Couldn't resist making some basic and classic cards already :P Here's what I've done so far if your interested!
Class Info:
Hero Power: A scribe's main source of magic is from scrolls and tomes, which comes with one big advantage! If you use a scroll and you need another, just draw one up! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome . These show up like a secretbut visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell heavy class with scrolls and tomes as the main spell theme, for the rest of the turn style effects, controlled RNG effects.
Feels bad for NiRaSt, active was one of the cooler new keywords, and I'd have liked to see more. Is it because of the cat? I don't think a cat blacksmith is too out of place in warcraft...
I'm also amazed I somehow pulled to place from 0 votes, so thank you to everyone who's voted for me <3
Its probably a bit early to be planning for MSOG when I'm barely passing here, but are people planning to team up with other class creators (still in the competition or otherwise) to make their gangs, or are most people gonna be using an existing gang for it? only, I have a cool idea for a curator gang, which would be even cooler with the time traveler in it, seeing as both classes have a heavy focus on planning and strategy.
Edit: Actually, do we even need existing classes to make a gang, or can it be shared with made-up classes?
Feels bad for NiRaSt, active was one of the cooler new keywords, and I'd have liked to see more. Is it because of the cat? I don't think a cat blacksmith is too out of place in warcraft...
I'm also amazed I somehow pulled to place from 0 votes, so thank you to everyone who's voted for me <3
Its probably a bit early to be planning for MSOG when I'm barely passing here, but are people planning to team up with other class creators (still in the competition or otherwise) to make their gangs, or are most people gonna be using an existing gang for it? only, I have a cool idea for a curator gang, which would be even cooler with the time traveler in it, seeing as both classes have a heavy focus on planning and strategy.
Edit: Actually, do we even need existing classes to make a gang, or can it be shared with made-up classes?
If I remember correctly, other Class Design Competitions made you choose when designing MSoG. Your class could either belong to the Grimy Goons, Kabal or Jade Lotus, or you could create a new gang with other custom classes.
Since I submitted my class to the submission post without positing it on the discussion post, I would like some feedback on my class and how you personally think I could change it (be it theme wise, power-level wise, clarity-wise, or anything else you can think of). I do fear some of my concepts might seem overpowered (mainly Gust), but I would love some insight into that. I hope I can make any necessary changes for the next phase of the competition and hopefully gain some more followers on my new class by making these changes. Thank you in advance, all criticism is welcome :)
Here is the class (formatting is off b/c I just copied it from the submission topic):
New Class: W i n d s p e a k e r
_________________________________________
Wiona Dunespear was once a powerful Shaman, travelling the lands of Azeroth in hopes of increasing her abilities and knowledge. In Pandaria she hoped to learn new ways to craft totems and cast elemental abilities from the Pandarian Shamans. On her way through the Kun-Lai mountains, she got lost and sought shelter in a temple (one hidden from civilisation). Inside she found a lone master, and he did not speak to her. Instead he displayed a new power to Wiona, one that she had only seen the Djinn use before. He could use wind as a weapon, and craft powerful storms and tempests from nothing. For the next two decades, Wiona dedicated herself to learning this new art, forgetting her past Shaman power and abilities in the process.
When Wiona finally left the temple and the Pandarian mountains, she had harnessed the power of seasons and winds and now called herself a Windspeaker . She now tours Azeroth not to learn, but to instead find worthy opponents to test her abilities on.
_________________________________________
To be a Windspeaker, one must be rhythmic and conjure up storms through repetition and seasoned skills. Monsoon allows a Windspeaker to take one card and make it into two. It does require the sacrifice of another card, but the Windspeaker does not win by the chaos 30 different cards but through the focused combos created by a few.
Clarification: Spell damage is applied to spell initially, but not on the repeat effects. Examples: Spell Damage +1 and Gust will deal 2 damage, and then will repeat by dealing only 1 damage for every time you played the card previously.
Tempest is the keyword that allows of Gust of wind to become a powerful hurricane. By continually using a single card, the Windspeaker is rewarded with a stacking effect that will become deadly in the late game.
_________________________________________
Gust (Classic): A main combopiece of a Windspeaker, it is their only damaging spell that can both hit face and contains the Tempest keyword. By using cards that can copy this spell, Gust can be ramped up to a card that deals 6 + damage and only costs 1 mana. It does require some setup, but with the copying cards and Monsoon , it can be used as aFireball esc spell in a burn styled deck.
Tornado (Whispers of the Old Gods): In a control based deck, this card can assist in situation where it may seem like the board was completely lost. On first use it is just a Twisting Nether , but on second use it can be used to 100% clear the board against sticky Deathrattleminions. This spell can save a turn or two and allows a Windspeaker to follow up with whatever they have up their sleeve.
Mistral Elemental (Journey to Un'Goro): This is the most powerful copying that the Windspeaker has, as it allows for you to easily select the card you want to copy, provides two of them, and does not transformone of your other cards. Yet this power is hidden behind the elemental arch-type condition, so to gain access of this powerful effect then you must be playing an elemental deck.
Scourge Fowl (Knights of the Frozen Throne): In various controlling decks that the Windspeaker might use, this card works as a quick tempo swing once the board was cleared. On first use it is 4/4 worth of stats split between two bodies, but on the sixth use it is 14/14 worth of stats split between seven bodies (compare it to Living Mana ). This card may even warrant a new combodeck or simple card package where you would include Youthful Brewmaster to propel a continuous board of Scourge Fowl.
Xorax, the Dormant Storm (Cobolds and Catacombs): Xorax is a sleeping Dragon , and the only thing that can wake him is a Windspeaker. You could spend 7 mana and wake him, which is a fair price to pay. But you could also cast five of the same spells and summonhim for no extra cost. It is a difficult requirement to pull off, more difficult than summoning a Pirate , but if you include it in the right deck it will work out most games for you. Yet there will be times where you draw him and waste an important draw, and other times where you have nothing better to do but spend the seven mana to play him. It is a trade off on weather or not to include it, but when it works out it can be more powerful than Corridor Creeper and can help provide pressure in combodecks.
