so, i'm pretty much settled on my cards, so i'm making a final post here before submitting it tomorrow (ignore the text formating, i'll fix that); so here's the basic version of
i've changed the name of the keyword, tell me what you think about it and about the banner.
I've decided not to change Bunker Up! despite multiple people saying to buff it a bit because i think it's pretty good as it is (you regain 2/3rds of your life, for crying out loud);
You may have noticed that there are 2 cards a bit smaller than the others, and that's because i can't decide between the two; Repair i think is more interesting, but it's also a bit hard to balance, what do you guys think?
also, tell me which cards do you think would be best to showcase.
Lucky: Cool! It's like a mini-Binding Heal that rewards a control-based playstyle with lots of big minions and some healing for an attrition battle. However, I'd shorten the wording to "Restore a minion to full Health. Restore that much Health to your hero." when compared to Forbidden Healing.
Charm: Hmmm...I don't really like this sorry. It's either a worse Humility or a card that creates a permanent minion on the opponent's board that takes up space. It's very difficult to remove such a minion and overall quite frustrating. I'd prefer if it was something like "Give a minion -5 Attack this turn only." Regardless, if you were to go with this, it should read "Give a minion -2 Attack" and cost (1) when compared to Humility.
Bottled Magicka: It's a nice Spell Damage buff card that sets up some potential spell combos as a finisher to the Control match, but I think it should cost 0 when compared to Cult Sorcerer and Tuskarr Fisherman.
Seer of the Forest: A simple yet great card for those clairvoyance synergies! It should probably be a 4/5 though because you want it to last longer.
Twist of Fate: It's an excellent, clairvoyance-synergy card the really emphasizes the importance of knowing what your next card will be! I love it's flavour and how it can either be a constructive or detrimental card depending on the circumstances. It seems fine at 5 mana when compared to Assassinate, Blessing of Kings, and Demonheart.
Inspired Student: I adore the fact that you're trying to explore new ways of implementing the whole clairvoyance motif, and this is an intriguing card that exemplifies it! However, there's a slight confusion here; does the card continue to be revealed after the Battlecry or does Inspired Student just reveal a card for a few seconds then hides it again (like the other cards with "Reveal": Spiteful Summoner, Master Jouster, Dragon's Fury)?
Gust of Magicka: It's a good AoE that synergies with your Spell Damage cards. Not much to say here...
Dark Influence: It's a marvelous draw card that controls the board a bit in the early game (like Flamecannon); again, the clairvoyance part of your class is represented nicely here. I don't think it's too complicated, but it is a bit more complex when compared to most Basic cards; however, it's just a combination of Shiv and Flamecannon.
Focus Mind: Although it's a fine and dandy buff card, I think you can make it also give Spell Damage +1 when compared to Velen's Chosen and Mark of the Wild (Note that the Italicized card text doesn't count as card text). That would make it feel more appropriate for your class, but it doesn't feel out of place as it stands. However, it might be a bit too strong in Arena (even without the Spell Damage), so you might want to make this a 2 or 3 mana Give a minion +2/+2 and Spell Damage +1.
Mystic's Tome: Seems like a useful draw card to support the upcoming Absorb cards! Card draw is essential for Control decks after all.
I like all of your example cards except Charm (for the same reasons stated above)! Maybe replace it with Dark of Influence to show that there are damage cards that actually synergize with the Spell Damage theme?
That being said, I LOVE this class as a whole. It's a mixture of the best parts of Paladin, Priest, and Mage, and I quite like that!
Alright! I'm becoming more and more busy as I grow up. We're never getting younger...
If you want a review, presentation help, or clarification about the rules, please reply to this, and I will try to respond ASAP!
Got 5 confirmed Basic cards and 2 I'm not sure on. Future Sight not costs 0, down from 1, to fit Challenge 1.
Been There and Done That are the two cards for Challenge 6, completing the phrase "Been There, Done That". They both cost 4 and have fairly similar effects.
For my other 2 cards:
I like Sandmancer, but does the effect make sense and does it work right. I really like the effect of Quicksand, but is three 4-cost cards too many? Does it thematically fit with the class? Is the flavor right? I tried to emphasize the sand theme a bit more here.
