reaver does); deck manipulation (like the Varangian did); demons and elementals as the associated tribes; positional effects and maybe even ramp or some form of mana manipulation.
Here's what I could come up with so far:
The cards are inside the spoiler.
I'm sorry for not giving any feedback before asking for it, but I don't really have the time right now and I haven't been keeping up with this thread for a while.
I was going through my old Varangian and Pyromancer classes and I realized I could make a pretty different Blood Mage (at least from the ones we've seen so far) by taking some of their mechanics and adding others.
I thought of some possible themes for the class: burning cards (like Fel Reaver does); deck manipulation (like the Varangian did); demons and elementals as the associated tribes; positional effects and maybe even ramp or some form of mana manipulation.
Here's what I could come up with so far:
The cards are inside the spoiler.
I'm sorry for not giving any feedback before asking for it, but I don't really have the time right now and I haven't been keeping up with this thread for a while.
Don't worry about not giving feedback! (Don't tell anyone, but I used to do the same)
Hero Power - Firebolt: To be honest, I don't like this hero power. It seems much to powerful to exist without any drawback, and feels to be much more powerful than the mage hero power, despite lacking some versatility. Dealing this much damage with your hero power offers wayyy too much sheer ping power. Also, the name seems too similar to the Mage Hero power Fireblast. My recommendation would be to completely remake and rename this, or at least weaken it somehow. Maybe two damage to random minions?
Combustion: Pretty generic. Kind of weak though... Unless certain cards have a buff when discarded.
Pillar of Fire: Basically Flamestrike, but weaker.
Scorch: Ahhh... I really like this card. In WoW, Scorch is one of the most easily castable cards, with short cooldowns and high damage to cost ratio.
Presence of Mind: Stronger than Arcane Intellect in a lot of ways (Due to the reduced RNG), but costs less? How about making this cost (3)?
Jadefyre Satyr: I mean, you already have Fel Reaver in the game. Maybe you can make this somehow more unique and differing from that card?
I was going through my old Varangian and Pyromancer classes and I realized I could make a pretty different Blood Mage (at least from the ones we've seen so far) by taking some of their mechanics and adding others.
I thought of some possible themes for the class: burning cards (like Fel Reaver does); deck manipulation (like the Varangian did); demons and elementals as the associated tribes; positional effects and maybe even ramp or some form of mana manipulation.
Here's what I could come up with so far:
The cards are inside the spoiler.
I'm sorry for not giving any feedback before asking for it, but I don't really have the time right now and I haven't been keeping up with this thread for a while.
Don't worry about not giving feedback! (Don't tell anyone, but I used to do the same)
Hero Power - Firebolt: To be honest, I don't like this hero power. It seems much to powerful to exist without any drawback, and feels to be much more powerful than the mage hero power, despite lacking some versatility. Dealing this much damage with your hero power offers wayyy too much sheer ping power. Also, the name seems too similar to the Mage Hero power Fireblast. My recommendation would be to completely remake and rename this, or at least weaken it somehow. Maybe two damage to random minions?
Combustion: Pretty generic. Kind of weak though... Unless certain cards have a buff when discarded.
Pillar of Fire: Basically Flamestrike, but weaker.
Scorch: Ahhh... I really like this card. In WoW, Scorch is one of the most easily castable cards, with short cooldowns and high damage to cost ratio.
Presence of Mind: Stronger than Arcane Intellect in a lot of ways (Due to the reduced RNG), but costs less? How about making this cost (3)?
Jadefyre Satyr: I mean, you already have Fel Reaver in the game. Maybe you can make this somehow more unique and differing from that card?
Hey, thanks for leaving your thoughts man.
To be honest, I didn't think the Hero Power would be too strong, but I can't think of something else right now and I definitely don't like the idea of adding RNG to it, so I'll leave it be for now. Also, if it remains a damaging power, I probably won't change the name; the class is very similar to Mage and Warlock by default, and I can't pretend there's no relation between them, so I'd rather exploit it with references and whatnot.
Combustion isn't meant to be that strong anyway, the thing is I didn't want to make it strictly better than Shadow Bolt. I know Warlocks have strictly worse spells than other classes for a reason, but still... Dunno, it might be fine without the drawback too, but I plan on adding synergy with burned cards, so I'd like to make some splashable cards with this effect.
The Blood Mage is all about Flamestrike, so yeah, they had to get their own.
I was thinking of changing Presence of Mind to a 1-mana card that draws a random card you burned (or maybe Discovers it if I put it in another set). What do you think? I'm still not sure how much draw this class will have, so I might scrap this entirely.
Jadefire Satyr is of course a nod to Fel Reaver, a scaled down version of it, because after all, that card inspired the whole burn mechanic.
Okay guys, here is my most up-to-date Slayer class. I'm still very much unsure on Old Gods onwards. The ungoro quest/reward also feels problematic. Thanks in advance for the help!!! <3
"The Slayer"
a custom class by Livienna
Class Features:
Core Keywords: Immune, Silence, Stealth, Taunt.
Weapons, plus "If your hero killed a minion this turn" effects.
A hero power that requires planning turns ahead to make the best use of your Supernatural Gifts.
Unique Slayer minions that support your hero and each other! To avoid confusion with the Slayer hero and the Slayer minions, I use "Slayer minions" in card text to indicate the race/tribe/minion type.
NOSTALGIC ART/FLAVOR FEATURING YOUR FAVORITE VAMPIRE SLAYER AND HER FRIENDS!
Oh, one more thing (because I'm insane). If you want to take a look at my upcoming additions to my Warden class (see my signature), check out this imgur album. Feedback always appreciated!! And happy to return feedback, that goes for both my classes ;D
Ok, its been a while since I was active. I probably will continue to procrastinate and be a horrible OP, but I may as well make some comments while I'm feeling up to it. Mean Streets as a whole is looking decent. You took some interesting takes on the Hand buffs, but I think you perhaps did too much. You have 2 full hand buffs, one recurring buff and 1 weapon buff, and not a single one of those is traditional, they are all unique to your class. Its not all bad, I don't think any of the cards are busted or anything but its just a weird assortment of stuff. You also have 2 minions that like having their attack buffed, but only your Class legendary and the 2 grimy goons cards, so 4 cards total are going to be able to do that. Un'Goro is also odd. You went heavy on Adapt, and Battlecry in general, then you gave your class an weird Resurrection effect that is going to be bad with Battlecry and Adapt. There are some cools things, but I guess I need to get into individual cards to really break down the nuts and bolts.