_________________________________________
The Windspeaker's focus is on copying cards and trying to make combos or powerful moves out of it. Some classes have cards that take on this style, such as Simulacrum in Mage or Shadowcaster in Rogue. By making this class, I was hoping to take those type of cards and design a class around of them, which is something that I know many people would enjoy playing.
The first type of deck you would see out of this class would be a combotype deck which takes advantage of all the card copying abilities of this class. Gust is the only card I have revealed so far that would take on a deck around it, where you would try to accumulate 7+ Gusts and kill your opponent through burn. More cards will be revealed that either work as a burn tool in this type of deck, make up a completely new combo, or help copy cards to make it work. Elemental may also be important in advancing combos since Mistral Elemental is such a powerful card, and future reveals may also work towards this goals.
The second type of deck would be a control deck which takes advantage of the Monsoon and copying cards to adapt to different situations. If you have need of healing, then copying healing cards (and possibly a Tempest healing card) will be to your advantage. If you need board clears then copying a card such as Tornado will most likely help you. Then if you are ahead, trying to propel minions like Scourge Fowl or Giants may work as a win condition. The possibilities for this are enormous and varied, but they all use Monsoon (the Hero Power), the new keyword, and its play-style to their advantage.
@CheeseETC. Your chart is mostly accurate. There are a few entries that you've deemed valid that you didn't and vice versa. If you're individally curious, we've put a little note at the bottom of the entry dictating whether or not it will be disqualified.
In addition the calculations are constantly updating, so we won't know who continues until voting officially ends. Also, we, currently, have 90 valid entries, ~48 of whom will continue to the next round. If your name is the top one or two on the page (Wrought, Demonxz95, Sinti, Livienna, ThisOtoGuyVent; Note, these are just the top entry on each page.) chances (Like 99.99%) are that you'll continue onto the next round.
Since I submitted my class to the submission post without positing it on the discussion post, I would like some feedback on my class and how you personally think I could change it (be it theme wise, power-level wise, clarity-wise, or anything else you can think of). I do fear some of my concepts might seem overpowered (mainly Gust), but I would love some insight into that. I hope I can make any necessary changes for the next phase of the competition and hopefully gain some more followers on my new class by making these changes. Thank you in advance, all criticism is welcome :)
Here is the class (formatting is off b/c I just copied it from the submission topic):
New Class: W i n d s p e a k e r
_________________________________________
Wiona Dunespear was once a powerful Shaman, travelling the lands of Azeroth in hopes of increasing her abilities and knowledge. In Pandaria she hoped to learn new ways to craft totems and cast elemental abilities from the Pandarian Shamans. On her way through the Kun-Lai mountains, she got lost and sought shelter in a temple (one hidden from civilisation). Inside she found a lone master, and he did not speak to her. Instead he displayed a new power to Wiona, one that she had only seen the Djinn use before. He could use wind as a weapon, and craft powerful storms and tempests from nothing. For the next two decades, Wiona dedicated herself to learning this new art, forgetting her past Shaman power and abilities in the process.
When Wiona finally left the temple and the Pandarian mountains, she had harnessed the power of seasons and winds and now called herself a Windspeaker . She now tours Azeroth not to learn, but to instead find worthy opponents to test her abilities on.
_________________________________________
To be a Windspeaker, one must be rhythmic and conjure up storms through repetition and seasoned skills. Monsoon allows a Windspeaker to take one card and make it into two. It does require the sacrifice of another card, but the Windspeaker does not win by the chaos 30 different cards but through the focused combos created by a few.
Clarification: Spell damage is applied to spell initially, but not on the repeat effects. Examples: Spell Damage +1 and Gust will deal 2 damage, and then will repeat by dealing only 1 damage for every time you played the card previously.
Tempest is the keyword that allows of Gust of wind to become a powerful hurricane. By continually using a single card, the Windspeaker is rewarded with a stacking effect that will become deadly in the late game.
_________________________________________
Gust (Classic): A main combopiece of a Windspeaker, it is their only damaging spell that can both hit face and contains the Tempest keyword. By using cards that can copy this spell, Gust can be ramped up to a card that deals 6 + damage and only costs 1 mana. It does require some setup, but with the copying cards and Monsoon , it can be used as aFireball esc spell in a burn styled deck.
Tornado (Whispers of the Old Gods): In a control based deck, this card can assist in situation where it may seem like the board was completely lost. On first use it is just a Twisting Nether , but on second use it can be used to 100% clear the board against sticky Deathrattleminions. This spell can save a turn or two and allows a Windspeaker to follow up with whatever they have up their sleeve.
Mistral Elemental (Journey to Un'Goro): This is the most powerful copying that the Windspeaker has, as it allows for you to easily select the card you want to copy, provides two of them, and does not transformone of your other cards. Yet this power is hidden behind the elemental arch-type condition, so to gain access of this powerful effect then you must be playing an elemental deck.
Scourge Fowl (Knights of the Frozen Throne): In various controlling decks that the Windspeaker might use, this card works as a quick tempo swing once the board was cleared. On first use it is 4/4 worth of stats split between two bodies, but on the sixth use it is 14/14 worth of stats split between seven bodies (compare it to Living Mana ). This card may even warrant a new combodeck or simple card package where you would include Youthful Brewmaster to propel a continuous board of Scourge Fowl.
Xorax, the Dormant Storm (Cobolds and Catacombs): Xorax is a sleeping Dragon , and the only thing that can wake him is a Windspeaker. You could spend 7 mana and wake him, which is a fair price to pay. But you could also cast five of the same spells and summonhim for no extra cost. It is a difficult requirement to pull off, more difficult than summoning a Pirate , but if you include it in the right deck it will work out most games for you. Yet there will be times where you draw him and waste an important draw, and other times where you have nothing better to do but spend the seven mana to play him. It is a trade off on weather or not to include it, but when it works out it can be more powerful than Corridor Creeper and can help provide pressure in combodecks.
_________________________________________
The Windspeaker's focus is on copying cards and trying to make combos or powerful moves out of it. Some classes have cards that take on this style, such as Simulacrum in Mage or Shadowcaster in Rogue. By making this class, I was hoping to take those type of cards and design a class around of them, which is something that I know many people would enjoy playing.