People have also been completing their sets a lot faster.
EDIT: I just realized Sandmancer might be really powerful with Been There or Parallel Dimensions (Rare Classic card).
Future Sight: The 0-cost seems good! It's a shame that you didn't make the whole Rearrange mechanic a keyword as it really takes up space on its own, and you may need to add that effect onto another effect to make it worth it. In MTG, there's a mechanic called Scry which reveals the top card of your deck and gives you the choice to put it at the bottom of your deck or put it back. It's REALLY bad if there aren't any other effects attached to cards with Scry...
Sand Attack: It's a great Cantrip card (a cantrip card is a card that draws a card and has another minor effect; they're usually used for cycling), but it might be a bit strong when compared to Shiv...granted Shiv is in a class with strong spell synergy and Combo. Of course, you could argue that your class itself has Quick-Time, so you may want to make it deal 2 damage.
Quick Sand: It's a nice card that works well with your Quick Time effects, and I like how you're trying to create new ways of triggering Quick-Time cards besides deck manipulation. However, it looks too weak when compared to Sap and Youthful Brewmaster, and both of those cards belong to Rogue, which thrives on bouncing cards. Therefore, I think that it should cost 3. It does deny card draw though (and I may be underestimating that type of effect), so it wouldn't be too bad of a deal if it costed 4. It really depends on how good you want your class to be at removal.
Lucky: Cool! It's like a mini-Binding Heal that rewards a control-based playstyle with lots of big minions and some healing for an attrition battle. However, I'd shorten the wording to "Restore a minion to full Health. Restore that much Health to your hero." when compared to Forbidden Healing.
Charm: Hmmm...I don't really like this sorry. It's either a worse Humility or a card that creates a permanent minion on the opponent's board that takes up space. It's very difficult to remove such a minion and overall quite frustrating. I'd prefer if it was something like "Give a minion -5 Attack this turn only." Regardless, if you were to go with this, it should read "Give a minion -2 Attack" and cost (1) when compared to Humility.
Bottled Magicka: It's a nice Spell Damage buff card that sets up some potential spell combos as a finisher to the Control match, but I think it should cost 0 when compared to Cult Sorcerer and Tuskarr Fisherman.
Seer of the Forest: A simple yet great card for those clairvoyance synergies! It should probably be a 4/5 though because you want it to last longer.
Twist of Fate: It's an excellent, clairvoyance-synergy card the really emphasizes the importance of knowing what your next card will be! I love it's flavour and how it can either be a constructive or detrimental card depending on the circumstances. It seems fine at 5 mana when compared to Assassinate, Blessing of Kings, and Demonheart.
Inspired Student: I adore the fact that you're trying to explore new ways of implementing the whole clairvoyance motif, and this is an intriguing card that exemplifies it! However, there's a slight confusion here; does the card continue to be revealed after the Battlecry or does Inspired Student just reveal a card for a few seconds then hides it again (like the other cards with "Reveal": Spiteful Summoner, Master Jouster, Dragon's Fury)?
Gust of Magicka: It's a good AoE that synergies with your Spell Damage cards. Not much to say here...
Dark Influence: It's a marvelous draw card that controls the board a bit in the early game (like Flamecannon); again, the clairvoyance part of your class is represented nicely here. I don't think it's too complicated, but it is a bit more complex when compared to most Basic cards; however, it's just a combination of Shiv and Flamecannon.
Focus Mind: Although it's a fine and dandy buff card, I think you can make it also give Spell Damage +1 when compared to Velen's Chosen and Mark of the Wild (Note that the Italicized card text doesn't count as card text). That would make it feel more appropriate for your class, but it doesn't feel out of place as it stands. However, it might be a bit too strong in Arena (even without the Spell Damage), so you might want to make this a 2 or 3 mana Give a minion +2/+2 and Spell Damage +1.
Mystic's Tome: Seems like a useful draw card to support the upcoming Absorb cards! Card draw is essential for Control decks after all.
I like all of your example cards except Charm (for the same reasons stated above)! Maybe replace it with Dark of Influence to show that there are damage cards that actually synergize with the Spell Damage theme?