MSoG: Stand and Fight! - This is cool. I think this sort of thing, more health focused than Attack could be a cool way to be unique. Adding buffs is also cool, but you have to pick the right ones. Taunt seems good here for sure. The flavor is good it.
Rebellious Recruit - As I mentioned, I don't like the fact this is sooooo hard to buff. Hunter used this well because it was easier to buff things and some of their buffs were +2/+2. You have a single +1, just making this feel miserable. The flavor is fine but the card itself is probably unplayable.
Street Fighter - This seems fine, its cool to see the effect on a Deathrattle and not a Battlecry, but its also just kind of weird. Why does this dying make a weapon you have better?
Intimidate - This is so impossibly hard to judge. We've only seen this as a temporary effect, and in some ways, I think for good reason. Also, I'd look at the wording for Pint-Size Potion and Shrinkmeister. This is probably fine. IDK.
Sharpshooter - At least this can be buffed after it hits the table, but even then your class isn't particularly good at that. I still think this seems fine, its much more consistently good to the point of being playable if you want to focus on that.
Chosen Recruits - Great card draw idea. Great flavor.
Potential Recruit - This is great here. Very fun, very cool.
Fiery Commander - I talked about giving out buffs, and I really hate Charge here. Charge is one of those mechanics that Blizzard has already said hasn't been good for the game. They haven't printed a non-conditional Charge, besides Patches, which already proved to be horrible in a long time. And even then conditional chargers aren't that common. I'd be fine with Windfury or even Windfury and health.
Squad Leader Satsu - This is very interesting. Its definitely powerful, and that's cool. Its a bit low on direct impact and I feel like this statline at this cost is just unplayable. Not only is it slow, its hugely low impact. If you compare this to The Mistcaller its an even worse stat ratio and comes down even later, making getting catch up impact even harder. The effect is more powerful, but probably not worth playing. Throw on a couple more stat points or lower the cost, maybe some combination of both.
Journey to Un'Goro: Jungle Juju - I really like this. Its fun, different and flavorful.
Tribal Chosen - Perfectly fine. Unexciting but that's not a bad thing.
Primitive Huntress - This seems way worse than Naga Corsair, though I guess not being a Pirate could maybe be considered a good thing. Just give it a buff and its good.
Long Way Home - I don't get how the name relates to the effect. I think the cost and that are fine, but I just don't get the flavor.
Daughter of the Wild - This is more interesting than Tribal Chosen, bit I do find it a bit odd to have two different Deathrattle minions in the same expansion that both effectively draw a card. I'd almost rather see this have potentially lower stats but just summon the Panther.
Sage Watcher - This seems fine. The art isn't my favorite though.
Deja Voodoo - This card I just don't get. Yes, its less random, but its also harder to actually play. You have to have a friendly minion die on your turn, and it has to be one you want to Res. I think that this could easily be 3 if not 2 mana, especially considering that it its many drawbacks.
Wailing Werewolf - This one is a bit scary. I'm not sure if the return effect is supposed to be good or bad, but I almost feel like its more of a positive, making this a very very powerful removal/damage effect. For example, your opponent is at a multiple of 10. You play this, attack a minion it can kill without dying, and bam, it jumps back into your hand for more value when you need it. Or, your opponent is likely to board clear or remove the card in general, but they are at 24 or 14, bam, you get in for 4 and your minion is safe to go in again later. Not to mention you're a class that uses hand buffs, and all the sudden you can do a lot more crazy things with this.
The First Slayer - Great, finally found a home.
Ancestral Power - This one is tough. I do think the effect is slow, very much like Warriors, but I do also think its powerful. I know we talked about the balance of the weapon, but it is true that this plus two Slayer's Strength is 32 damage, 1 is already 16 damage. This just smashes so amazingly hard. There is not way to tell if its actually too good or not though, so fuck it. Its probably fine because its just slow.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
the 2 cards might be a bit much, but again, you're giving your opponent resources too. Any name suggestions are welcome (originals are "Light of Elune" and "Supernatural Gifts"). Also I'm being pretty lazy with the art xD gahh
also @Zence I realized that my original idea for the Warden was just strictly better than the upgraded Warlock hero power (Soul Tap), so I decided to keep the draws for both.
2 cards is too much, I think. Imagine it if a mill rogue gets to Coldlight you every single turn - if you're playing control/combo, you probably don't stand much of a chance (I'd know, I play mill rogue a lot). I think 1 card would work.
Anyway, thanks for the feedback! I reworked my basic set, added some classic cards/the GvG legendary. How does this look?
The End Bringer:
Class Lore/Explanations:
Okay, this is not going to be a stellar example of good writing due to me being in a hurry lazy AF, 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.
Her hero power trades health for board dominance/face damage. It can clear many early-game minions single-handedly, but be aware that you are going to be taking a lot of damage. Her Justicar hero power ups that even more, being the hero power with the highest damage output (minus Rag/Sulfuras) at the cost of taking loads of damage.
Like Warlock, I imagine that the End Bringer can be very well rounded. The strength of her hero power allows her to play aggro, taking the board early. Using cards like Crimson Fury, Apocalypta Stormspeaker, and Prophecied 'Hero' (see below), she can also create large burst combos. Her plentiful board clears and removals can also allow her to play a slower, grindier control deck.
Her keyword is Feast, which already exists in the form of the Flesheating Ghoul. I think it fits well enough with the whole apocalypse flavour, and the idea of delighting in the deaths of other minions. Some other mechanics that are prevalent through her set are board clears and 'destroy' effects, as well as effects that damage minions and then do something. Flavour-wise, many of her cards incorporate things like (obviously) the Apocalypse, as well as Fire, Cultism, Prophecy, and Insanity.
Basic Set:
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. Basically, an Obsidian Shard that doesn't get cheaper.
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 a large amount of face damage in.
Blood Armor: Considering you'll likely be taking a LOT of face damage with this class, it needs some form of heal. Compared to Feral Rage, this doesn't have the same versatility of being able to deal damage. There's no armor synergy in this class either, so it's not going to be anything more than a way to increase your health.