The first type of deck you would see out of this class would be a combotype deck which takes advantage of all the card copying abilities of this class. Gust is the only card I have revealed so far that would take on a deck around it, where you would try to accumulate 7+ Gusts and kill your opponent through burn. More cards will be revealed that either work as a burn tool in this type of deck, make up a completely new combo, or help copy cards to make it work. Elemental may also be important in advancing combos since Mistral Elemental is such a powerful card, and future reveals may also work towards this goals.
The second type of deck would be a control deck which takes advantage of the Monsoon and copying cards to adapt to different situations. If you have need of healing, then copying healing cards (and possibly a Tempest healing card) will be to your advantage. If you need board clears then copying a card such as Tornado will most likely help you. Then if you are ahead, trying to propel minions like Scourge Fowl or Giants may work as a win condition. The possibilities for this are enormous and varied, but they all use Monsoon (the Hero Power), the new keyword, and its play-style to their advantage.
This is definitely one of my more favored classes... and may have helped destroy my entry on page two... but I upvoted it anyway.
Every individual class card seems interesting, but the real challenge, imo, is differentiating this class's identity from rogue's. They also have the concept of multiple cards in one turn, a core concept of your class (Ex. Edwin VanCleef, Sherazin, Corpse Flower and Combo). In addition, they have many "return to hand' effects in a similar way to Mistral Elemental and copying effects like your hero power (the Rogue DK). So far, everything, balance-wise, seems fine. I'd like to see more synergy through return to hand/cost reduction/ multiple casts of a spell in one turn/cheaper spells/extensive draw effects.
Of these cards, my favorite - by far - is Gust. It's elegantly simple and a great summary to the whole of your class.
I cant believe im only just now realizing the advantage i coulda had putting my class in the signature lol >.<;;;
Jester and Windspeaker look so cool oh man maybe I shouldnt have used pokemon trainer as inspiration but I just wanted to play to my strengths XD
Also im a bit confused on something but are the challenges going to be stacked as we move forward? :o Like next phase is it these 3 challenges + some more?
Rollback Post to RevisionRollBack
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
I cant believe im only just now realizing the advantage i coulda had putting my class in the signature lol >.<;;;
Jester and Windspeaker look so cool oh man maybe I shouldnt have used pokemon trainer as inspiration but I just wanted to play to my strengths XD
Also im a bit confused on something but are the challenges going to be stacked as we move forward? :o Like next phase is it these 3 challenges + some more?
No. Each phase will have an entirely new set of challenges. There might even be a joke challenge or two hidden in them. I believe that the community will get a few days to vote for which ones they wish to use in a similar way as the previous set.
I cant believe im only just now realizing the advantage i coulda had putting my class in the signature lol >.<;;;
Jester and Windspeaker look so cool oh man maybe I shouldnt have used pokemon trainer as inspiration but I just wanted to play to my strengths XD
Also im a bit confused on something but are the challenges going to be stacked as we move forward? :o Like next phase is it these 3 challenges + some more?
No. I'm 99.99999999999999999999% sure that each phase has its own set of 3 challenges and just those 3. Otherwise, it would get really restrictive and stupid. We would have 21 different challenges to follow for the final phase if that was the case.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Since I submitted my class to the submission post without positing it on the discussion post, I would like some feedback on my class and how you personally think I could change it (be it theme wise, power-level wise, clarity-wise, or anything else you can think of). I do fear some of my concepts might seem overpowered (mainly Gust), but I would love some insight into that. I hope I can make any necessary changes for the next phase of the competition and hopefully gain some more followers on my new class by making these changes. Thank you in advance, all criticism is welcome :)
Here is the class (formatting is off b/c I just copied it from the submission topic):
New Class: W i n d s p e a k e r
_________________________________________
Wiona Dunespear was once a powerful Shaman, travelling the lands of Azeroth in hopes of increasing her abilities and knowledge. In Pandaria she hoped to learn new ways to craft totems and cast elemental abilities from the Pandarian Shamans. On her way through the Kun-Lai mountains, she got lost and sought shelter in a temple (one hidden from civilisation). Inside she found a lone master, and he did not speak to her. Instead he displayed a new power to Wiona, one that she had only seen the Djinn use before. He could use wind as a weapon, and craft powerful storms and tempests from nothing. For the next two decades, Wiona dedicated herself to learning this new art, forgetting her past Shaman power and abilities in the process.
When Wiona finally left the temple and the Pandarian mountains, she had harnessed the power of seasons and winds and now called herself a Windspeaker . She now tours Azeroth not to learn, but to instead find worthy opponents to test her abilities on.
_________________________________________
To be a Windspeaker, one must be rhythmic and conjure up storms through repetition and seasoned skills. Monsoon allows a Windspeaker to take one card and make it into two. It does require the sacrifice of another card, but the Windspeaker does not win by the chaos 30 different cards but through the focused combos created by a few.
Clarification: Spell damage is applied to spell initially, but not on the repeat effects. Examples: Spell Damage +1 and Gust will deal 2 damage, and then will repeat by dealing only 1 damage for every time you played the card previously.
Tempest is the keyword that allows of Gust of wind to become a powerful hurricane. By continually using a single card, the Windspeaker is rewarded with a stacking effect that will become deadly in the late game.
_________________________________________
Gust (Classic): A main combopiece of a Windspeaker, it is their only damaging spell that can both hit face and contains the Tempest keyword. By using cards that can copy this spell, Gust can be ramped up to a card that deals 6 + damage and only costs 1 mana. It does require some setup, but with the copying cards and Monsoon , it can be used as aFireball esc spell in a burn styled deck.
Tornado (Whispers of the Old Gods): In a control based deck, this card can assist in situation where it may seem like the board was completely lost. On first use it is just a Twisting Nether , but on second use it can be used to 100% clear the board against sticky Deathrattleminions. This spell can save a turn or two and allows a Windspeaker to follow up with whatever they have up their sleeve.
Mistral Elemental (Journey to Un'Goro): This is the most powerful copying that the Windspeaker has, as it allows for you to easily select the card you want to copy, provides two of them, and does not transformone of your other cards. Yet this power is hidden behind the elemental arch-type condition, so to gain access of this powerful effect then you must be playing an elemental deck.