That being said, I LOVE this class as a whole. It's a mixture of the best parts of Paladin, Priest, and Mage, and I quite like that!
YAYYYY thank you a TON. <3 <3 <3
Good point re: Charm. Originally it was 0 mana Give a minion 'Can't attack heroes' but I changed it because it was identical to a card in SInti's basic set. I... kinda want to go back to it. Hmmmmmm. The idea is to make a card that would help neutralize threats but that you'd also consider using on your own minions to synergize with Absorb. Plus 'cant attack heroes' fits more with the Charm flavor. What do you think..?
I was worried that Bottled Magicka at 0 mana was too strong... it's a hard call. Really going to depend on future cards. It's the kind of thing that would likely start at 0 and be nerfed to 1 at some point like Hunter's Mark, hahah
For Inspired Student, the card would be revealed for a second or so and then flip back over, like the cards you mentioned. So, gotta remember :P
I like the idea of incorporating Spell Damage into Focus Mind. Thanks!!!
I think going in a similar direction to Velen's Chosen (but of course with less stats because that was a broken card) is a good idea in your class. For later sets you could make cards that increase your spell damage as you 'focus': Perhaps 'Absorb: Gain Spell Damage +1." I really like it so far though.
I am torn over hero powers. On the one hand I have someone saying they won't vote for the class if the hero power is minion-limited. On the other hand I have people saying the minion-limited one is the best iteration.
Minion Limited —————————————— Compromise ——————————————— Zero Limits ——————————————
I don't like the idea of having no targets for a hero power on an empty board, but I don't like the idea of having an almost entirely better version of Lesser Heal. Can I get some help on this one? Maybe a strawpoll?
And here is my new take on the basic cards. I got rid of the deck remover because it felt out of place— I don't want it to be a central aspect of the class.
The Rest
Tokens:
Cannon Fodder
Parachute Protocol(the Pilot pool)
I also made all the classic cards and all the Whispers/Karazhan cards. But I won't get ahead of myself.
I think going in a similar direction to Velen's Chosen (but of course with less stats because that was a broken card) is a good idea in your class. For later sets you could make cards that increase your spell damage as you 'focus': Perhaps 'Absorb: Gain Spell Damage +1." I really like it so far though.
I am torn over hero powers. On the one hand I have someone saying they won't vote for the class if the hero power is minion-limited. On the other hand I have people saying the minion-limited one is the best iteration.
Minion Limited —————————————— Compromise ——————————————— Zero Limits ——————————————
I don't like the idea of having no targets for a hero power on an empty board, but I don't like the idea of having an almost entirely better version of Lesser Heal. Can I get some help on this one? Maybe a strawpoll?
And here is my new take on the basic cards. I got rid of the deck remover because it felt out of place— I don't want it to be a central aspect of the class.
The Rest
Tokens:
Cannon Fodder
Parachute Protocol(the Pilot pool)
I also made all the classic cards and all the Whispers/Karazhan cards. But I won't get ahead of myself.
HP: well im for the middle one.
Goblin Technosapper: seem a little too good, i would go with just +1 attack, or base 2. But lowering the ability to just +1 is a lot better option.
Parachute Protocol: i think it should say "random Pilot", tho i get it would be your 7th card with 3 lines of text :P Is that mby a sign of your basic set being a tiny bit overcomplex?:o
Alright! I'm becoming more and more busy as I grow up. We're never getting younger...
If you want a review, presentation help, or clarification about the rules, please reply to this, and I will try to respond ASAP!
ALRIGHT! This is my final *FINAL* post before I submit onto the main thread. I'd like some feedback from you especially on this (as u are a mod), but I'm open to others' feedback as well!
Need some C+C on this entry:
LONER
OUR FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Goblin Technosapper: seem a little too good, i would go with just +1 attack, or base 2. But lowering the ability to just +1 is a lot better option.