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, a Totem Golem and come out of it as a 4/4. I know it's not supposed to have a period, but I'm WAY to lazy to actually spend the time to remove it. So... maybe later?
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 be an insane combo card. Combined with some other effects like Flame Slash, you could easily deal massive amounts of burst. Crimson Fury + Flame Slash +
Insanity: This is sort of like a Shadow Madness that's more effective on big minions. It'll kill off smaller ones before you can take control of them (because not everything can handle being insane), but on bigger minions, it can work wonders.
Classic Set:
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).
Prophecied Hero: Not sure how to balance this thing, but essentially, it rewards you for dragging out the game. It can also be used in a deck with only spells + Leeroy Jenkins/Some other minion, which can allow for massive burst in conjunction with cards like the Apocalypta Stormspeaker.
Apocalypta Stormspeaker: Part of the aforementioned Leeroy combo, this guy can either clear out small minions or focus the power of the storm onto your own minions, allowing them to gain Windfury and deal massive damage.
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.
Apocalypta Scout: Because every class needs a growing one-drop, amiright?
Call the Damned: Muster for Battle, except for evil dudes! How does that sound? Synergises great with Feast, and has a stronger immediate impact. A few other cards will probably use the Cultist token as well.
GvG:
3N-D0-TR0N V.2.012: Okay, so I couldn't resist making a 2012 reference, and GvG was the perfect place to do it. This is a class about the APOCALYPSE, after all. Not sure about the balance on this guy (probably WAY to strong), but he can come down and clear out entire aggro boards while establishing a taunt. Great for Control/Grinder decks.
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".
Changelog
I mean this was actually just a typo. It should be more balanced now.
And this is much more balanced. Before, it felt like Mukla, but with almost no debuffs.
Okay, Impulse will almost occur always in your class. This is much more balanced since it acts like Dragonfire Potion, and has a pretty good chance of backfiring.
Duh. What was I thinking?
It's still strictly worse than Sorcerer's Apprentice. But, this just buffs the card slightly to make it more balanced.
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
Side note: I haven't had the chance to type in any descriptions. I'm just so busy.... ugh.
Journey into Un'Goro
Scorch the Skies
Bonded Archer
Every Single Card (By Mana Cost) [Standard Only]
Possible Decks - Elemental Quest Phoenician [Standard]
Well, that's all for now! I'll be posting two more decklists sometime in the future, one more standard, another wild!
the 2 cards might be a bit much, but again, you're giving your opponent resources too. Any name suggestions are welcome (originals are "Light of Elune" and "Supernatural Gifts"). Also I'm being pretty lazy with the art xD gahh
also @Zence I realized that my original idea for the Warden was just strictly better than the upgraded Warlock hero power (Soul Tap), so I decided to keep the draws for both.
2 cards is too much, I think. Imagine it if a mill rogue gets to Coldlight you every single turn - if you're playing control/combo, you probably don't stand much of a chance (I'd know, I play mill rogue a lot). I think 1 card would work.
Anyway, thanks for the feedback! I reworked my basic set, added some classic cards/the GvG legendary. How does this look?
The End Bringer:
Class Lore/Explanations:
Okay, this is not going to be a stellar example of good writing due to me being in a hurry lazy AF, 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.
Her hero power trades health for board dominance/face damage. It can clear many early-game minions single-handedly, but be aware that you are going to be taking a lot of damage. Her Justicar hero power ups that even more, being the hero power with the highest damage output (minus Rag/Sulfuras) at the cost of taking loads of damage.
Like Warlock, I imagine that the End Bringer can be very well rounded. The strength of her hero power allows her to play aggro, taking the board early. Using cards like Crimson Fury, Apocalypta Stormspeaker, and Prophecied 'Hero' (see below), she can also create large burst combos. Her plentiful board clears and removals can also allow her to play a slower, grindier control deck.
Her keyword is Feast, which already exists in the form of the Flesheating Ghoul. I think it fits well enough with the whole apocalypse flavour, and the idea of delighting in the deaths of other minions. Some other mechanics that are prevalent through her set are board clears and 'destroy' effects, as well as effects that damage minions and then do something. Flavour-wise, many of her cards incorporate things like (obviously) the Apocalypse, as well as Fire, Cultism, Prophecy, and Insanity.
Basic Set:
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. Basically, an Obsidian Shard that doesn't get cheaper.
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 a large amount of face damage in.
Blood Armor: Considering you'll likely be taking a LOT of face damage with this class, it needs some form of heal. Compared to Feral Rage, this doesn't have the same versatility of being able to deal damage. There's no armor synergy in this class either, so it's not going to be anything more than a way to increase your health.
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, a Totem Golem and come out of it as a 4/4. I know it's not supposed to have a period, but I'm WAY to lazy to actually spend the time to remove it. So... maybe later?
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 be an insane combo card. Combined with some other effects like Flame Slash, you could easily deal massive amounts of burst. Crimson Fury + Flame Slash +
Insanity: This is sort of like a Shadow Madness that's more effective on big minions. It'll kill off smaller ones before you can take control of them (because not everything can handle being insane), but on bigger minions, it can work wonders.
Classic Set:
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).
Prophecied Hero: Not sure how to balance this thing, but essentially, it rewards you for dragging out the game. It can also be used in a deck with only spells + Leeroy Jenkins/Some other minion, which can allow for massive burst in conjunction with cards like the Apocalypta Stormspeaker.
Apocalypta Stormspeaker: Part of the aforementioned Leeroy combo, this guy can either clear out small minions or focus the power of the storm onto your own minions, allowing them to gain Windfury and deal massive damage.
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.
Apocalypta Scout: Because every class needs a growing one-drop, amiright?
Call the Damned: Muster for Battle, except for evil dudes! How does that sound? Synergises great with Feast, and has a stronger immediate impact. A few other cards will probably use the Cultist token as well.
GvG:
3N-D0-TR0N V.2.012: Okay, so I couldn't resist making a 2012 reference, and GvG was the perfect place to do it. This is a class about the APOCALYPSE, after all. Not sure about the balance on this guy (probably WAY to strong), but he can come down and clear out entire aggro boards while establishing a taunt. Great for Control/Grinder decks.
