Oh, and the following cards are being booted to Classic:
if anyone can find better art for Lucky or Charm let me know!!!!
Introducing Deathwing's next BFF...
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Oh, and the following cards are being booted to Classic:
if anyone can find better art for Lucky or Charm let me know!!!!
Introducing Deathwing's next BFF...
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set - Example Cards
Basic Set - Other Cards
yep, seem ready to go; don't have any art for Lucky and Charm, sorry;
i've sent you a message on private, not sure if you've seen it.
Ugh I am still feeling unsure about the balance of 1 specific card, since most of the people are saying it's OP or too 'Rare' to be Basic, since of Icehowl and so, so I plan changing it for ANOTHER card that meets the criteria, and possibly changing Highwayman to Mean Streets of Gadgetzan.
------------>
I already submitted though, so before everything begins, I wanna be 100% sure to know if it is balanced or I should change it for Double Trouble.
Also I am gonna review some classes later probably, because I have nothing better to do :v
Double Trouble is weaker than arcane missiles I think (unless your class benefits from spell damage, which I can't remember)... don't know if damaging minions is valued more than damaging both minions and face, still... You could make it 3, it would be more useful than arcane missiles for trading, but still useless to finish the opponent.
Anyway I like Highwayman and it looks simple and balanced... maybe. Still it does give the vibe of not being appropriate as a basic card... I'd actually make it a classic rare.
I don't understand though making it '3', and if either, it doesn't fits into the 2 lines or less, because I need 100% one of those cards, since right now I got 6 2-Line or less- 4-More than 2 lines. So I am probably going into that version, and no, it doesn't benefits from spell damage, but from minion removal and weakening, I guess this could be a little Cleave, still unefficient late game.
Also Highwayman will go into MSOG, as I said, probably as a Rare, because I am probably going to be Grimmy Goons, because that card seems nuts with them. Also flavourish.
Oh, and the following cards are being booted to Classic:
if anyone can find better art for Lucky or Charm let me know!!!!
Introducing Deathwing's next BFF...
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set - Example Cards
Basic Set - Other Cards
Divine Vision: compare to Shiv. (You could increase both cost and damage by 1 though)
*facepalm* dontcha hate when that happens? xD thanks for catching it.
Highmaul is populated by nothing but ogres. I don't want to sound condescending, but it really does help if a bit of research is done. Going that extra mile works wonders.
Big Sword --> Offering of Steel, Reforge, Bear Arms
Alright, so I think I might have my Basic set figured out a bit here. New additions include:
Dust Typhoon - It's simple, small AoE that fits the sand thematic. It may not feel in place yet, but positional effects I plan to be a theme of my class. Is it obvious that what's in the artwork is supposed to be sand?
Crossfire Bolts - Remade to be a Basic card with random effects, when I originally experimented with cards with multiple chosen targets. I wanted it to have a Crushing Walls like effect, but I feel like that would be too complex for a Basic card, even if I want it as a theme. As much as i want to keep RNG in my class as small as possible, I feel this will just have to do.
Done That now only copies spells. It adds an interesting flavor element where Been There copies minions and Done That copies spells. Using "cast" instead of "played" actually makes the card fit within 3 lines too. Awesome!
So what should my example cards be? I'll be glad to get this out of the way where things will hopefully be less restrictive. I already have a lot of my Classic set figured out... and my Quest, Death Knight and Legendary weapon (when I find good artwork for it)... and a bunch of other cards... and a bunch of awesome unused artwork I need to use.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
Just some notes for everybody in terms of future expansions:
WotOG: Each class has ~1-2 C'Thun support cards (1 buff, 1 conditional effect at max). The exceptions to this are Hunter (populated by deathrattles), Paladin (which is still very holy), and Shaman (which went towards the Evolve effect). The C'Thun buff card is usually a common minion with the text 'Whenever x, give your C'Thun +1/+1 (wherever it is).' The conditional effect minion is an epic that specifies "If your C'Thun has at least 10 Attack". Sticking with these thematically might help you with this expansion. However, if you want to go the route of absolutely not having anything to do with C'Thun, you can try big minions/deathrattles/random spells. You also might want to corrupt a few classic cards to get the feeling for this expansion: Ragnaros, Lightlord for example.