Parachute Protocol: i think it should say "random Pilot", tho i get it would be your 7th card with 3 lines of text :P Is that mby a sign of your basic set being a tiny bit overcomplex?:o
Hmph! It's not too complicated waaaaa :( Should I make it just 'summon a random Shredder Pilot' like Animal Companion? It'd be less complex I suppose. I'll go for the middle hero power then, and I guess nerf the technosapper like you said. btw it would only be my 5th card with 3 lines of text (ratio atm is 6 with 2 or less lines:4 with 3 or more lines)
I have so many ideas though. It's too much for me to handle! Just look at these two cards:
And this one!
There's so much to look forward to in this competition... I wish the challenge polls were shorter.
All right, I made a preliminary Basic set. My class is the Ogre Lord. Here's the initial post as a reminder:
Ogre Lord
The basic idea here is that you're a two-headed ogre:
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but Slam flipped over to becomeInner Rage , and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage andCalm keywords. When you give a card Rage , it has 100% chance to do the wrong thing, and when you give it Calm , it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Here's the Basic cards:
Some notes: Observing Taunt means that Ogre Smash targets things the same as minions do; if there are Taunt minions in play, it has to target one of them. Two heads draws from your deck.
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. Tentatively, this is how that would work:
Firegut Tonic <---> Thick Skin Chaos Blast <---> Ogre Smash! Basher <---> Crasher Unsteady Grunt <---> Lazy Ettin Two Heads <---> Better than One
I really like these cards, and like the mechanic as well. For Unsteady Grunt, you could say "50% chance to deal 1 less damage."
Question though: For legendary minions, how would hand flipping work? Do you get the same legendary on the other side? Or is it a different version of it?
I really like these cards, and like the mechanic as well. For Unsteady Grunt, you could say "50% chance to deal 1 less damage."
Question though: For legendary minions, how would hand flipping work? Do you get the same legendary on the other side? Or is it a different version of it?
Legendary minions just don't flip. It helps the mechanic out of several fronts, particularly the fact that sets have odd number of cards when you count Legendaries.
Alright! I'm becoming more and more busy as I grow up. We're never getting younger...
If you want a review, presentation help, or clarification about the rules, please reply to this, and I will try to respond ASAP!
ALRIGHT! This is my final *FINAL* post before I submit onto the main thread. I'd like some feedback from you especially on this (as u are a mod), but I'm open to others' feedback as well!
Need some C+C on this entry:
LONER
OUR FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Everything looks pretty good, i would mby swap the Hatchet for Strength in Solitude in the showcase. Not sure if the Fiery-not-so-Win-Axe is the best option here :)
Goblin Technosapper: seem a little too good, i would go with just +1 attack, or base 2. But lowering the ability to just +1 is a lot better option.
Parachute Protocol: i think it should say "random Pilot", tho i get it would be your 7th card with 3 lines of text :P Is that mby a sign of your basic set being a tiny bit overcomplex?:o
Hmph! It's not too complicated waaaaa :( Should I make it just 'summon a random Shredder Pilot' like Animal Companion? It'd be less complex I suppose. I'll go for the middle hero power then, and I guess nerf the technosapper like you said. btw it would only be my 5th card with 3 lines of text (ratio atm is 6 with 2 or less lines:4 with 3 or more lines)
I have so many ideas though. It's too much for me to handle! Just look at these two cards:
And this one!
There's so much to look forward to in this competition... I wish the challenge polls were shorter.
Right, cant caunt lol :P It might be better if you go Animal Companion route, but the options are no way worth only 2 mana, the first two are worth like 3,5 mana (tho i suppose animal companions are as well, so ... good job?:D) the last one is probably worth like 2,75 mana :D So the spell itself should 100% cost 3, not 2.
Yeah, those other three cards r pretty cool. The class comps is starting SUPER slow with restriction on Basic and Classic sets being quite high in terms of what can we do. I love the art for Gadgetzan Portal, nice! I mean its not that amazing :D but its a cool art for a portal card.
All right, I made a preliminary Basic set. My class is the Ogre Lord. Here's the initial post as a reminder:
Ogre Lord
The basic idea here is that you're a two-headed ogre:
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but Slam flipped over to becomeInner Rage , and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage andCalm keywords. When you give a card Rage , it has 100% chance to do the wrong thing, and when you give it Calm , it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Here's the Basic cards:
Some notes: Observing Taunt means that Ogre Smash targets things the same as minions do; if there are Taunt minions in play, it has to target one of them. Two heads draws from your deck.