YAY!!! Wow I'm loving this. Your basic set is looking great, and damn that GvG legendary is pretty damn cool. Imagine the possible chain reactions... as for your new classic cards, here are my thoughts!
Prophecied Hero: I feel like this is pretty balanced. If people end up saying it's too strong, I think the change is reducing to +2/+2, rather than upping cost to 4.
Stormspeaker: I like it! Nice versatility here.
Call the Damned: Weaker than Muster, but we all know Muster was OP anyway xD this feels like a great addition to the set.
Apocalyta Scout: can't remember if Ive seen this before, but either way I like it. Def a strong 1-drop. Reminds me of my Warden's Forest Spirit! (below)
HUGE congrats @Phoenixfeather!!! The Phoenician really turned into a diverse class with a solid identity. Sorry I wasn't active in reviewing as you went; once I fell behind I felt it was hard to catch up. And anyway, you've done fantastically without me!! ;D
Just commenting on the cards that MAY need revisions. The others are pretty much okay (or nearly okay)
Apocalypta Scout - That's not broken OP at all! (PLZ FIX) See Flesheating Ghoul.
Cataclysm - I saw your previous definition of "Everything" I'll admit that "Everything" might be two much. Just lay off the mana crystals please.
Endotron - It's a legendary. Eh, should be fine... How about changing it to all minions to balance it out a bit? It's just more fair that way.
As a side note, I just want to say that the class is pretty good. Well, there IS an unhealthy amount of anime involved. But otherwise, it's okay.
Thanks for the feedback! I'll definitely change Endotron to deal to all minions (would make it much fairer and not as good in Aggro decks). I think i'll keep Cataclysm as-is for now, since I feel like it might actually be balanced, but it's definitely possible for me to change my mind later (if I do, I'd probably make it destroy everything several times just to make sure everything dies).
Now, for the Scout: Honestly, I don't think it's OP at all. Sure, Flesheating Ghoul exists, but Flesheating Ghoul also, well, sucks. Cards like Mana Wyrm and Tunnel Trogg can actually grow much faster (both can reach 3/3 almost immediately), and for this to gain value, you need to trade instead of just going face. You need to play this, then you need to trade some stuff, and only then does it start to grow.
Also, congrats on finishing your class! I've skimmed through it (sorry, haven't read everything, just too much stuff, and I've got internals - I'm pretty much already a horrible student for spending as much time as I have working on this :P). It seems pretty cool to me. If there's anything in particular you want feedback on, I can try and help :)
@Livienna: Thanks for the feedback as well - Glad you liked the cards.
Thank you to everyone, and congrats to Zence, Livienna, Turkeybag, The_Odinson, and many others who make this forum possible. Ofc, I believe all of you have each finished your individual sets, heck, Livienna made like two in the past few months. Thanks for listening to my nonsense, and allowing me to find a safe haven among hearthstone weirdos like me. For the future, I'm debating between running the Class Card Design tournament #2 and making a second class (Probably going to be called the Loric after the Lorien Legacies series).
I should probably go write that English paper that I may or may not have procrastinated until 10PM on.
Oh, does anyone happen to know anything about the modern-day importance of Shakespeare's works?
First: You should probably refrain from using Discover, since it wasn't added until LOE. Other than that, I think it's pretty cool so far. Even though you have three keywords, they're easy to remember and aren't overly complex (basically variations of the same effect) so I think it's OK. The cards so far all seem all right, just but I'm not getting a solid idea of what playstyle your class is going to have, so you might want to think about that. Contro/Aggro/Combo?
To start off, you might want to look at my original post. It has some kind of important outlines on what you should and shouldn't be doing with a class. That isn't to say you can't ignore that, and do whatever you want, but its going to make the class feel very out of place. Next, your class is hard to get a read on still. You have a Hero Power, 3 which is more or less 1, keyword, and 3 example cards that are mostly basic. You have almost no explanation to help us feel what you're going for, its entirely up to us to figure it out. With so few examples, that makes it very difficult to judge anything beyond the basics or what each card does and how they interact very basically with each other. However, I can break this down a bit so let's do that.
Conjure, your Hero Power isn't correctly balanced. You have 3 options, with 1 that is clearly the strongest, Draw a Card, and 2 that are very weak at 3 total mana, but also give you tons of flexibility. It also generates spells, meaning cards that interact with spells are going to be very very very powerful for your class, if not pretty much mandatory, warping everything. So you've already decided to make yourself a Mage/Priest/Warlock all from one Hero Power, and kind of Rogue, because you can generate spells, making Miracle style cards/decks very strong for you. Also, Discover isn't a Basic keyword idea, and not something that was around even when Blizzard was creating classes originally, so newer players playing this class would be much more overloaded with information than they would with other classes. Second, you've decided to make the 3 spells the first ever spells with a sub-type, Oddity. That itself is almost a keyword, further increasing complexity of the class.
Your Keyword(s) are mostly fine. They play into your Hero Power, but they also create unnecessary complexity, and don't currently have any clarity. When does this trigger? Does it trigger when you play the card? Any time you have the required card? Does it somehow prompt you at the start of each turn? Could it be a Deathrattle? Should it be preceded by Battlecry? Again, they aren't horrible. They are all easy to relate to something specific, and they all relate to each other. The issue with complexity also comes in when card creation. You can, and already have, created cards with a bunch of different effects and not just one. Very few HS cards atm have more than one effect. Yes some have more than one Basic keyword, and Druid has Choose One -, but this already kind of looks like a combination of Combo and Choose One.
That leaves the individual cards.
Aqualogist - Minor mistake, you missed the set symbol on this, so IDK what set its actually from, I'm just assuming Classic. Second, this is a bit pushed. Yes, the card isn't a full card, and we've seen, especially recently, class minions with very efficient card draw style effects. Considering the potential level of interaction with Aqualogy though I think this could be a 2/2.
Shock Whip - Yowzer. This card is busted. Not only can you fill your hand fairly quickly, this has no target restriction, meaning you can slam face for 9 damage with this for just 2 mana. Even just using your starting hand total this is a 2 mana deal 3, which is 100% efficient, and because of your Hero Power even in the late game this is never worse than a 2 mana deal 1. I think this would be fine if it could only hit minions, but being able to hit both I think the mana cost should be more along the lines of 5. Again, missing set symbol.
