So I finally got some time to try to come up with some cards and here they are:
The Necromancer
That's all, I will probably add an explication for each card later, but right now I'm going to sleep. I will also try to re pay with some opinions of my own 'cus I was pretty quiet last thread.
Note: The tokens generated by the cards are the same of the Hero Power. And if somebody has a better name for some of this cards I'm all ears, English isn't my native language and I not that creative jajajaja.
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 ;-)
Thanks for your feeback. I'll come back to your basic set later because Im busy at the mo. BUT I PROMISE I'LL DO IT. I forgot Aldor Peacekeeper Existed... I don't play Paladin ok :(
You're absolutely right about Sink. It's super broken now you put it like that-I'll be glad to change it to 5 mana.
Swim is my attempt at twisting Sprint into something more interesting. I designed it so that a combo deck can't use this as a means to dig for pieces, while it's card advantage for other decks.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Alrighty, I got my first draft of my basic set down. Pretty sure I nailed down the challenges except for nuts and bolts. I talked to a friend about the phrase I used: "Holding fire in one hand and holding water in the other". It basically means you say one thing and then say or do another but it seems like an unused proverb in the west.
In any case. Excuse the formatting, I'll be sure to make my final submission all fancy-like.
The five I will (probably) present and, yes, I know Sea Elemental is missing its tribal tag:
So. These 5 cards show the player:
There is synergy to be had when holding Ocean Depths in hand
You can add other cards to your deck, not just Ocean Depths
Adding card to your deck is synergestic
A simple, non-keyword interaction with deck size
There are other ways to add Ocean Depths to your deck, other than your Hero Power
Finding Mobus token:
The remaining cards are below:
I'm quite busy, but if anyone needs a quick look-over, I would be more than happy to drop a few comments for their submissions.
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
First of all, I really like the quirky spin you put onto your class. It's not all Death and Glory, it's HOLY SHIT I HAVE PRACTISE IN 10 MINUTES MR EARTHFURY IS GONNA KILL ME.
Slash: nice and basic AoE. I'm comparing this to Volcanic Potion and Blizzard and I think 4 mana is the sweet spot.
Parry: The effect is balanced, but can't you change it to "Give your hero Divine Shield" to make it more concise?
Worthy Opponent: Please don't add a vanilla minion... There are enough of those in the Neutral cards, and even adding Taunt or something to a slightly reduced stat line would improve it a lot.
Nobody Saw Nothing: Perhaps change text to "Destroy your weapon and draw 2 cards."
Target Practise is awkward for me. I can't quite put my finger on it but the effect feels problematic to me. I would actually change it to 1 mana and make it Single Target, so you can use it to bypass another taunt, but you're not also facing down 3 other taunts.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
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!
I will reiterate my question: does "more than half" means strictly more (i.e. at least 6) or half or more (i.e. at least 5) ?
The former (i.e. "More than half" means at least six).
All right, another quick question: If a card technically fits on two lines but you want to put line breaks in there to make it look nicer, can it count for the simple challenge?
Also, gonna drop my set here (will return reviews and maybe do some myself when I get home). I screwed up some capitalisation on some of them, just ignore it for now xD
So I have a few cards that solves both the "Two Names One Saying" challenge, and the "0/10-Cost Card" challenge. I'm unsure of which to pick for the 10-Cost, though.
I fear I might have added too much card draw to my Basic Set, 3/4 cards with draw cards. (Though all of them add something unique, like healing, changing the cost or only drawing minions)
Here's my completed basic set! Looking for some feedback before I submit tomorrow. What cards do you think would be best to showcase? Are any effects unclear?
Class Reminder:
The Scribe
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: The class is much better when ahead than when behind as you can get much more value out of your controlled RNG effects and aren't punished for your lack of strong comeback cards. However the class is alsospell heavy (with scrolls and tomes as the main spell theme) so the playstyle is much different than say Hunter who is also stronger while ahead but using largely minions. Using the hero power well is key to this. The class also has the themes of adjacent minion style effects, effects with a duration, and controlled RNG as mentioned earlier.
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!
I will reiterate my question: does "more than half" means strictly more (i.e. at least 6) or half or more (i.e. at least 5) ?
The former (i.e. "More than half" means at least six).
All right, another quick question: If a card technically fits on two lines but you want to put line breaks in there to make it look nicer, can it count for the simple challenge?