Scourge Fowl (Knights of the Frozen Throne): In various controlling decks that the Windspeaker might use, this card works as a quick tempo swing once the board was cleared. On first use it is 4/4 worth of stats split between two bodies, but on the sixth use it is 14/14 worth of stats split between seven bodies (compare it to Living Mana ). This card may even warrant a new combodeck or simple card package where you would include Youthful Brewmaster to propel a continuous board of Scourge Fowl.
Xorax, the Dormant Storm (Cobolds and Catacombs): Xorax is a sleeping Dragon , and the only thing that can wake him is a Windspeaker. You could spend 7 mana and wake him, which is a fair price to pay. But you could also cast five of the same spells and summonhim for no extra cost. It is a difficult requirement to pull off, more difficult than summoning a Pirate , but if you include it in the right deck it will work out most games for you. Yet there will be times where you draw him and waste an important draw, and other times where you have nothing better to do but spend the seven mana to play him. It is a trade off on weather or not to include it, but when it works out it can be more powerful than Corridor Creeper and can help provide pressure in combodecks.
_________________________________________
The Windspeaker's focus is on copying cards and trying to make combos or powerful moves out of it. Some classes have cards that take on this style, such as Simulacrum in Mage or Shadowcaster in Rogue. By making this class, I was hoping to take those type of cards and design a class around of them, which is something that I know many people would enjoy playing.
The first type of deck you would see out of this class would be a combotype deck which takes advantage of all the card copying abilities of this class. Gust is the only card I have revealed so far that would take on a deck around it, where you would try to accumulate 7+ Gusts and kill your opponent through burn. More cards will be revealed that either work as a burn tool in this type of deck, make up a completely new combo, or help copy cards to make it work. Elemental may also be important in advancing combos since Mistral Elemental is such a powerful card, and future reveals may also work towards this goals.
The second type of deck would be a control deck which takes advantage of the Monsoon and copying cards to adapt to different situations. If you have need of healing, then copying healing cards (and possibly a Tempest healing card) will be to your advantage. If you need board clears then copying a card such as Tornado will most likely help you. Then if you are ahead, trying to propel minions like Scourge Fowl or Giants may work as a win condition. The possibilities for this are enormous and varied, but they all use Monsoon (the Hero Power), the new keyword, and its play-style to their advantage.
This is definitely one of my more favored classes... and may have helped destroy my entry on page two... but I upvoted it anyway.
Every individual class card seems interesting, but the real challenge, imo, is differentiating this class's identity from rogue's. They also have the concept of multiple cards in one turn, a core concept of your class (Ex. Edwin VanCleef, Sherazin, Corpse Flower and Combo). In addition, they have many "return to hand' effects in a similar way to Mistral Elemental and copying effects like your hero power (the Rogue DK). So far, everything, balance-wise, seems fine. I'd like to see more synergy through return to hand/cost reduction/ multiple casts of a spell in one turn/cheaper spells/extensive draw effects.
Of these cards, my favorite - by far - is Gust. It's elegantly simple and a great summary to the whole of your class.
Thanks for the advice and nice words :) .... but I think the Time Traveler destroyed both our classes (and the rest on page 2) :p
I'm also worried because you state that 'multiple cards in one turn' as a playstyle of both Rogue and my class, but mine doesn't restrict it to one turn. Is it possible that I messed up the wording of Tempest? Here is what is should say:
I'm actually thinking of adding 0-mana secrets into the class, outside of the hero power. Its a big risk to take in terms of balancing it, and especially in terms of not overpowering secretkeeper (imagine playing secretkeeper, and dropping 3 secrets on turn 1, yikes, the secrets need to be weak enough to make the loss of card advantage a fair trade), but I think the potential to do something really cool is there.
Couldn't resist making some basic and classic cards already :P Here's what I've done so far if your interested!
Class Info:
Hero Power: A scribe's main source of magic is from scrolls and tomes, which comes with one big advantage! If you use a scroll and you need another, just draw one up! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome . These show up like a secretbut visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell heavy class with scrolls and tomes as the main spell theme, for the rest of the turn style effects, controlled RNG effects.
Basic:
Classic:
Eric's Tokens:
Other:
Advanced Study is good, comparable to Ancestral Knowledge. Disenchantment is also quite good, but boring (but that's fine). Scroll of Flames is actually really innovative design, I haven't seen anything like it. Acolyte of Suffering is pretty lul (make it an Old Gods minion!!). Scroll of Incineration seems like a better Timepiece of Horror (off of Arch-Thief Rafaam).
Scroll of Equalization sucks. It's basically Sunkeeper Tarim for every single card and dumbs down Hearthstone a lot. You'd use this in aggro decks by flooding the board and then making this a pseudo Savage Roar. You'd also use this in control decks to essentially prevent your opponent from doing enough damage with their big minions (would this counter quest mage??). Don't like! Moving on... Scroll of Destruction is basically a better Assassinate when paired with the hero power, right? Given the amount of random damage removal this class has already, I don't see why it should get infinite direct removal for 7 mana.
Power Transcription is hard to judge. But I can imagine having Ragnaros the Firelord on the board, having it live for a turn, then Snowflipper Penguin + Power Transcription, and put another Snowflipper Penguin in between original Rag and pengu Rag and casting another Power Transcription on it. That makes Rag's effect + copied Rag, then + copied Rag and copied Penguin = 32 damage at the end of your turn for a two turn kill. + you can hero power on that turn to get another Power Transcription.
Your Tomes are all pretty good, but I suggest making them all start with "Until" or "While" to improve consistency. It's just a matter of moving words around.
Soo... I've already moved into making classic cards... and cards for the other expansions. But I won't show too many. I just need help on how to make this class stand out. So far, I've pinpointed four aspects that I might want to explore for deck archetypes:
Armor for your hero and your minions, Fortified
Optional mana expenditure on your turn —— ALTERNATIVELY: Spending ARMOR from minions or yourself to do things, might be more flavorful in this class— repurposing sheet metal?
Removal of cards from your deck to activate effects/offset good effects
Card repeatability: I know this is kind of introduced in K&C, but it's not necessarily an exclusive mechanic, and I think it would fit well with the class— engineers are constantly tweaking and redoing things, so repeating effects might be good to do. Would work with a pseudo-Choose One interface (at least on battlecries) where you are prompted to repeat, and you can decline.