Submerged Magma - This is interesting. Neither effect is great, in fact this might actually be weak, but that's more about how many non-Hero Power sources for each Oddity there are.
To close, let me say, I am sure this all seems very harsh/negative, and that's mostly because it is. I'm not the most kind reviewer, but I'll always shoot you straight. I think there is definitely something here if some of the kinks get worked out. Knowing more about what you're actually aiming for would help a ton with that. Also, Magic art is great, but its not 100% HS, so try to find at least a few occasion to show off some Warcraft style artwork to keep things feeling cohesive. You don't have to go full HS, but don't got no HS either. Also, this is an interactive thread, if you don't give others feedback, they won't continue to give you feedback. Don't feel compelled to give me any atm, I've not been the most active recently, but most of the others aren't that likely to give away infinite free reviews. So if you want your class to move forward, share your opinions.
To start off, you might want to look at my original post. It has some kind of important outlines on what you should and shouldn't be doing with a class. That isn't to say you can't ignore that, and do whatever you want, but its going to make the class feel very out of place. Next, your class is hard to get a read on still. You have a Hero Power, 3 which is more or less 1, keyword, and 3 example cards that are mostly basic. You have almost no explanation to help us feel what you're going for, its entirely up to us to figure it out. With so few examples, that makes it very difficult to judge anything beyond the basics or what each card does and how they interact very basically with each other. However, I can break this down a bit so let's do that.
Conjure, your Hero Power isn't correctly balanced. You have 3 options, with 1 that is clearly the strongest, Draw a Card, and 2 that are very weak at 3 total mana, but also give you tons of flexibility. It also generates spells, meaning cards that interact with spells are going to be very very very powerful for your class, if not pretty much mandatory, warping everything. So you've already decided to make yourself a Mage/Priest/Warlock all from one Hero Power, and kind of Rogue, because you can generate spells, making Miracle style cards/decks very strong for you. Also, Discover isn't a Basic keyword idea, and not something that was around even when Blizzard was creating classes originally, so newer players playing this class would be much more overloaded with information than they would with other classes. Second, you've decided to make the 3 spells the first ever spells with a sub-type, Oddity. That itself is almost a keyword, further increasing complexity of the class.
Your Keyword(s) are mostly fine. They play into your Hero Power, but they also create unnecessary complexity, and don't currently have any clarity. When does this trigger? Does it trigger when you play the card? Any time you have the required card? Does it somehow prompt you at the start of each turn? Could it be a Deathrattle? Should it be preceded by Battlecry? Again, they aren't horrible. They are all easy to relate to something specific, and they all relate to each other. The issue with complexity also comes in when card creation. You can, and already have, created cards with a bunch of different effects and not just one. Very few HS cards atm have more than one effect. Yes some have more than one Basic keyword, and Druid has Choose One -, but this already kind of looks like a combination of Combo and Choose One.
That leaves the individual cards.
Aqualogist - Minor mistake, you missed the set symbol on this, so IDK what set its actually from, I'm just assuming Classic. Second, this is a bit pushed. Yes, the card isn't a full card, and we've seen, especially recently, class minions with very efficient card draw style effects. Considering the potential level of interaction with Aqualogy though I think this could be a 2/2.
Shock Whip - Yowzer. This card is busted. Not only can you fill your hand fairly quickly, this has no target restriction, meaning you can slam face for 9 damage with this for just 2 mana. Even just using your starting hand total this is a 2 mana deal 3, which is 100% efficient, and because of your Hero Power even in the late game this is never worse than a 2 mana deal 1. I think this would be fine if it could only hit minions, but being able to hit both I think the mana cost should be more along the lines of 5. Again, missing set symbol.
Submerged Magma - This is interesting. Neither effect is great, in fact this might actually be weak, but that's more about how many non-Hero Power sources for each Oddity there are.
To close, let me say, I am sure this all seems very harsh/negative, and that's mostly because it is. I'm not the most kind reviewer, but I'll always shoot you straight. I think there is definitely something here if some of the kinks get worked out. Knowing more about what you're actually aiming for would help a ton with that. Also, Magic art is great, but its not 100% HS, so try to find at least a few occasion to show off some Warcraft style artwork to keep things feeling cohesive. You don't have to go full HS, but don't got no HS either. Also, this is an interactive thread, if you don't give others feedback, they won't continue to give you feedback. Don't feel compelled to give me any atm, I've not been the most active recently, but most of the others aren't that likely to give away infinite free reviews. So if you want your class to move forward, share your opinions.
Thanks for the review! Really appreciated it!
The missing set symbol in the first 2 cards is there because it's part of the basic set (e.g. Fireball)
I wanted to my class sort of an "adapt to your situation" type of class where Fire Crystal empowers aggro cards, Aqueous Elixir helps with control cards, and Conductive Flora synerigises with Combo cards. Now that I look at how OP my hero power is, maybe that's not the theme I think I would go for. Perhaps I should maybe restrict my class with one oddity, and use only one of the keywords. BTW, the keyword works like this: When you play a card with something-ology, you DISCARD a the specified oddity like Warlocks do. Then, you get a bonus when you play it like the Combo keyword. I think I'm gonna push for the Control/Combo side because that hasn't really been explored as much as Aggro/Combo.
Yeah, looking at Razorpetal Lasher, I think it would be best for Aqualogist to become a 2/2.
I was completely worried about the Shock Whip spell. Maybe I should restrict it to minions.
Now that I look at Submerged Magma, I considering to keep at least 2 of the oddities/keywords and make my class a spell-based aggro/control hybrid...wow, my class is really beginning to become Izzet-like huh?
I'm definitely tempted to give reviews to other classes, but to be honest, I think my criticisms will be more detrimental then helpful. I'll try my best though (although it seems like everyone has everything gotten down already, so I'll just wait until the next class pops up).
Flame Slash: Nice. Def gonna be a staple in every End Bringer deck!
Blazing Claw: well, this is certainly an easy one to change. How about a 4 mana 3/3? or if you want to stick to 2 attack, 4 mana 2/6?
Apocalypta Bloodbender: this is great. I can def see" when your hero takes damage" being a good theme for this class.
Soul Crush: Oof! This is hella strong. I think it should be 8 mana. Also you have the card as "crush soul" and "soul crush" in the description... personally I prefer Soul Crush ;D
Future Gaze: Works for me.