ONiK: Portals: Do something particular to your class to the Nth degree. Summon a random N-Cost minion. <-- That's the general formula for portals, and they can be costed over that by a lot or not at all (Moonglade Portal versus Firelands Portal for instance). Another theme is Beasts, Dragons, and Murlocs. So buffing/removing/summoning all three of these at once might be something you want to do. Yet another theme is minions that summon tokens: Barnes, Pantry Spider, Moroes, Kindly Grandmother, Nightbane Templar, Kara Kazham! Spell synergy is also a thing with Arcane Anomaly and the 'Whenever you cast a spell' cards. Not to mention chess pieces.
MSoG: I don't think I need to dive too deep here. Jade Golems, no duplicates, handbuffs. I will say that if you want to join one of these factions, the card distributions are interesting:
Jade Lotus, Cards that spawn Jade Golems (excluding tri-class)——
Druid: 2 common, 1 rare.
Rogue: 2 common.
Shaman: 2 common, 1 rare.
Grimy Goons, Cards that relate to handbuffs (excluding tri-class)——
Hunter: 2 common, 3 rare, 1 epic.
Paladin: 3 common, 1 rare, 1 epic.
Warrior: 1 common, 2 rare, 1 epic, 1 legendary.
The Kabal, Cards that relate to uniques (excluding tri-class)——
Mage: 1 legendary.
Priest: 1 legendary.
Warlock: 1 legendary.
So you see that if you want to have your class as a Grimy Goons member, you'll need to develop that identity a lot more than putting it in the Kabal. And that if you want to make a Jade class, you should relegate your Jade Golem summoning cards to the common/rare cards.
JtU: Quests, obviously. These should be looking to bring forward a playstyle that is not strong with the class currently, or an alternative playstyle that doesn't focus on the main mechanic (for instance the Rogue quest wasn't "Play 10 Combo cards", right?). Each class comes built-in with around 2-3 cards that help complete the quest (Druid has Tortollan Forager and Elder Longneck and Giant Anaconda). Rogue and Shaman are mostly in this case, as their quests rely on cards from previous sets (you can argue for Mimic Pod). Beyond that, you can have 0-3 Adapt cards (Shaman, Mage, Priest, and Rogue have 0; Warrior, Hunter, and Warlock have 1; Paladin has 2; Druid has 3) spread across different rarities. Of course, 0-3 Elementals/Beasts per class as well depending on the flavor of the class.
KFT: 'If it's your opponent's turn' deathrattle effects, Death Knights, Lifesteal, cards and especially legendary minions that pertain to encounters from WoW WotLK; mechanics that are flavorfully consistent with death knight/corruption; Freeze, loss of Divine Shield, Taunt-Deathrattle, Discard/Destroy effects, surviving damage.
K&C: Adventurers! Recruiting minions. Discovering other minions! High-cost, low stat minions with a Battlecry/Deathrattle! Casting spells from your deck, revealing spells from your deck, spellstones, unidentified items, and legendary weapons.
This has been happening to me a ton. Very frustrating.
This is to do with the minion textbox versus the spell textbox. If you look closely the spell box is smaller than the minion one, so that's why this happens. You can replicate Emperor's text with the exact same formatting by just typing it out and it will turn out the same (as long as it's a minion). Unfortunately I don't see anything you can do about it, other than moving the 'your hand by (1).' up on the same line as 'cards in'.
Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
Future Sight doesn't need any targets at all. The interface is like a Discover effect and you drag the cards to change their order. I think it's fine as a Basic when my Hero Power does the same thing with 1 less card, and so far you're the only person (out of about 10+ mind you) who has even a minute (as in "small", not as a measurement of time) problem with the card.
Is this one of the images you sent me in PM? only one of them was showing up, the one with the child-like faerie? that didn't work so well... this is awesome! <3 *yoink*
Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
Future Sight doesn't need any targets at all. The interface is like a Discover effect and you drag the cards to change their order. I think it's fine as a Basic when my Hero Power does the same thing with 1 less card, and so far you're the only person (out of about 10+ mind you) who has even a minute (as in "small", not as a measurement of time) problem with the card.
Clicking for a discover is indeed a target/click. Tracking introduced a new menu interface, but it was just a single click. And yeah, I know what minute is, but hopefully that doesn't discredit my observation.
Having such a complex Hero Power is fine and all, but if this card does almost the exact same thing, perhaps change the card's design a bit? Or is this your only option for a 0-Cost?
Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
Future Sight doesn't need any targets at all. The interface is like a Discover effect and you drag the cards to change their order. I think it's fine as a Basic when my Hero Power does the same thing with 1 less card, and so far you're the only person (out of about 10+ mind you) who has even a minute (as in "small", not as a measurement of time) problem with the card.
Clicking for a discover is indeed a target/click. Tracking introduced a new menu interface, but it was just a single click. And yeah, I know what minute is, but hopefully that doesn't discredit my observation.
Having such a complex Hero Power is fine and all, but if this card does almost the exact same thing, perhaps change the card's design a bit? Or is this your only option for a 0-Cost?
Yep, only 0-cost option so I need it in the showcase.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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woooo final version before posting!? hypeeee
Oh, and the following cards are being booted to Classic:
if anyone can find better art for Lucky or Charm let me know!!!!
Introducing Deathwing's next BFF...
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set - Example Cards
Basic Set - Other Cards
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Deathing Needs a Friendwing (What do you see in a friend?) [FOOD?]
(Part 2 Chapter 1 (sry for the wait :|))
Mod Working Reaaaaally Hardly
The joke is you.
I want a refund.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Changes to other cards:
Click the image to go to my custom Time Traveler class.
Just some notes for everybody in terms of future expansions:
WotOG: Each class has ~1-2 C'Thun support cards (1 buff, 1 conditional effect at max). The exceptions to this are Hunter (populated by deathrattles), Paladin (which is still very holy), and Shaman (which went towards the Evolve effect). The C'Thun buff card is usually a common minion with the text 'Whenever x, give your C'Thun +1/+1 (wherever it is).' The conditional effect minion is an epic that specifies "If your C'Thun has at least 10 Attack". Sticking with these thematically might help you with this expansion. However, if you want to go the route of absolutely not having anything to do with C'Thun, you can try big minions/deathrattles/random spells. You also might want to corrupt a few classic cards to get the feeling for this expansion: Ragnaros, Lightlord for example.
ONiK: Portals: Do something particular to your class to the Nth degree. Summon a random N-Cost minion. <-- That's the general formula for portals, and they can be costed over that by a lot or not at all (Moonglade Portal versus Firelands Portal for instance). Another theme is Beasts, Dragons, and Murlocs. So buffing/removing/summoning all three of these at once might be something you want to do. Yet another theme is minions that summon tokens: Barnes, Pantry Spider, Moroes, Kindly Grandmother, Nightbane Templar, Kara Kazham! Spell synergy is also a thing with Arcane Anomaly and the 'Whenever you cast a spell' cards. Not to mention chess pieces.
MSoG: I don't think I need to dive too deep here. Jade Golems, no duplicates, handbuffs. I will say that if you want to join one of these factions, the card distributions are interesting:
So you see that if you want to have your class as a Grimy Goons member, you'll need to develop that identity a lot more than putting it in the Kabal. And that if you want to make a Jade class, you should relegate your Jade Golem summoning cards to the common/rare cards.
JtU: Quests, obviously. These should be looking to bring forward a playstyle that is not strong with the class currently, or an alternative playstyle that doesn't focus on the main mechanic (for instance the Rogue quest wasn't "Play 10 Combo cards", right?). Each class comes built-in with around 2-3 cards that help complete the quest (Druid has Tortollan Forager and Elder Longneck and Giant Anaconda). Rogue and Shaman are mostly in this case, as their quests rely on cards from previous sets (you can argue for Mimic Pod). Beyond that, you can have 0-3 Adapt cards (Shaman, Mage, Priest, and Rogue have 0; Warrior, Hunter, and Warlock have 1; Paladin has 2; Druid has 3) spread across different rarities. Of course, 0-3 Elementals/Beasts per class as well depending on the flavor of the class.
KFT: 'If it's your opponent's turn' deathrattle effects, Death Knights, Lifesteal, cards and especially legendary minions that pertain to encounters from WoW WotLK; mechanics that are flavorfully consistent with death knight/corruption; Freeze, loss of Divine Shield, Taunt-Deathrattle, Discard/Destroy effects, surviving damage.
K&C: Adventurers! Recruiting minions. Discovering other minions! High-cost, low stat minions with a Battlecry/Deathrattle! Casting spells from your deck, revealing spells from your deck, spellstones, unidentified items, and legendary weapons.
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 the image to go to my custom Time Traveler class.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
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 the image to go to my custom Time Traveler class.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click the image to go to my custom Time Traveler class.