Also, gonna drop my set here (will return reviews and maybe do some myself when I get home). I screwed up some capitalisation on some of them, just ignore it for now xD
i don't think you have to worry about the wording, you already respect that challenge; the cards seem all fine to me, maybe slash is a little overcosted;
here's my basic set:
I'm leaving Bunker Up! as it is, i think it's stronh enough; I'm moving Flasbang to a future set, prob. making it a secret. (Click to see here card)
Here's my completed basic set! Looking for some feedback before I submit tomorrow. What cards do you think would be best to showcase? Are any effects unclear?
Class Reminder:
The Scribe
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: The class is much better when ahead than when behind as you can get much more value out of your controlled RNG effects and aren't punished for your lack of strong comeback cards. However the class is alsospell heavy (with scrolls and tomes as the main spell theme) so the playstyle is much different than say Hunter who is also stronger while ahead but using largely minions. Using the hero power well is key to this. The class also has the themes of adjacent minion style effects, effects with a duration, and controlled RNG as mentioned earlier.
Basic Set:
Challenge 3:
Fire and Fury
As always any feedback is appreciated!
Lemme do a quick run-through: - Book Bind should probably read 'The enemy hero', because I think that's what you mean. Right now it might be a little confusing. - I think Tomeground Advantage refers to your opponent's turn, but I'm not sure. It might be a good idea to write 'opponent's next turn' if it does, since I'm sure some new players would assume it was theirs. I think it might mess up your Challenge #2 (or was it 1?), but I don't think unclear wording just to meet that challenge (which is supposed to keep things simple) is a good idea. - Scroll of Frostfire could probably use a comma in front of 'twice'. - Fire and Fury seems like a little bit of a stretch, but as long as the mods are OK with it I don't mind xD.
So I have a few cards that solves both the "Two Names One Saying" challenge, and the "0/10-Cost Card" challenge. I'm unsure of which to pick for the 10-Cost, though.
I fear I might have added too much card draw to my Basic Set, 3/4 cards with draw cards. (Though all of them add something unique, like healing, changing the cost or only drawing minions)
i'd go for the second one, especially since you said you have a lot of cards with draw.
Lemme do a quick run-through: - Book Bind should probably read 'The enemy hero', because I think that's what you mean. Right now it might be a little confusing. - I think Tomeground Advantage refers to your opponent's turn, but I'm not sure. It might be a good idea to write 'opponent's next turn' if it does, since I'm sure some new players would assume it was theirs. I think it might mess up your Challenge #2 (or was it 1?), but I don't think unclear wording just to meet that challenge (which is supposed to keep things simple) is a good idea. - Scroll of Frostfire could probably use a comma in front of 'twice'. - Fire and Fury seems like a little bit of a stretch, but as long as the mods are OK with it I don't mind xD.
Otherwise, seems pretty cool!
I shall change the wording on Book Bind and Scroll of Forstfire as that'd probably be more clear. I agree with you on Tomeground but one thing I have noticed is that no one has commented on the fact Book Bind uses the same wording. That's probably because the effect makes it obvious and thus I could arguably get away with Tomeground as is. Though honestly the challenge is the main reason the wording is as is so maybe I should scrap it or move it to classic and think of something else.
Mods are fine with it Fire and Fury. If I did the challenge without the "Scroll of" part then I'd have to give my almost magic-less class magic or some other abilities that really don't fit him. He is just a madman with a pile of powerful scrolls after all!
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!
I will reiterate my question: does "more than half" means strictly more (i.e. at least 6) or half or more (i.e. at least 5) ?
The former (i.e. "More than half" means at least six).
All right, another quick question: If a card technically fits on two lines but you want to put line breaks in there to make it look nicer, can it count for the simple challenge?
Also, gonna drop my set here (will return reviews and maybe do some myself when I get home). I screwed up some capitalisation on some of them, just ignore it for now xD
i don't think you have to worry about the wording, you already respect that challenge; the cards seem all fine to me, maybe slash is a little overcosted;
here's my basic set:
I'm leaving Bunker Up! as it is, i think it's stronh enough; I'm moving Flasbang to a future set, prob. making it a secret. (Click to see here card)
I think Slash is fine. It might be slightly weak but it's strong and useful enough for basic. I also like the symmetry with Burn, which is why I dropped it from (3) to (2) Attack. Also, +3 Attack is deceptively strong, since my class has so much synergy with Hero Attack (and a crapton of related burst that I don't want to make too easily abusable). I might bump it back up later but probably not. Also, I only have 5 cards with 2 or less lines, which is why I need another one (because STRICTLY more ;-;).
Is BFH short for Big Fucking Hammer? If it is you might want to change the name to something else xD. I think there's no swearing allowed (even if it's censored, kinda). EDIT: This card scares me a little. 7 Attack on a weapon is loads, and especially in a class with loads of weapon synergy this might get out of hand really quickly. Any durability buff immediately makes this super strong, and your class looks like it would have some durability buffs.
Hot Iron seems a little too swingy, since a 2/4 weapon is really really bad and a 4/4 weapon is pretty damn good. IDK how you can change it though, especially without butchering the flavour. Maybe make it like a 3 mana 2 durability thing, since that makes attack buffs less impactful.
Get Over Here! Seems really strong with the Big Fucking Hammer (that's surprisingly satisfying to say for some reason). 6 mana 21 damage should not be a thing. Like it just shouldn't, no matter the circumstance xD. Maybe limit it to minions so it can only be used as removal. If you do you can drop the cost to (0) since it'd be an even worseSavagery at 1.
Repair seems a little overcosted. Also the art is too similar to Tongs I think. Like they're basically the same xD. Same composition, same colour, same tool... slightly different apron?
Scrap Storm's art is really weird as well. I can't see what's going on at all.
Bunker Up is... uh... it makes me uncomfortable but I think it's fair - if not actually a little weak. If you do drop Get Over Here! to (0), then I'd suggest you drop this one's cost slightly and also lower the Armor slightly. (like... say... 8 mana gain 16). Or something. IDK.
Otherwise, it's really cool! And flavour-wise, I'm glad a class like yours didn't immediately make me think that seems like a warrior card... and that could also be a warrior card... wow these all look like warrior cards... which is a bonus - although now that I really stop and think about it a lot of them could be warrior cards, which is a little disconcerting. You might want to watch out for that as you move on.
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!
I will reiterate my question: does "more than half" means strictly more (i.e. at least 6) or half or more (i.e. at least 5) ?
The former (i.e. "More than half" means at least six).
All right, another quick question: If a card technically fits on two lines but you want to put line breaks in there to make it look nicer, can it count for the simple challenge?
Also, gonna drop my set here (will return reviews and maybe do some myself when I get home). I screwed up some capitalisation on some of them, just ignore it for now xD
i don't think you have to worry about the wording, you already respect that challenge; the cards seem all fine to me, maybe slash is a little overcosted;
here's my basic set:
I'm leaving Bunker Up! as it is, i think it's stronh enough; I'm moving Flasbang to a future set, prob. making it a secret. (Click to see here card)
I think Slash is fine. It might be slightly weak but it's strong and useful enough for basic. I also like the symmetry with Burn, which is why I dropped it from (3) to (2) Attack. Also, +3 Attack is deceptively strong, since my class has so much synergy with Hero Attack (and a crapton of related burst that I don't want to make too easily abusable). I might bump it back up later but probably not. Also, I only have 5 cards with 2 or less lines, which is why I need another one (because STRICTLY more ;-;).
Is BFH short for Big Fucking Hammer? If it is you might want to change the name to something else xD. I think there's no swearing allowed (even if it's censored, kinda).
Hot Iron seems a little too swingy, since a 2/4 weapon is really really bad and a 4/4 weapon is pretty damn good. IDK how you can change it though, especially without butchering the flavour. Maybe make it like a 3 mana 2 durability thing, since that makes attack buffs less impactful.
Get Over Here! Seems really strong with the Big Fucking Hammer (that's surprisingly satisfying to say for some reason). 6 mana 21 damage should not be a thing. Like it just shouldn't, no matter the circumstance xD. Maybe limit it to minions so it can only be used as removal. If you do you can drop the cost to (0) since it'd be an even worseSavagery at 1.
Repair seems a little overcosted. Also the art is too similar to Tongs I think. Like they're basically the same xD. Same composition, same colour, same tool... slightly different apron?
Scrap Storm's art is really weird as well. I can't see what's going on at all.
Bunker Up is... uh... it makes me uncomfortable but I think it's fair - if not actually a little weak. If you do drop Get Over Here! to (0), then I'd suggest you drop this one's cost slightly and also lower the Armor slightly. (like... say... 8 mana gain 16). Or something. IDK.
Otherwise, it's really cool! And flavour-wise, I'm glad a class like yours didn't immediately make me think that seems like a warrior card... and that could also be a warrior card... wow these all look like warrior cards... which is a bonus - although now that I really stop and think about it a lot of them could be warrior cards, which is a little disconcerting. You might want to watch out for that as you move on.
FAT! FAT! The F in BFH stands for FAT! Jeez, people, what's wrong with you? XD
The art for Scrap Storm is actually of a robot's head getting blown op, since i couldn't really find anything better; i'm open to sugestions for that and Repair (though i might just zoom out the image on the latter)
The idea for Hot Iron is that it's at least as good as Assasin's Blade most of the time, but not always; i donno, i might change it to Fiery War Axe cost and durability;
I think I'm gonna change Get Over Here!, but i want to keep Bunker Up! as well;
As for the Warrior simmilarities, i believe it's mosty because i can't use the keyword and some other aspects of the class, hope the problem aliviates itself in the future;
Runic Dominator showcases the better while ahead, worse while behind aspect. Gonna be fun making a spell heavy control class that tries to keep ahead on bored :P
Peace Treaty showcases the classes pseudo healing effects (there will be more!) that tend to not be all that helpful if your already on low health, more preemptive than anything. Plus it feels more basic than Book Bind which will be moved to classic.
So I finally got some time to try to come up with some cards and here they are:
The Necromancer
That's all, I will probably add an explication for each card later, but right now I'm going to sleep. I will also try to re pay with some opinions of my own 'cus I was pretty quiet last thread.
Note: The tokens generated by the cards are the same of the Hero Power. And if somebody has a better name for some of this cards I'm all ears, English isn't my native language and I not that creative jajajaja.
Feels all very fitting. From blanance point of view its all good I think. Only Dust to Dust and Ashes to Ashes should be capitalized. Don't like the art of the Skeleton too much because its not facing the front. Maybe this Imagewould be an option. To the names Dark Matter Orbs sounds a bit weird to me. Dark Volley or Void Burst or -Barrage comes to mind. All in all feels very good for a basic set.
Man, I've been having a hard time trying to figure out my class' basic set. I think I got a pretty good idea though.
Reminder of my class
The ones I'm sure of
Cool ones I think fit, but not sure if they fit in the basic set
Please, I'm struggling so much
- Detonate is more of a minion-finisher, as most spells will have high spell damage and minions probably won't survive it.
- Flame (with Charge) I find it really cool. It works as both a minion and spell, and interacts with Spell Damage too. Tried to make it as weak as I possibly could so it wouldn't be as cancerous.
- Fiery Spirit is to show that the class is not only about spells, but can allow for some minion interaction and aggro too.
- Fuel is supposed to support Mana-spending which is something that will show up often in the class.
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!
I've been meaning to ask this. See, I introduced an epic board-clear spell in Phase I so I could showcase the identity of my class with it. Thing is, it was originally supposed to be a basic card. I cannot change it back to a basic card, can I? I assume the only changes we're able to make to cards are balance changes, though.
Also, if it's no trouble for you at all, would you mind reviewing my latest set?
Runic Dominator showcases the better while ahead, worse while behind aspect. Gonna be fun making a spell heavy control class that tries to keep ahead on bored :P
Peace Treaty showcases the classes pseudo healing effects (there will be more!) that tend to not be all that helpful if your already on low health, more preemptive than anything. Plus it feels more basic than Book Bind which will be moved to classic.
Peace treaty seems good. It's a highly defensive card, but since you lose the armor it's not too overpowered. It's more of a stalling card.
Not a fan of Runic Dominator. You get a huge advantage for already having an advantage over your opponent, when it should be the other way around. Maybe if it was +1/+1 it'd be fine, I don't really know. That's how I see it.
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So I finally got some time to try to come up with some cards and here they are:
The Necromancer
That's all, I will probably add an explication for each card later, but right now I'm going to sleep. I will also try to re pay with some opinions of my own 'cus I was pretty quiet last thread.
Note: The tokens generated by the cards are the same of the Hero Power. And if somebody has a better name for some of this cards I'm all ears, English isn't my native language and I not that creative jajajaja.