Blood Armor: is there going to be any armor synergy in this class? Either way, I think you could get away with this being 2 mana. Consider how Healing Touch has the versatility of healing minions, and also consider Iron Hide.
Felflame Steed: Nice! Just ditch the period and I'm happy ;D
Rain of Fire: Awesome.
Crimson Fury: personally I think I'd make this cheaper, and reduce it to +2 attack. It's probably fine as is though.
Touch of Insanity: I agree with your comment, this feels very strong. I think it works at 4 mana.
Wow, this is looking great!!! Wasn't gonna review your classic cards quite yet but now i want to LOL.
Cataclysm: Fun! Yeah I've seen cards like this before, and I think the trickiest part is the mana crystals. Does your class really want to start over again? I imagine if it's very aggro-oriented (and it seems to be so far) then it would. Just something to think about. (my slayer class has a 9-mana spell in its Classic set that destroys all minions, weapons, and secrets. Decided not to mess with mana haha)
Orb of Decay: Like you said, this only works because it prevents you from swinging with your hero, which you tend to want to do. I actually think this might be balanced at 3 mana? Man I dunno. It's tricky.
Apocalypta Pyromancer: yay keywords! I like Feast a lot, it's got great flavor and it'll be fun to see what you do with it. I think this card is balanced, kinda hard to tell. I will say the art is a bit blurry for my taste though.
Doom Empress Y'veral: oof! Well this def seems pretty fun. I also like the 9 mana 9/7 stat line on her.
ps just read the lore, nice! :D Excited to see more of this class.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I was going through my old Varangian and Pyromancer classes and I realized I could make a pretty different Blood Mage (at least from the ones we've seen so far) by taking some of their mechanics and adding others.
I thought of some possible themes for the class: burning cards (like Fel Reaver does); deck manipulation (like the Varangian did); demons and elementals as the associated tribes; positional effects and maybe even ramp or some form of mana manipulation.
Here's what I could come up with so far:
The cards are inside the spoiler.
I'm sorry for not giving any feedback before asking for it, but I don't really have the time right now and I haven't been keeping up with this thread for a while.
Don't worry about not giving feedback! (Don't tell anyone, but I used to do the same)
Hero Power - Firebolt: To be honest, I don't like this hero power. It seems much to powerful to exist without any drawback, and feels to be much more powerful than the mage hero power, despite lacking some versatility. Dealing this much damage with your hero power offers wayyy too much sheer ping power. Also, the name seems too similar to the Mage Hero power Fireblast. My recommendation would be to completely remake and rename this, or at least weaken it somehow. Maybe two damage to random minions?
Combustion: Pretty generic. Kind of weak though... Unless certain cards have a buff when discarded.
Pillar of Fire: Basically Flamestrike, but weaker.
Scorch: Ahhh... I really like this card. In WoW, Scorch is one of the most easily castable cards, with short cooldowns and high damage to cost ratio.
Presence of Mind: Stronger than Arcane Intellect in a lot of ways (Due to the reduced RNG), but costs less? How about making this cost (3)?
Jadefyre Satyr: I mean, you already have Fel Reaver in the game. Maybe you can make this somehow more unique and differing from that card?
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Okay guys, here is my most up-to-date Slayer class. I'm still very much unsure on Old Gods onwards. The ungoro quest/reward also feels problematic. Thanks in advance for the help!!! <3
"The Slayer"
a custom class by Livienna
Class Features:
Basic Set:
Classic Set:
Curse of Naxxramas:
Goblins vs. Gnomes:
(Target Dummy)
Blackrock Mountain:
The Grand Tournament:
Justicar Trueheart upgraded Hero Power:
League of Explorers:
Whispers of the Old Gods:
One Night in Karazhan:
Mean Streets of Gadgetzan:
Journey to Un'Goro:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Oh, one more thing (because I'm insane). If you want to take a look at my upcoming additions to my Warden class (see my signature), check out this imgur album. Feedback always appreciated!! And happy to return feedback, that goes for both my classes ;D
goodnight!!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@ Livienna
Ok, its been a while since I was active. I probably will continue to procrastinate and be a horrible OP, but I may as well make some comments while I'm feeling up to it. Mean Streets as a whole is looking decent. You took some interesting takes on the Hand buffs, but I think you perhaps did too much. You have 2 full hand buffs, one recurring buff and 1 weapon buff, and not a single one of those is traditional, they are all unique to your class. Its not all bad, I don't think any of the cards are busted or anything but its just a weird assortment of stuff. You also have 2 minions that like having their attack buffed, but only your Class legendary and the 2 grimy goons cards, so 4 cards total are going to be able to do that. Un'Goro is also odd. You went heavy on Adapt, and Battlecry in general, then you gave your class an weird Resurrection effect that is going to be bad with Battlecry and Adapt. There are some cools things, but I guess I need to get into individual cards to really break down the nuts and bolts.
MSoG:
Stand and Fight! - This is cool. I think this sort of thing, more health focused than Attack could be a cool way to be unique. Adding buffs is also cool, but you have to pick the right ones. Taunt seems good here for sure. The flavor is good it.
Rebellious Recruit - As I mentioned, I don't like the fact this is sooooo hard to buff. Hunter used this well because it was easier to buff things and some of their buffs were +2/+2. You have a single +1, just making this feel miserable. The flavor is fine but the card itself is probably unplayable.
Street Fighter - This seems fine, its cool to see the effect on a Deathrattle and not a Battlecry, but its also just kind of weird. Why does this dying make a weapon you have better?
Intimidate - This is so impossibly hard to judge. We've only seen this as a temporary effect, and in some ways, I think for good reason. Also, I'd look at the wording for Pint-Size Potion and Shrinkmeister. This is probably fine. IDK.
Sharpshooter - At least this can be buffed after it hits the table, but even then your class isn't particularly good at that. I still think this seems fine, its much more consistently good to the point of being playable if you want to focus on that.
Chosen Recruits - Great card draw idea. Great flavor.
Potential Recruit - This is great here. Very fun, very cool.
Fiery Commander - I talked about giving out buffs, and I really hate Charge here. Charge is one of those mechanics that Blizzard has already said hasn't been good for the game. They haven't printed a non-conditional Charge, besides Patches, which already proved to be horrible in a long time. And even then conditional chargers aren't that common. I'd be fine with Windfury or even Windfury and health.