That said, I feel like I may have too many options there to forge a coherent class identity. Feedback would be much appreciated.
Basic cards:
Armory Golem: Effectively a better and more situational Lightspawn. Use the hero power on this and it's a 4/6. In that way it's a good tempo play. Compare Spider Tank and Lightspawn.
Behind Schedule: Burrowing Mine (will come up with a custom token). Should it draw 4 cards or cost 2? I do not know.
Elite Engineer: If uncontested this is just a better Shieldmaiden for less.
Engineer's Pantaloons: I showcased this; good in a big giant deck when you want quick armor for cheap (albeit at a loss of those cards).
Mixed-Use Sawblade: Should it give +8 Armor? :thinking:
Truefire Rocket: Worse removal than Deadly Shot. I'm thinking this card alone is part of a potential archetype for this class; having as few minions as possible. Spell Hunter similarities...?
Bulwark Crafter: I'm ambivalent about this. If I want to go with 'repeatable' effects, I'll have to refine this further. But I could replace it with a spell that refreshes Mana Crystals, to support the mana refresh playstyle. I think that playstyle might work out just fine with the cards it has though.
Powered Suit: "...for each Mana you spent through an effect this turn" is the wording for this mechanic. Kind of an 'Overclock' esque thing, but then again I've seen something similar done with a few other classes... It would activate off of the Mana Crystal you spend with Powered Shredder, but not through the cost you pay by playing the card.
Tinkertown Genius: Mixing two mechanics together to bring together three parts of the class identity. Definitely not a good turn 1 play; more of a combo piece with Powered Suit.
Uncontrolled Burn: Worse Assassinate because it needs to be in this class.
So... Should this class spend armor or mana? Should it remove cards from the deck? Should it plant more bombs in the deck? More 'repeatable X times this turn'?
Repeatable cards is kind of a part of my identity =p I think the idea of spending armor as a cost is cool, though I dunno how you'd make it work exactly, since you'd have to target the minion you want to remove armor from, or remove all armor from your minions, or something like that. Or just have it only remove armor from your hero, I suppose.
Plus, your repeatable cards don't really make sense as-is, considering one is 7 mana (you can't play a 7-mana card twice in one turn without 4 extra mana crystals), and the other seems very boring.
I think the spending extra mana thing is very clunky, since you can't choose it, there's already a keyword which kinda does that, and the terminology used doesn't feel like a hearthstone thing. Why not just spend the mana crystal by playing the card. If you had a 'click to activate' keyword, it might have worked.
Planting bombs and such is a cool drawback, and bombs fit the idea of a technician especially in warcraft. I'd also like to see way more mech synergy - feels like you're really missing a cool thing with that. (I'm coincidentally doing that too, but tribe support is usually a multi-class thing =p)
The removing cards from your deck mechanic should really be "destroy", as all other hearthstone effects like this are destroy. It could synergise well with the bomb effects though, giving you a chance to purge them from your deck.
As for the actual cards I'll point out a couple of things:
Roll for greed is really janky as is. There's no real difference between equipping a random weapon once, or 20 times, as its a random weapon either way. Gelbin's wrench also kinda sucks. Its essentially a +3 durability card, only your class has no weapons barring roll for greed, which goes from pointless to broken pretty much instantly and only exists for this combo.
Armory golem would be better were its wording more like lightspawn. "This minion has bonus attack equal to its armor".
As for windspeaker, I like tempest as a keyword, I'm just not sold at all on the way the hero power works right now.
Wow, seems like I didn't make it. So many good entries on page 4, I'm not even sad, getting 5 votes in the sea of good entries is good enough for me.
Looking at CheeseETC list I'm kinda in the middle, seems good to me. Congratulations for everyone that made it and thanks for the help also. My entries will not make it this far without your help guys, thank you!
Acolyte of Suffering is simple hence the basic but he does fit old gods more and the class does have enough basic/classic draw already. Hmm, might move him. Unlike Timepiece of Horror, Scroll of Incineration can't damage the enemy hero. Think of it as this classes aoe. It can take out four 3 health minions, three 4 health ones and so on but is pretty bad when your behind. Scroll of Equalization only lasts until the end of the turn you use it so most of the things you brought up shouldn't be an issue. Plus the class does not have many great aggro options. I was thinking Scroll of Destruction might be too strong but given it's a rare and Assassinate doesn't really get used even with Preparation. I'll change it to a 6 cost that can't cost more than 6 for the time being. That rag combo would be hilarious and given they can stop it with minions it wouldn't be OP but I'll definitely be careful not to make any cards that are too strong with Power Transcription. Tomes are difficult to make with consistent wording as I originally tried to use 'until' in all of them but Tome of Unity particularly was rather confusing when worded that way. I'll try think of a clear and consistent way to word them all.
Onto your cards!
Behind Schedule seems really RNG dependant but I can also see aggro decks using it as they aren't really bothered by taking damage. Not sure on it especially since it shuffles the mine in before you draw. I actually think Mixed-Use Sawblade should only give 6 armor as otherwise it's pretty much giving a minion the same stats as Blessing of Kings but with a lot more flexibility. Novice Mechanic seems like a rather odd effect to put on a 1 attack minion with no other effects. Would make the card rather clunky in my mind as you'd need to combo it with like taunt or something. I really like Truefire Rocket as it's a high skill cap card for both players. It might be fine at 2 though given Execute costs 2 and I'd argue it's a stronger card. However I will add that it is really out of place with your class mechanics. It has anti synergy with minion armor and your class doesn't really damage it's own minions so you can't control the outcome short of not playing minions and that's less fun. It'd be an awesome warrior card though. Honest Mercenary might be a bit too good. He starts off as a 2/5 for 3 which is really premium but he also has an upside. Maybe make him start with 1 armor. Powered Shredder also seems a bit too strong as it's a 4 mana 4/6 with the flexibility of also being a 3 mana 4/3. I'd make him pay 2 mana instead. Bulwark Crafter is extremely OP. Given he gives 9 stats from his battlecry, he's probably better than Bonemare and Bonemare is way to OP, especially for classic. I don't like the design of Powered Suit as I think it limits design space too much. Tinkertown Genius -> 6 battlcries -> Powered Suit = 10 mana 13/25 and it's extremely flexible as well. Uncontrolled Burn seems a bit underpowered. Remember Assassinate is a rather bad card and it's never really seen play so a worse version of it is terrible. Tinker Art Sealock is rather dangerous and limits design space quite a bit. Him + Bulwark Crafter is 9 damage to all enemies. I'd make him only damage minions and cost 5 (given you need to combo him).