I forgot Aldor Peacekeeper Existed... I don't play Paladin ok :(
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Alrighty, I got my first draft of my basic set down. Pretty sure I nailed down the challenges except for nuts and bolts. I talked to a friend about the phrase I used: "Holding fire in one hand and holding water in the other". It basically means you say one thing and then say or do another but it seems like an unused proverb in the west.
In any case. Excuse the formatting, I'll be sure to make my final submission all fancy-like.
The five I will (probably) present and, yes, I know Sea Elemental is missing its tribal tag:
So. These 5 cards show the player:
Finding Mobus token:
The remaining cards are below:
I'm quite busy, but if anyone needs a quick look-over, I would be more than happy to drop a few comments for their submissions.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Why Rogue is my favourite class:
My submission for this week's card design competition.
So I have a few cards that solves both the "Two Names One Saying" challenge, and the "0/10-Cost Card" challenge. I'm unsure of which to pick for the 10-Cost, though.
I fear I might have added too much card draw to my Basic Set, 3/4 cards with draw cards. (Though all of them add something unique, like healing, changing the cost or only drawing minions)
Helo everyone. Second time posting again. Did some changes. Check "Patch Notes" down below to find out what changed.
Class Reminder:
Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold".
Patch Notes
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Here's my completed basic set! Looking for some feedback before I submit tomorrow. What cards do you think would be best to showcase? Are any effects unclear?
Class Reminder:
The Scribe
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: The class is much better when ahead than when behind as you can get much more value out of your controlled RNG effects and aren't punished for your lack of strong comeback cards. However the class is also spell heavy (with scrolls and tomes as the main spell theme) so the playstyle is much different than say Hunter who is also stronger while ahead but using largely minions. Using the hero power well is key to this. The class also has the themes of adjacent minion style effects, effects with a duration, and controlled RNG as mentioned earlier.
Basic Set:
Challenge 3:
Fire and Fury
As always any feedback is appreciated!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I'm leaving Bunker Up! as it is, i think it's stronh enough; I'm moving Flasbang to a future set, prob. making it a secret. (Click to see here card)
- Book Bind should probably read 'The enemy hero', because I think that's what you mean. Right now it might be a little confusing.
- I think Tomeground Advantage refers to your opponent's turn, but I'm not sure. It might be a good idea to write 'opponent's next turn' if it does, since I'm sure some new players would assume it was theirs. I think it might mess up your Challenge #2 (or was it 1?), but I don't think unclear wording just to meet that challenge (which is supposed to keep things simple) is a good idea.
- Scroll of Frostfire could probably use a comma in front of 'twice'.
- Fire and Fury seems like a little bit of a stretch, but as long as the mods are OK with it I don't mind xD.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Mods are fine with it Fire and Fury. If I did the challenge without the "Scroll of" part then I'd have to give my almost magic-less class magic or some other abilities that really don't fit him. He is just a madman with a pile of powerful scrolls after all!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
(that's surprisingly satisfying to say for some reason). 6 mana 21 damage should not be a thing. Like it just shouldn't, no matter the circumstance xD. Maybe limit it to minions so it can only be used as removal. If you do you can drop the cost to (0) since it'd be an even worse Savagery at 1.Why Rogue is my favourite class:
My submission for this week's card design competition.
I've replaced 2 cards in my basic set:
Runic Dominator showcases the better while ahead, worse while behind aspect. Gonna be fun making a spell heavy control class that tries to keep ahead on bored :P
Peace Treaty showcases the classes pseudo healing effects (there will be more!) that tend to not be all that helpful if your already on low health, more preemptive than anything. Plus it feels more basic than Book Bind which will be moved to classic.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Guys i think im cursed. Why is it that everything i post something here, id be the last person on the page...
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Man, I've been having a hard time trying to figure out my class' basic set. I think I got a pretty good idea though.
Reminder of my class
The ones I'm sure of
Cool ones I think fit, but not sure if they fit in the basic set
Please, I'm struggling so much
- Detonate is more of a minion-finisher, as most spells will have high spell damage and minions probably won't survive it.
- Flame (with Charge) I find it really cool. It works as both a minion and spell, and interacts with Spell Damage too. Tried to make it as weak as I possibly could so it wouldn't be as cancerous.
- Fiery Spirit is to show that the class is not only about spells, but can allow for some minion interaction and aggro too.
- Fuel is supposed to support Mana-spending which is something that will show up often in the class.