Squad Leader Satsu - This is very interesting. Its definitely powerful, and that's cool. Its a bit low on direct impact and I feel like this statline at this cost is just unplayable. Not only is it slow, its hugely low impact. If you compare this to The Mistcaller its an even worse stat ratio and comes down even later, making getting catch up impact even harder. The effect is more powerful, but probably not worth playing. Throw on a couple more stat points or lower the cost, maybe some combination of both.
Journey to Un'Goro:
Jungle Juju - I really like this. Its fun, different and flavorful.
Tribal Chosen - Perfectly fine. Unexciting but that's not a bad thing.
Primitive Huntress - This seems way worse than Naga Corsair, though I guess not being a Pirate could maybe be considered a good thing. Just give it a buff and its good.
Long Way Home - I don't get how the name relates to the effect. I think the cost and that are fine, but I just don't get the flavor.
Daughter of the Wild - This is more interesting than Tribal Chosen, bit I do find it a bit odd to have two different Deathrattle minions in the same expansion that both effectively draw a card. I'd almost rather see this have potentially lower stats but just summon the Panther.
Sage Watcher - This seems fine. The art isn't my favorite though.
Deja Voodoo - This card I just don't get. Yes, its less random, but its also harder to actually play. You have to have a friendly minion die on your turn, and it has to be one you want to Res. I think that this could easily be 3 if not 2 mana, especially considering that it its many drawbacks.
Wailing Werewolf - This one is a bit scary. I'm not sure if the return effect is supposed to be good or bad, but I almost feel like its more of a positive, making this a very very powerful removal/damage effect. For example, your opponent is at a multiple of 10. You play this, attack a minion it can kill without dying, and bam, it jumps back into your hand for more value when you need it. Or, your opponent is likely to board clear or remove the card in general, but they are at 24 or 14, bam, you get in for 4 and your minion is safe to go in again later. Not to mention you're a class that uses hand buffs, and all the sudden you can do a lot more crazy things with this.
The First Slayer - Great, finally found a home.
Ancestral Power - This one is tough. I do think the effect is slow, very much like Warriors, but I do also think its powerful. I know we talked about the balance of the weapon, but it is true that this plus two Slayer's Strength is 32 damage, 1 is already 16 damage. This just smashes so amazingly hard. There is not way to tell if its actually too good or not though, so fuck it. Its probably fine because its just slow.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The End Bringer:
Okay, this is not going to be a stellar example of good writing due to me being
in a hurrylazy AF, 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.Her hero power trades health for board dominance/face damage. It can clear many early-game minions single-handedly, but be aware that you are going to be taking a lot of damage. Her Justicar hero power ups that even more, being the hero power with the highest damage output (minus Rag/Sulfuras) at the cost of taking loads of damage.
Like Warlock, I imagine that the End Bringer can be very well rounded. The strength of her hero power allows her to play aggro, taking the board early. Using cards like Crimson Fury, Apocalypta Stormspeaker, and Prophecied 'Hero' (see below), she can also create large burst combos. Her plentiful board clears and removals can also allow her to play a slower, grindier control deck.
Her keyword is Feast, which already exists in the form of the Flesheating Ghoul. I think it fits well enough with the whole apocalypse flavour, and the idea of delighting in the deaths of other minions. Some other mechanics that are prevalent through her set are board clears and 'destroy' effects, as well as effects that damage minions and then do something. Flavour-wise, many of her cards incorporate things like (obviously) the Apocalypse, as well as Fire, Cultism, Prophecy, and Insanity.
Basic Set:
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. Basically, an Obsidian Shard that doesn't get cheaper.
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 a large amount of face damage in.
Future Gaze: Arcane Intellect clone.
Blood Armor: Considering you'll likely be taking a LOT of face damage with this class, it needs some form of heal. Compared to Feral Rage, this doesn't have the same versatility of being able to deal damage. There's no armor synergy in this class either, so it's not going to be anything more than a way to increase your health.
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, a Totem Golem and come out of it as a 4/4. I know it's not supposed to have a period, but I'm WAY to lazy to actually spend the time to remove it. So... maybe later?
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 be an insane combo card. Combined with some other effects like Flame Slash, you could easily deal massive amounts of burst. Crimson Fury + Flame Slash +
Insanity: This is sort of like a Shadow Madness that's more effective on big minions. It'll kill off smaller ones before you can take control of them (because not everything can handle being insane), but on bigger minions, it can work wonders.
Classic Set:
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).
Prophecied Hero: Not sure how to balance this thing, but essentially, it rewards you for dragging out the game. It can also be used in a deck with only spells + Leeroy Jenkins/Some other minion, which can allow for massive burst in conjunction with cards like the Apocalypta Stormspeaker.
Apocalypta Stormspeaker: Part of the aforementioned Leeroy combo, this guy can either clear out small minions or focus the power of the storm onto your own minions, allowing them to gain Windfury and deal massive damage.
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.
Apocalypta Scout: Because every class needs a growing one-drop, amiright?
Call the Damned: Muster for Battle, except for evil dudes! How does that sound? Synergises great with Feast, and has a stronger immediate impact. A few other cards will probably use the Cultist token as well.
GvG:
3N-D0-TR0N V.2.012: Okay, so I couldn't resist making a 2012 reference, and GvG was the perfect place to do it. This is a class about the APOCALYPSE, after all. Not sure about the balance on this guy (probably WAY to strong), but he can come down and clear out entire aggro boards while establishing a taunt. Great for Control/Grinder decks.
Why Rogue is my favourite class:
My submission for this week's card design competition.
@Mewdrops
Just commenting on the cards that MAY need revisions. The others are pretty much okay (or nearly okay)
Apocalypta Scout - That's not broken OP at all! (PLZ FIX) See Flesheating Ghoul.
Cataclysm - I saw your previous definition of "Everything" I'll admit that "Everything" might be two much. Just lay off the mana crystals please.
Endotron - It's a legendary. Eh, should be fine... How about changing it to all minions to balance it out a bit? It's just more fair that way.
As a side note, I just want to say that the class is pretty good. Well, there IS an unhealthy amount of anime involved. But otherwise, it's okay.