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. Tentatively, this is how that would work:
Firegut Tonic <---> Thick Skin Chaos Blast <---> Ogre Smash! Basher <---> Crasher Unsteady Grunt <---> Lazy Ettin Two Heads <---> Better than One
HOLY SHIT. I mean i like the concept, but HOLY CRAP! This is a basic set and is soooooo hard to follow what is goin on there and how the class works, i dont know man, i dont see this goin well.
Thick Skin: seems pretty powerful to be honest, but dunno, cant rly tell how strong would it be in your class, since im so confused by it lol :P
Better than one: seems pointless given Faceless Manipulator is a thing, but i can see it having _some_ different ways to be played since its a spell, but still.
Lazy Etin: you hate arena, dont you?
Btw ... do you have a keyword? i know you cant use it on basic cards, but mby just mention it anyway, to give ppl idea what is goin on with the class.
All right, I made a preliminary Basic set. My class is the Ogre Lord. Here's the initial post as a reminder:
Ogre Lord
The basic idea here is that you're a two-headed ogre:
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but Slam flipped over to becomeInner Rage , and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage andCalm keywords. When you give a card Rage , it has 100% chance to do the wrong thing, and when you give it Calm , it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Here's the Basic cards:
Some notes: Observing Taunt means that Ogre Smash targets things the same as minions do; if there are Taunt minions in play, it has to target one of them. Two heads draws from your deck.
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. Tentatively, this is how that would work:
Firegut Tonic <---> Thick Skin Chaos Blast <---> Ogre Smash! Basher <---> Crasher Unsteady Grunt <---> Lazy Ettin Two Heads <---> Better than One
So let's say your starting hand is : Firegut Tonic, Chaos Blast, Basher, and then you draw Thick Skin. So when you flip you have Thick Skin, Ogre Smash!, Crasher, and Firegut Tonic? I mean more like that both 'heads' can use both card sides? It's just a question on witch side it is right now, right?
Maybe posting them next to each other is helpful, seems like you wanted to avoid that. (and maybe put some kind of indicator)
(To Two Heads, I think official HS cards always say draw from your deck... dunno why you don't just write it there)
Hi guys... I haven't made too much progress on my Merfolk class but this is what I have so far. If you can check it out and leave some feedback I'd be happy to help you with yours too :). The Basics if you guys forgot
Ok so here is the basic set (in the spoiler).
Other basic cards I have planned (but not quite worked out how it will look like) - An AoE defensive buff. - Health-for-Cards card draw spell. - Beefy minion- because my other two are more like removal spells currently. - General single target buff (this one is simple but I'm trying to make it more interesting than Mark of the Wild)
Rollback Post to RevisionRollBack
I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Hi guys... I haven't made too much progress on my Merfolk class but this is what I have so far. If you can check it out and leave some feedback I'd be happy to help you with yours too :). The Basics if you guys forgot
Ok so here is the basic set (in the spoiler).
Other basic cards I have planned (but not quite worked out how it will look like) - An AoE defensive buff. - Health-for-Cards card draw spell. - Beefy minion- because my other two are more like removal spells currently. - General single target buff (this one is simple but I'm trying to make it more interesting than Mark of the Wild) Seacost
Seacost Warden: strictly worse Aldor Peacekeeper. Im fine with general cards like aoe/dmg/card draw being similar/same or even strictly worse than existing basic cards, i have one myself, but a signature card like Aldor? Doesnt feel right.
Sink: im not sure about this one, Recycle is a card ... a horrible, bad card ... but your card not only costs 2 less, it basically makes the minion be drawn last in your opponent's deck AND you have a strong synergy with minion leaving play. By this logic your card should cost about 7 mana, but i think you could get away with 6 mby even 5, but that would be probably pushing it. 4 seems insane, since the card is basically an Assassinate, if your opponent doesnt go to fatigue.
Swim: is discard part of your class? honestly im not sure if this card would be even played like outside of an aggro deck ... its nice you get 4 cards, but discard a random card? that is SUPER bad for any deck that doesnt want to lose specific cards, mby make it shuffle one card into your deck instead?