Out of time so can't review your other set but overall your class is coming along nicely. I'm not sure which direction you should pursue though.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Feels bad for NiRaSt, active was one of the cooler new keywords, and I'd have liked to see more. Is it because of the cat? I don't think a cat blacksmith is too out of place in warcraft...
aww, thanks, it means a lot.
yeah, i don't think the cat is too out of place either; poor sap was probably a dwarf that got drunk one night in a tavern and got in an argument with an archmage about what is better, magic or cold, hard steel; then the mage turned him into a cat; then his fellow dwarves started moking him, calling him the weaPAWsmith, which made him really grumpy; so the name stuck.
I cant believe im only just now realizing the advantage i coulda had putting my class in the signature lol >.<;;;
Jester and Windspeaker look so cool oh man maybe I shouldnt have used pokemon trainer as inspiration but I just wanted to play to my strengths XD
Also im a bit confused on something but are the challenges going to be stacked as we move forward? :o Like next phase is it these 3 challenges + some more?
No. Each phase will have an entirely new set of challenges. There might even be a joke challenge or two hidden in them. I believe that the community will get a few days to vote for which ones they wish to use in a similar way as the previous set.
Oh neat! Thank you for clarifying.
Rollback Post to RevisionRollBack
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
So I was typing a post and then accidentally deleted it. Oops.
Anyways, since it looks like I'll make it to the next round judging by Cheese's chart (yay :D), I started making my basic cards! I can't do feedback RN but I'll try my best to return it. Anyways:
Class Reminder:
Note: Azura should be 5 cost, and only pings at the end of YOUR turn.
Basic Cards:
Quick comments: Demoness - I know art is cropped slightly weird, but it looks nice and gets bonus points for actually holding a Fireblade. Impale - I just remembered Cobra Shot is a thing. Crap. Maybe I'll drop it to 2 mana deal 2. Frenetic Devotion: OH MY GOD THE SYNERGY. Revelrygasm. Call the Damned: I know it says classic. I'll change it. Archdemon's Rage: I just realised it's pre-nerf Savagery in a class with far more attack gain (not sure about how much pre-nerf-savagery costed tho). Balancing help?
Random fact: Average cost is 3.7 if I counted right.
Cheers. I think I'll just finish it off and post it in a separate thread, Got so much already designed, be a shame to waste it.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Hey I am almost rank 42! Coincidence? I THINK NOT!
"Science isn't about why! Its about why not!"
Couldn't resist making some basic and classic cards already :P Here's what I've done so far if your interested!
Class Info:
Hero Power: A scribe's main source of magic is from scrolls and tomes, which comes with one big advantage! If you use a scroll and you need another, just draw one up! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome . These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell heavy class with scrolls and tomes as the main spell theme, for the rest of the turn style effects, controlled RNG effects.
Basic:
Classic:
Eric's Tokens:
Other:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Feels bad for NiRaSt, active was one of the cooler new keywords, and I'd have liked to see more. Is it because of the cat? I don't think a cat blacksmith is too out of place in warcraft...
I'm also amazed I somehow pulled to place from 0 votes, so thank you to everyone who's voted for me <3
Its probably a bit early to be planning for MSOG when I'm barely passing here, but are people planning to team up with other class creators (still in the competition or otherwise) to make their gangs, or are most people gonna be using an existing gang for it? only, I have a cool idea for a curator gang, which would be even cooler with the time traveler in it, seeing as both classes have a heavy focus on planning and strategy.
Edit: Actually, do we even need existing classes to make a gang, or can it be shared with made-up classes?
Since I submitted my class to the submission post without positing it on the discussion post, I would like some feedback on my class and how you personally think I could change it (be it theme wise, power-level wise, clarity-wise, or anything else you can think of). I do fear some of my concepts might seem overpowered (mainly Gust), but I would love some insight into that. I hope I can make any necessary changes for the next phase of the competition and hopefully gain some more followers on my new class by making these changes. Thank you in advance, all criticism is welcome :)
Here is the class (formatting is off b/c I just copied it from the submission topic):
New Class: W i n d s p e a k e r
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Wiona Dunespear was once a powerful Shaman, travelling the lands of Azeroth in hopes of increasing her abilities and knowledge. In Pandaria she hoped to learn new ways to craft totems and cast elemental abilities from the Pandarian Shamans. On her way through the Kun-Lai mountains, she got lost and sought shelter in a temple (one hidden from civilisation). Inside she found a lone master, and he did not speak to her. Instead he displayed a new power to Wiona, one that she had only seen the Djinn use before. He could use wind as a weapon, and craft powerful storms and tempests from nothing. For the next two decades, Wiona dedicated herself to learning this new art, forgetting her past Shaman power and abilities in the process.
When Wiona finally left the temple and the Pandarian mountains, she had harnessed the power of seasons and winds and now called herself a Windspeaker . She now tours Azeroth not to learn, but to instead find worthy opponents to test her abilities on.
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To be a Windspeaker, one must be rhythmic and conjure up storms through repetition and seasoned skills. Monsoon allows a Windspeaker to take one card and make it into two. It does require the sacrifice of another card, but the Windspeaker does not win by the chaos 30 different cards but through the focused combos created by a few.
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Clarification: Spell damage is applied to spell initially, but not on the repeat effects. Examples: Spell Damage +1 and Gust will deal 2 damage, and then will repeat by dealing only 1 damage for every time you played the card previously.
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Gust (Classic): A main combo piece of a Windspeaker, it is their only damaging spell that can both hit face and contains the Tempest keyword. By using cards that can copy this spell, Gust can be ramped up to a card that deals 6 + damage and only costs 1 mana. It does require some setup, but with the copying cards and Monsoon , it can be used as aFireball esc spell in a burn styled deck.