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".
Changelog
I mean this was actually just a typo. It should be more balanced now.
And this is much more balanced. Before, it felt like Mukla, but with almost no debuffs.
Okay, Impulse will almost occur always in your class. This is much more balanced since it acts like Dragonfire Potion, and has a pretty good chance of backfiring.
Duh. What was I thinking?
It's still strictly worse than Sorcerer's Apprentice. But, this just buffs the card slightly to make it more balanced.
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
Side note: I haven't had the chance to type in any descriptions. I'm just so busy.... ugh.
Journey into Un'Goro
Scorch the Skies
Bonded Archer
Every Single Card (By Mana Cost) [Standard Only]
Possible Decks - Elemental Quest Phoenician [Standard]
Well, that's all for now! I'll be posting two more decklists sometime in the future, one more standard, another wild!
Wished to be pink.
Then did.
Then fired myself.
Then did again.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
HUGE congrats @Phoenixfeather!!! The Phoenician really turned into a diverse class with a solid identity. Sorry I wasn't active in reviewing as you went; once I fell behind I felt it was hard to catch up. And anyway, you've done fantastically without me!! ;D
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Why Rogue is my favourite class:
My submission for this week's card design competition.
@Phoenixfeather
Woah! You did it! Congrats!!
I promise i'll look at your new cards later on, and I can't wait to see those decklists!
Thank you to everyone, and congrats to Zence, Livienna, Turkeybag, The_Odinson, and many others who make this forum possible. Ofc, I believe all of you have each finished your individual sets, heck, Livienna made like two in the past few months. Thanks for listening to my nonsense, and allowing me to find a safe haven among hearthstone weirdos like me. For the future, I'm debating between running the Class Card Design tournament #2 and making a second class (Probably going to be called the Loric after the Lorien Legacies series).
I should probably go write that English paper that I may or may not have procrastinated until 10PM on.
Oh, does anyone happen to know anything about the modern-day importance of Shakespeare's works?
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Well, this is my first time creating a class so..yeah...this is probably gonna be terrible :P. Your thoughts? Or should I trash this idea?
Asterix
Scientific Sorcerer Class
Oddities:
New Keywords:
Example Cards:
First: You should probably refrain from using Discover, since it wasn't added until LOE. Other than that, I think it's pretty cool so far. Even though you have three keywords, they're easy to remember and aren't overly complex (basically variations of the same effect) so I think it's OK. The cards so far all seem all right, just but I'm not getting a solid idea of what playstyle your class is going to have, so you might want to think about that. Contro/Aggro/Combo?
Why Rogue is my favourite class:
My submission for this week's card design competition.
To start off, you might want to look at my original post. It has some kind of important outlines on what you should and shouldn't be doing with a class. That isn't to say you can't ignore that, and do whatever you want, but its going to make the class feel very out of place. Next, your class is hard to get a read on still. You have a Hero Power, 3 which is more or less 1, keyword, and 3 example cards that are mostly basic. You have almost no explanation to help us feel what you're going for, its entirely up to us to figure it out. With so few examples, that makes it very difficult to judge anything beyond the basics or what each card does and how they interact very basically with each other. However, I can break this down a bit so let's do that.
Conjure, your Hero Power isn't correctly balanced. You have 3 options, with 1 that is clearly the strongest, Draw a Card, and 2 that are very weak at 3 total mana, but also give you tons of flexibility. It also generates spells, meaning cards that interact with spells are going to be very very very powerful for your class, if not pretty much mandatory, warping everything. So you've already decided to make yourself a Mage/Priest/Warlock all from one Hero Power, and kind of Rogue, because you can generate spells, making Miracle style cards/decks very strong for you. Also, Discover isn't a Basic keyword idea, and not something that was around even when Blizzard was creating classes originally, so newer players playing this class would be much more overloaded with information than they would with other classes. Second, you've decided to make the 3 spells the first ever spells with a sub-type, Oddity. That itself is almost a keyword, further increasing complexity of the class.
Your Keyword(s) are mostly fine. They play into your Hero Power, but they also create unnecessary complexity, and don't currently have any clarity. When does this trigger? Does it trigger when you play the card? Any time you have the required card? Does it somehow prompt you at the start of each turn? Could it be a Deathrattle? Should it be preceded by Battlecry? Again, they aren't horrible. They are all easy to relate to something specific, and they all relate to each other. The issue with complexity also comes in when card creation. You can, and already have, created cards with a bunch of different effects and not just one. Very few HS cards atm have more than one effect. Yes some have more than one Basic keyword, and Druid has Choose One -, but this already kind of looks like a combination of Combo and Choose One.
That leaves the individual cards.
Aqualogist - Minor mistake, you missed the set symbol on this, so IDK what set its actually from, I'm just assuming Classic. Second, this is a bit pushed. Yes, the card isn't a full card, and we've seen, especially recently, class minions with very efficient card draw style effects. Considering the potential level of interaction with Aqualogy though I think this could be a 2/2.
Shock Whip - Yowzer. This card is busted. Not only can you fill your hand fairly quickly, this has no target restriction, meaning you can slam face for 9 damage with this for just 2 mana. Even just using your starting hand total this is a 2 mana deal 3, which is 100% efficient, and because of your Hero Power even in the late game this is never worse than a 2 mana deal 1. I think this would be fine if it could only hit minions, but being able to hit both I think the mana cost should be more along the lines of 5. Again, missing set symbol.
Submerged Magma - This is interesting. Neither effect is great, in fact this might actually be weak, but that's more about how many non-Hero Power sources for each Oddity there are.
To close, let me say, I am sure this all seems very harsh/negative, and that's mostly because it is. I'm not the most kind reviewer, but I'll always shoot you straight. I think there is definitely something here if some of the kinks get worked out. Knowing more about what you're actually aiming for would help a ton with that. Also, Magic art is great, but its not 100% HS, so try to find at least a few occasion to show off some Warcraft style artwork to keep things feeling cohesive. You don't have to go full HS, but don't got no HS either. Also, this is an interactive thread, if you don't give others feedback, they won't continue to give you feedback. Don't feel compelled to give me any atm, I've not been the most active recently, but most of the others aren't that likely to give away infinite free reviews. So if you want your class to move forward, share your opinions.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.