Rest of the cards seem ok.Hereis my basic set, if you wanna give it a look over ;-)
Alright! I'm becoming more and more busy as I grow up. We're never getting younger...
If you want a review, presentation help, or clarification about the rules, please reply to this, and I will try to respond ASAP!
ALRIGHT! This is my final *FINAL* post before I submit onto the main thread. I'd like some feedback from you especially on this (as u are a mod), but I'm open to others' feedback as well!
Need some C+C on this entry:
LONER
OUR FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Some quick thoughts on each card so you have some feedback if Cogito is too busy.
Mood: Pleased should cost 1 mana in terms of balancing, but it's fine since you need a 0 mana card for the challenge.
Friendly Moss is balanced. I personally would like it better as a 2/3 since it gives your opponent card advantage, but it might be too strong for a basic card.
Bury. Sure. Why not? I don't see too much synergy with what you've shown here, but I assume that you will include cards that will benefit from this.
The Hatchet is just a strictly worse pre-nerf Fiery War Axe. Although I understand that FWA was a broken OP card, I think this card needs a slight buff or ETB effect to make it competitive.
Memories is interesting . It's kind of synergistic with Bury (I take back what I said about no synergy earlier) and it's pretty balanced. However, most of the time I think this will do nothing more than generate card advantage.
Spur of Confidence is underpowered if you compare it to Heroic Strike. Would change it to Give +4 Attack AND Draw a card.
Mood: Angst is quite powerful as 3 damage to your face is usually negligible. I think it's fair though.
Strength in Solitude. I feel like this card can be somewhat stronger, since you have Blessing of Kings, which does the same thing but doesn't have the one minion restriction. Having said that, you can build your early game plan around this card by trading 1-for-1 and having a huge power spike on turn 5 when you play this. Certainly interesting design.
Spiteful Destruction is slightly weakd. If you look at Flame Lance, it only hits minions but is 1 cheaper and doesn't eat up your deck. I think you can reduce the cost to 5 and still be fine.
Gentle Golem:War Golem never gets a break does he :(... Fair and balanced card.
Alright! I'm becoming more and more busy as I grow up. We're never getting younger...
If you want a review, presentation help, or clarification about the rules, please reply to this, and I will try to respond ASAP!
ALRIGHT! This is my final *FINAL* post before I submit onto the main thread. I'd like some feedback from you especially on this (as u are a mod), but I'm open to others' feedback as well!
Need some C+C on this entry:
LONER
OUR FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Some quick thoughts on each card so you have some feedback if Cogito is too busy.
Mood: Pleased should cost 1 mana in terms of balancing, but it's fine since you need a 0 mana card for the challenge.
Friendly Moss is balanced. I personally would like it better as a 2/3 since it gives your opponent card advantage, but it might be too strong for a basic card.
Bury. Sure. Why not? I don't see too much synergy with what you've shown here, but I assume that you will include cards that will benefit from this.
The Hatchet is just a strictly worse pre-nerf Fiery War Axe. Although I understand that FWA was a broken OP card, I think this card needs a slight buff or ETB effect to make it competitive.
Memories is interesting . It's kind of synergistic with Bury (I take back what I said about no synergy earlier) and it's pretty balanced. However, most of the time I think this will do nothing more than generate card advantage.
Spur of Confidence is underpowered if you compare it to Heroic Strike. Would change it to Give +4 Attack AND Draw a card.
Mood: Angst is quite powerful as 3 damage to your face is usually negligible. I think it's fair though.
Strength in Solitude. I feel like this card can be somewhat stronger, since you have Blessing of Kings, which does the same thing but doesn't have the one minion restriction. Having said that, you can build your early game plan around this card by trading 1-for-1 and having a huge power spike on turn 5 when you play this. Certainly interesting design.
Spiteful Destruction is slightly weakd. If you look at Flame Lance, it only hits minions but is 1 cheaper and doesn't eat up your deck. I think you can reduce the cost to 5 and still be fine.
Gentle Golem:War Golem never gets a break does he :(... Fair and balanced card.