Tornado (Whispers of the Old Gods): In a control based deck, this card can assist in situation where it may seem like the board was completely lost. On first use it is just a Twisting Nether , but on second use it can be used to 100% clear the board against sticky Deathrattle minions. This spell can save a turn or two and allows a Windspeaker to follow up with whatever they have up their sleeve.
Mistral Elemental (Journey to Un'Goro): This is the most powerful copying that the Windspeaker has, as it allows for you to easily select the card you want to copy, provides two of them, and does not transform one of your other cards. Yet this power is hidden behind the elemental arch-type condition, so to gain access of this powerful effect then you must be playing an elemental deck.
Scourge Fowl (Knights of the Frozen Throne): In various controlling decks that the Windspeaker might use, this card works as a quick tempo swing once the board was cleared. On first use it is 4/4 worth of stats split between two bodies, but on the sixth use it is 14/14 worth of stats split between seven bodies (compare it to Living Mana ). This card may even warrant a new combo deck or simple card package where you would include Youthful Brewmaster to propel a continuous board of Scourge Fowl.
Xorax, the Dormant Storm (Cobolds and Catacombs): Xorax is a sleeping Dragon , and the only thing that can wake him is a Windspeaker. You could spend 7 mana and wake him, which is a fair price to pay. But you could also cast five of the same spells and summon him for no extra cost. It is a difficult requirement to pull off, more difficult than summoning a Pirate , but if you include it in the right deck it will work out most games for you. Yet there will be times where you draw him and waste an important draw, and other times where you have nothing better to do but spend the seven mana to play him. It is a trade off on weather or not to include it, but when it works out it can be more powerful than Corridor Creeper and can help provide pressure in combo decks.
_________________________________________
The Windspeaker's focus is on copying cards and trying to make combos or powerful moves out of it. Some classes have cards that take on this style, such as Simulacrum in Mage or Shadowcaster in Rogue. By making this class, I was hoping to take those type of cards and design a class around of them, which is something that I know many people would enjoy playing.
The first type of deck you would see out of this class would be a combo type deck which takes advantage of all the card copying abilities of this class. Gust is the only card I have revealed so far that would take on a deck around it, where you would try to accumulate 7+ Gusts and kill your opponent through burn. More cards will be revealed that either work as a burn tool in this type of deck, make up a completely new combo , or help copy cards to make it work. Elemental may also be important in advancing combos since Mistral Elemental is such a powerful card, and future reveals may also work towards this goals.
The second type of deck would be a control deck which takes advantage of the Monsoon and copying cards to adapt to different situations. If you have need of healing, then copying healing cards (and possibly a Tempest healing card) will be to your advantage. If you need board clears then copying a card such as Tornado will most likely help you. Then if you are ahead, trying to propel minions like Scourge Fowl or Giants may work as a win condition. The possibilities for this are enormous and varied, but they all use Monsoon (the Hero Power), the new keyword, and its play-style to their advantage.
@CheeseETC. Your chart is mostly accurate. There are a few entries that you've deemed valid that you didn't and vice versa. If you're individally curious, we've put a little note at the bottom of the entry dictating whether or not it will be disqualified.
In addition the calculations are constantly updating, so we won't know who continues until voting officially ends. Also, we, currently, have 90 valid entries, ~48 of whom will continue to the next round. If your name is the top one or two on the page (Wrought, Demonxz95, Sinti, Livienna, ThisOtoGuyVent; Note, these are just the top entry on each page.) chances (Like 99.99%) are that you'll continue onto the next round.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
I cant believe im only just now realizing the advantage i coulda had putting my class in the signature lol >.<;;;
Jester and Windspeaker look so cool oh man maybe I shouldnt have used pokemon trainer as inspiration but I just wanted to play to my strengths XD
Also im a bit confused on something but are the challenges going to be stacked as we move forward? :o Like next phase is it these 3 challenges + some more?
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Click the image to go to my custom Time Traveler class.
If that is true then I screwed up quite a bit.
I'm actually thinking of adding 0-mana secrets into the class, outside of the hero power. Its a big risk to take in terms of balancing it, and especially in terms of not overpowering secretkeeper (imagine playing secretkeeper, and dropping 3 secrets on turn 1, yikes, the secrets need to be weak enough to make the loss of card advantage a fair trade), but I think the potential to do something really cool is there.
That said, I feel like I may have too many options there to forge a coherent class identity. Feedback would be much appreciated.
Basic cards:
Armory Golem: Effectively a better and more situational Lightspawn. Use the hero power on this and it's a 4/6. In that way it's a good tempo play. Compare Spider Tank and Lightspawn.
Behind Schedule: Burrowing Mine (will come up with a custom token). Should it draw 4 cards or cost 2? I do not know.
Elite Engineer: If uncontested this is just a better Shieldmaiden for less.
Engineer's Pantaloons: I showcased this; good in a big giant deck when you want quick armor for cheap (albeit at a loss of those cards).
Mixed-Use Sawblade: Should it give +8 Armor? :thinking:
Truefire Rocket: Worse removal than Deadly Shot. I'm thinking this card alone is part of a potential archetype for this class; having as few minions as possible. Spell Hunter similarities...?
Classic cards:
Blaze of Glory: Delayed Shield Block.
Deepcore Energizer: Compare Boisterous Bard, I guess?
Bulwark Crafter: I'm ambivalent about this. If I want to go with 'repeatable' effects, I'll have to refine this further. But I could replace it with a spell that refreshes Mana Crystals, to support the mana refresh playstyle. I think that playstyle might work out just fine with the cards it has though.
Powered Suit: "...for each Mana you spent through an effect this turn" is the wording for this mechanic. Kind of an 'Overclock' esque thing, but then again I've seen something similar done with a few other classes... It would activate off of the Mana Crystal you spend with Powered Shredder, but not through the cost you pay by playing the card.
Tinkertown Genius: Mixing two mechanics together to bring together three parts of the class identity. Definitely not a good turn 1 play; more of a combo piece with Powered Suit.
Uncontrolled Burn: Worse Assassinate because it needs to be in this class.
Piloted Purge: Honestly have no idea how to balance this. Poison Seeds? Twisting Nether? Brawl?
Old Gods cards:
ONiK card:
Silverware Golem ayy!
Gadgetzan card:
Arcane Artificer guaranteed for your next three spells.
Un'Goro card:
KFT card already showcased...
K&C cards:
So... Should this class spend armor or mana? Should it remove cards from the deck? Should it plant more bombs in the deck? More 'repeatable X times this turn'?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Repeatable cards is kind of a part of my identity =p I think the idea of spending armor as a cost is cool, though I dunno how you'd make it work exactly, since you'd have to target the minion you want to remove armor from, or remove all armor from your minions, or something like that. Or just have it only remove armor from your hero, I suppose.
Plus, your repeatable cards don't really make sense as-is, considering one is 7 mana (you can't play a 7-mana card twice in one turn without 4 extra mana crystals), and the other seems very boring.
I think the spending extra mana thing is very clunky, since you can't choose it, there's already a keyword which kinda does that, and the terminology used doesn't feel like a hearthstone thing. Why not just spend the mana crystal by playing the card. If you had a 'click to activate' keyword, it might have worked.
Planting bombs and such is a cool drawback, and bombs fit the idea of a technician especially in warcraft. I'd also like to see way more mech synergy - feels like you're really missing a cool thing with that. (I'm coincidentally doing that too, but tribe support is usually a multi-class thing =p)
The removing cards from your deck mechanic should really be "destroy", as all other hearthstone effects like this are destroy. It could synergise well with the bomb effects though, giving you a chance to purge them from your deck.
As for the actual cards I'll point out a couple of things:
Roll for greed is really janky as is. There's no real difference between equipping a random weapon once, or 20 times, as its a random weapon either way. Gelbin's wrench also kinda sucks. Its essentially a +3 durability card, only your class has no weapons barring roll for greed, which goes from pointless to broken pretty much instantly and only exists for this combo.
Armory golem would be better were its wording more like lightspawn. "This minion has bonus attack equal to its armor".
As for windspeaker, I like tempest as a keyword, I'm just not sold at all on the way the hero power works right now.
Wow, seems like I didn't make it. So many good entries on page 4, I'm not even sad, getting 5 votes in the sea of good entries is good enough for me.
Looking at CheeseETC list I'm kinda in the middle, seems good to me. Congratulations for everyone that made it and thanks for the help also. My entries will not make it this far without your help guys, thank you!
@Teknician
Acolyte of Suffering is simple hence the basic but he does fit old gods more and the class does have enough basic/classic draw already. Hmm, might move him. Unlike Timepiece of Horror, Scroll of Incineration can't damage the enemy hero. Think of it as this classes aoe. It can take out four 3 health minions, three 4 health ones and so on but is pretty bad when your behind. Scroll of Equalization only lasts until the end of the turn you use it so most of the things you brought up shouldn't be an issue. Plus the class does not have many great aggro options. I was thinking Scroll of Destruction might be too strong but given it's a rare and Assassinate doesn't really get used even with Preparation. I'll change it to a 6 cost that can't cost more than 6 for the time being.
That rag combo would be hilarious and given they can stop it with minions it wouldn't be OP but I'll definitely be careful not to make any cards that are too strong with Power Transcription. Tomes are difficult to make with consistent wording as I originally tried to use 'until' in all of them but Tome of Unity particularly was rather confusing when worded that way. I'll try think of a clear and consistent way to word them all.
Onto your cards!
Behind Schedule seems really RNG dependant but I can also see aggro decks using it as they aren't really bothered by taking damage. Not sure on it especially since it shuffles the mine in before you draw.
I actually think Mixed-Use Sawblade should only give 6 armor as otherwise it's pretty much giving a minion the same stats as Blessing of Kings but with a lot more flexibility.
Novice Mechanic seems like a rather odd effect to put on a 1 attack minion with no other effects. Would make the card rather clunky in my mind as you'd need to combo it with like taunt or something.
I really like Truefire Rocket as it's a high skill cap card for both players. It might be fine at 2 though given Execute costs 2 and I'd argue it's a stronger card. However I will add that it is really out of place with your class mechanics. It has anti synergy with minion armor and your class doesn't really damage it's own minions so you can't control the outcome short of not playing minions and that's less fun. It'd be an awesome warrior card though.
Honest Mercenary might be a bit too good. He starts off as a 2/5 for 3 which is really premium but he also has an upside. Maybe make him start with 1 armor.
Powered Shredder also seems a bit too strong as it's a 4 mana 4/6 with the flexibility of also being a 3 mana 4/3. I'd make him pay 2 mana instead.
Bulwark Crafter is extremely OP. Given he gives 9 stats from his battlecry, he's probably better than Bonemare and Bonemare is way to OP, especially for classic.
I don't like the design of Powered Suit as I think it limits design space too much. Tinkertown Genius -> 6 battlcries -> Powered Suit = 10 mana 13/25 and it's extremely flexible as well.
Uncontrolled Burn seems a bit underpowered. Remember Assassinate is a rather bad card and it's never really seen play so a worse version of it is terrible.
Tinker Art Sealock is rather dangerous and limits design space quite a bit. Him + Bulwark Crafter is 9 damage to all enemies. I'd make him only damage minions and cost 5 (given you need to combo him).
Out of time so can't review your other set but overall your class is coming along nicely. I'm not sure which direction you should pursue though.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
So I was typing a post and then accidentally deleted it. Oops.
Anyways, since it looks like I'll make it to the next round judging by Cheese's chart (yay :D), I started making my basic cards! I can't do feedback RN but I'll try my best to return it. Anyways:
Class Reminder:
Note: Azura should be 5 cost, and only pings at the end of YOUR turn.
Basic Cards:
Quick comments:
Demoness - I know art is cropped slightly weird, but it looks nice and gets bonus points for actually holding a Fireblade.
Impale - I just remembered Cobra Shot is a thing. Crap. Maybe I'll drop it to 2 mana deal 2.
Frenetic Devotion: OH MY GOD THE SYNERGY. Revelrygasm.
Call the Damned: I know it says classic. I'll change it.
Archdemon's Rage: I just realised it's pre-nerf Savagery in a class with far more attack gain (not sure about how much pre-nerf-savagery costed tho). Balancing help?
Random fact: Average cost is 3.7 if I counted right.
Cultist Token:
Why Rogue is my favourite class:
My submission for this week's card design competition.