Thank you for the C+C! I think I agree with mostly everything you've said here. If Pleased would be better at 1 Mana balance-wise I could always just reduce the healing to 4 or 5 for each Hero.
Would having the Hatchet as a 2/3 be balanced do you think? The whole 1-cost and 2-cost class weapons situation is really kinda strange balance-wise if you think about it. But, since the class is board control oriented anyways I think it'd be fair if the weapons for this class aren't TOO strong/ efficient.
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I like all of your example cards except Charm (for the same reasons stated above)! Maybe replace it with Dark of Influence to show that there are damage cards that actually synergize with the Spell Damage theme?
That being said, I LOVE this class as a whole. It's a mixture of the best parts of Paladin, Priest, and Mage, and I quite like that!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I think going in a similar direction to Velen's Chosen (but of course with less stats because that was a broken card) is a good idea in your class. For later sets you could make cards that increase your spell damage as you 'focus': Perhaps 'Absorb: Gain Spell Damage +1." I really like it so far though.
I am torn over hero powers. On the one hand I have someone saying they won't vote for the class if the hero power is minion-limited. On the other hand I have people saying the minion-limited one is the best iteration.
Minion Limited —————————————— Compromise ——————————————— Zero Limits
——————————————
I don't like the idea of having no targets for a hero power on an empty board, but I don't like the idea of having an almost entirely better version of Lesser Heal. Can I get some help on this one? Maybe a strawpoll?
And here is my new take on the basic cards. I got rid of the deck remover because it felt out of place— I don't want it to be a central aspect of the class.
The Rest
Tokens:
Cannon Fodder
Parachute Protocol (the Pilot pool)
I also made all the classic cards and all the Whispers/Karazhan cards. But I won't get ahead of myself.
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!) •
I'm replying to you Cogito <3
EDIT: ..so you can give me feedback :P
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!) •
- Click Here To Join Us On Discord! -
Need some C+C on this entry:
LONER
OUR FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Basic Showcase (5):
Rest of Showcase (5):
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!) •
All right, I made a preliminary Basic set. My class is the Ogre Lord. Here's the initial post as a reminder:
Ogre Lord
The basic idea here is that you're a two-headed ogre:
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but Slam flipped over to becomeInner Rage , and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage andCalm keywords. When you give a card Rage , it has 100% chance to do the wrong thing, and when you give it Calm , it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Here's the Basic cards:
Some notes: Observing Taunt means that Ogre Smash targets things the same as minions do; if there are Taunt minions in play, it has to target one of them. Two heads draws from your deck.
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. Tentatively, this is how that would work:
Firegut Tonic <---> Thick Skin
Chaos Blast <---> Ogre Smash!
Basher <---> Crasher
Unsteady Grunt <---> Lazy Ettin
Two Heads <---> Better than One
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I really like these cards, and like the mechanic as well. For Unsteady Grunt, you could say "50% chance to deal 1 less damage."
Question though: For legendary minions, how would hand flipping work? Do you get the same legendary on the other side? Or is it a different version of it?
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!) •
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
- Click Here To Join Us On Discord! -
So let's say your starting hand is : Firegut Tonic, Chaos Blast, Basher, and then you draw Thick Skin. So when you flip you have Thick Skin, Ogre Smash!, Crasher, and Firegut Tonic? I mean more like that both 'heads' can use both card sides? It's just a question on witch side it is right now, right?
Maybe posting them next to each other is helpful, seems like you wanted to avoid that. (and maybe put some kind of indicator)
(To Two Heads, I think official HS cards always say draw from your deck... dunno why you don't just write it there)
Hi guys... I haven't made too much progress on my Merfolk class but this is what I have so far. If you can check it out and leave some feedback I'd be happy to help you with yours too :).
The Basics if you guys forgot
Ok so here is the basic set (in the spoiler).
Other basic cards I have planned (but not quite worked out how it will look like)
- An AoE defensive buff.
- Health-for-Cards card draw spell.
- Beefy minion- because my other two are more like removal spells currently.
- General single target buff (this one is simple but I'm trying to make it more interesting than Mark of the Wild)
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Here is my basic set, if you wanna give it a look over ;-)
- Click Here To Join Us On Discord! -
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime