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.
Might be changing Water Blast... and still not 100% sure if my Nuts/Bolts counts.
OKAY! I'M DONE!!!! Post is up. Thank you SO much to all of you.
If you're still in need of a review, REPLY TO THIS!!!!! I'll see what I can do tonight :) <3
I don't want to swamp you with work (especially when I don't think I've been able to help you at all this time round, sorry), but it'd be great if you could do a quick run-through and see if any cards stand out as being OP or badly designed :D.
Notes: - Blazing Claw is now a 3 mana 2/3 weapon. As it turns out, being able to 'store' 3 Attack for your Hero Attack combo cards is very, very, very strong, and enables too many burst combos for what I have planned later. - I'm considering dropping Fireblade Demoness for something else. IDK what though. - I'm not sure how to cost Oracle's Prophecy.
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.
Oh man, changes!! Let's see...
Glad you changed Done That to spells :) nice! Also, I like Banish. Great flavor, works for the class. Quicksand at 3 is fine. Yeah, better than 4. Good call whoever gave that feedback lol cuz I know it wasn't me. Dust Typhoon seems good... art works for me! Overall you've done really well with art :) Hmmm... I still think Been There is too strong at 4 mana, but i saw someone say it should be 3... so... I just have no idea. It's probably fine.
As for what to showcase, I'm thinking Accelerate Time (or was that part of your set in the last phase?), Quicksand for the awesome flavor, and I guess Been There // Done That. I was going to say just Done That but it looks so good as a set that I think you should go for it. It's one of the better answers to that challenge, imho. And obvs your 0-cost card, which I don't think is too complicated for basic (see: Tracking) especially since it's a main mechanic of the class. I still like it better as rearranging 3 cards instead of 4, but that's just me ;)
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.
Might be changing Water Blast... and still not 100% sure if my Nuts/Bolts counts.
Review under spoiler, turned out longer than I realized haha!
Okay this is my first review for this class... let me start by saying I think the hero power is problematic since you will never, ever fatigue. I'm not knowledgable enough about the ins and outs of game design to feel like I can definitively pass judgement on whether this would break the game, but I think it's definitely not good, since no other hero power is doing that. However, the HP is not the worst I've seen in this competition xD and you've got great flavor in this class.
Before I forget: remember that your 0-cost card MUST be an EXAMPLE card, as per the challenge, i.e. not under a spoiler. I'd switch it with Finding Mobus... I'm not even sure why but it's just not doing much for me. Also, this way you can include the token right next to the card in the spoiler (check out how I did that in my submission - post #14). Also, I like Go With the Flow... it's interesting and flavorful.
Scry Me A River is... interesting. You're gonna be drawing a LOT haha. But since a main mechanic is adding to your deck, that makes sense. Hilarious title xD Spearmaiden is basically always a 5/5 for 4... I'm not nuts about it but I can understand where you're coming from with the design. I wouldn't showcase it. Maybe replace with the Staff, which I like! And if you end up deciding to ditch a minion, I'd ditch this one.
I'd make Sea Elemental either a 2/2. As it is now, you can coin it out on 1 and hero power on 2 to have a 4/3 and that just feels too good. Especially because you are going to have a lot of ways to add cards to your deck. And while you're at it, add the elemental minion tag ;)
I would consider making Frostfire only target minions. Not a huge thing, but I'd def think about it. Water Blast is fine but boring (which I mean, is fine for Basic, but I bet you could get something better in here). Stormseer is nicely made. And finally, Three Fathoms Below is... hard to judge. hahaha. which make me think it should not be showcased. I'd prefer Frostfire.
And yeah, I did not get the ref with your Nuts // Bolts entries? And sorry, I totally just jumped around/did this is a dumb order, haha. Hope it was helpful!!!
Okay this is my first review for this class... let me start by saying I think the hero power is problematic since you will never, ever fatigue. I'm not knowledgable enough about the ins and outs of game design to feel like I can definitively pass judgement on whether this would break the game, but I think it's definitely not good, since no other hero power is doing that. However, the HP is not the worst I've seen in this competition xD and you've got great flavor in this class.
Before I forget: remember that your 0-cost card MUST be an EXAMPLE card, as per the challenge, i.e. not under a spoiler. I'd switch it with Finding Mobus... I'm not even sure why but it's just not doing much for me. Also, this way you can include the token right next to the card in the spoiler (check out how I did that in my submission - post #14). Also, I like Go With the Flow... it's interesting and flavorful.
Scry Me A River is... interesting. You're gonna be drawing a LOT haha. But since a main mechanic is adding to your deck, that makes sense. Hilarious title xD Spearmaiden is basically always a 5/5 for 4... I'm not nuts about it but I can understand where you're coming from with the design. I wouldn't showcase it. Maybe replace with the Staff, which I like! And if you end up deciding to ditch a minion, I'd ditch this one.
I'd make Sea Elemental either a 2/2. As it is now, you can coin it out on 1 and hero power on 2 to have a 4/3 and that just feels too good. Especially because you are going to have a lot of ways to add cards to your deck. And while you're at it, add the elemental minion tag ;)
I would consider making Frostfire only target minions. Not a huge thing, but I'd def think about it. Water Blast is fine but boring (which I mean, is fine for Basic, but I bet you could get something better in here). Stormseer is nicely made. And finally, Three Fathoms Below is... hard to judge. hahaha. which make me think it should not be showcased. I'd prefer Frostfire.
And yeah, I did not get the ref with your Nuts // Bolts entries? And sorry, I totally just jumped around/did this is a dumb order, haha. Hope it was helpful!!!
Spearmaiden can go to 4/6, allowing Chillwind to trade evenly with it. I outlined Finding Mobus' role, I feel like it should be kept as an example. Sea Elemental should stay at 3/2 because: If you coin out a 2/3 or 3/2, then you play another 2-mana minion, you get more stats than a 4/3 and "passed" turn 2. In addition, 4/3 is well within the realm of turn 2 removal. And yes, I know I'm missing the tag. Yes, I'll try to think of something else for Water Blast. Three Fathoms was either a 5 or 6 mana card, I'm still thinking of which it should be. Do you mind telling me the reasoning behind Frostfire being able to target minions only?
Furthermore, about the Hero Power. There is a way to circumvent the fatigue, but I wasn't sure if it would be too complex. But, seeing as many other people have introduced entirely new concepts/mechanics with their Hero Power, I figure I'll do the same now.
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.
If I gave Runic Dominator +1/+1 then he'd be a conditional 4 mana 5/4 making him one of the worst cards in the game. He's actually rather weak due to the fact that he has 5 health when his condition is met, making him not much better than Chillwind Yeti best case as attack is not that important. I just think he shows off the class themes well and would find use with new players, but he'd probably go the way of Master of Ceremonies once people get more cards. The class is meant to be stronger while ahead and weaker while behind, much like how hunter gets a big advantage if they are already ahead. Difference is this is a spell heavy class with few minions and limited direct damage so it needs some pretty good stuff to try keep ahead and win as it can't rush face.
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i need a little help from you guys with a few cards:
i've decided to increase the cost of this weapon, since it was a strictly better fireball, and it limited the design of weapon upgrades (the F stands for Fat; i mention this so people focus on the card, not the name)
people suggested i make this card cost 0, but i feel that was before knowing it revents the minion from attacking; i'm planing on having more cards that force the enemy to attack my hero, and i want to be clear how this effect works; (i don't need a 0 cost for the challange)
i only want opinions on the art here (i won't make it cheaper since i want to experiment with cards with high durability)
i made a version balanced on fiery war axe instead of assassin's blade since some people said 4 durability is too much (also, does Prototype: Fiery War Axe sound ackward?
on this one i want some advice for the art.
Okay, let's see. First, I've noticed all the hubbub about B.F.H. ...because it seems to cause a certain level of controversy, personally I'd just change the name of it altogether. But of course your call.
Get Over Here is better at 1 mana. The italics help. I would capitalize It (nickpick, I know hah)
I'm not crazy about the art for Repair. I might have some options somewhere... see spoiler at the bottom. Also, capitalize Durability (see Eaglehorn Bow).
I like the 3 mana version of Hot Iron. I've gotta say though, I don't get the flavor of this card. The actual Iron is not a weapon. I would change the name of this card and the art so it's actually a weapon of some kind, and use this name and art for Repair. Just an idea... since basically, The Hot Iron of the blacksmith is fixing up a weapon. :)
Scrap Storm has good art - and I really like the effect! Nice.
Okay this is my first review for this class... let me start by saying I think the hero power is problematic since you will never, ever fatigue. I'm not knowledgable enough about the ins and outs of game design to feel like I can definitively pass judgement on whether this would break the game, but I think it's definitely not good, since no other hero power is doing that. However, the HP is not the worst I've seen in this competition xD and you've got great flavor in this class.
Before I forget: remember that your 0-cost card MUST be an EXAMPLE card, as per the challenge, i.e. not under a spoiler. I'd switch it with Finding Mobus... I'm not even sure why but it's just not doing much for me. Also, this way you can include the token right next to the card in the spoiler (check out how I did that in my submission - post #14). Also, I like Go With the Flow... it's interesting and flavorful.
Scry Me A River is... interesting. You're gonna be drawing a LOT haha. But since a main mechanic is adding to your deck, that makes sense. Hilarious title xD Spearmaiden is basically always a 5/5 for 4... I'm not nuts about it but I can understand where you're coming from with the design. I wouldn't showcase it. Maybe replace with the Staff, which I like! And if you end up deciding to ditch a minion, I'd ditch this one.
I'd make Sea Elemental either a 2/2. As it is now, you can coin it out on 1 and hero power on 2 to have a 4/3 and that just feels too good. Especially because you are going to have a lot of ways to add cards to your deck. And while you're at it, add the elemental minion tag ;)
I would consider making Frostfire only target minions. Not a huge thing, but I'd def think about it. Water Blast is fine but boring (which I mean, is fine for Basic, but I bet you could get something better in here). Stormseer is nicely made. And finally, Three Fathoms Below is... hard to judge. hahaha. which make me think it should not be showcased. I'd prefer Frostfire.
And yeah, I did not get the ref with your Nuts // Bolts entries? And sorry, I totally just jumped around/did this is a dumb order, haha. Hope it was helpful!!!
Spearmaiden can go to 4/6, allowing Chillwind to trade evenly with it. I outlined Finding Mobus' role, I feel like it should be kept as an example. Sea Elemental should stay at 3/2 because: If you coin out a 2/3 or 3/2, then you play another 2-mana minion, you get more stats than a 4/3 and "passed" turn 2. In addition, 4/3 is well within the realm of turn 2 removal. And yes, I know I'm missing the tag. Yes, I'll try to think of something else for Water Blast. Three Fathoms was either a 5 or 6 mana card, I'm still thinking of which it should be. Do you mind telling me the reasoning behind Frostfire being able to target minions only?
Furthermore, about the Hero Power. There is a way to circumvent the fatigue, but I wasn't sure if it would be too complex. But, seeing as many other people have introduced entirely new concepts/mechanics with their Hero Power, I figure I'll do the same now.
Yup, I mean all of my feedback - take what you want from it :) it's your baby, in the end. hehe. And, fwiw, I prefer Fathoms at 6. Adding cards to your deck is a big advantage for your class, and worth more than 0 mana.
I guess the 12 dmg to face with 2 Frostfires just felt a bit out of place for the class... mage is supposed to be able to do shit like that. I could be wrong in how I'm interpreting your class. I guess it just depends on how you see it!
Yup, I mean all of my feedback - take what you want from it :) it's your baby, in the end. hehe. And, fwiw, I prefer Fathoms at 6. Adding cards to your deck is a big advantage for your class, and worth more than 0 mana.
I guess the 12 dmg to face with 2 Frostfires just felt a bit out of place for the class... mage is supposed to be able to do shit like that. I could be wrong in how I'm interpreting your class. I guess it just depends on how you see it!
True, but Sea Witches technically pre-date mages :^). Warcraft lore and all that. Since this isn't a *naga* class, but rather a Sea Witch, I thought I'd have a focus on stronger spells, though not to the point of Mage's extremely efficient AOEs.
I do agree that Fathoms being at 6, especially with this being the new token. This mechanic wasn't introduced until GvG, but this will work. Scry Me a River will need to be redone, though.
OKAY! I'M DONE!!!! Post is up. Thank you SO much to all of you.
If you're still in need of a review, REPLY TO THIS!!!!! I'll see what I can do tonight :) <3
I don't want to swamp you with work (especially when I don't think I've been able to help you at all this time round, sorry), but it'd be great if you could do a quick run-through and see if any cards stand out as being OP or badly designed :D.
Notes: - Blazing Claw is now a 3 mana 2/3 weapon. As it turns out, being able to 'store' 3 Attack for your Hero Attack combo cards is very, very, very strong, and enables too many burst combos for what I have planned later. - I'm considering dropping Fireblade Demoness for something else. IDK what though. - I'm not sure how to cost Oracle's Prophecy.
Thanks in advance :D
This is looking GREAT. Seriously, well done.
Personally, I'd make Rain of Fire only target minions in order to differentiate it from Slash's effect. And since it's really meant as AOE, it doesn't lose much value by not targeting face. Also, I'd consider Ironhand Guard as a 2/2. Oracle's Prophecy might be fine at 3 mana, especially with the change to Blazing Claw, but it still might be better at 4. Hard to say. Agreed that the slot used up by Fireblade Demoness could be better utilized, especially because you have 2 other minions already. Maybe a spell that interacts with the fact that you have some stuff with tokens going on? Like a smaller Bloodlust or something?
That's all I have. Have you picked what to showcase yet? I love what you've done with Slash and Burn btw!!
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 like your class, its very dark, but flavorful :D
Time to Rise/Starving Ghoul: this card feels like an insane aggro tool, you would have two 2/2s on the T2 (albeit with a summoning sickness). This followed up by a Starving Ghoul that would become a 3/3 right away ... that is some sick opener. Even like Coin hero power T1 and Starving Ghoul T2 is a pretty strong start. I mean i do like Starving Ghoul, i think the HP play is fine, but the Time to Rise combo is a bit strong for my taste.
Essence Draining: while i do appreciate the fact that you can easilly overdraw yourself with this card, it feels a little too good, it should probably cost at least 8.
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.
Parry: i dont want my class to have anything to do with Divine Shields, so while that would be the absolute easiest way to do it, i "cant" for this reason. Also Parry "only" protects from an actual attack by a minion or hero, not from the spell damage, since it wouldnt make sense for a weapon block to deflect a fireball, right ?:)
Worthy Opponent: im sorry you dont like it :( but one of my main focuses in my class is to be a strong arena class and this minion would be a perfect addition for that. I think its a decent minion on its own and would be a good card to have in a set for new players as well, so i think i will keep it.
Nobody Saw Nothing: see i would phrase it exactly like that, but im not sure if it would just draw two cards even if you didnt have a weapon to destroy in this case, i want to avoid that situation.
Target Practice: yeah, im scrapping this card, i have another idea for it in a future set and i would have too many "draw a card" effects in basic set anyway, so dont worry about this one for now :)
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.
I have nothing to give feedback on, every card looks good, you are good to go :)
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.
Flame Mystery: while i kinda like the idea of this, the awkward moment when you draw a non-dmg dealing spell is a bit weird.
Conflagrating Mark: spell taunt is a nice idea, but it _could_ become a bit OP in some situations or messy/confusing in others. Not sure if its worth the trouble.
Flame: i dont like this one, it can easilly become a 4-cost Leeroy (or better) in your class. Obviously there is no way to weaken it with stats, since 3/1 is Wolfrider, ... mby make it 5-cost? I still dont like the 7/4 version, like i said ... Abyssal Enforcer power level.
I'm still undecided about my hero power. Here are my options (with a basic synergy associated)
Option #1 "2 random damage" (current one)
Option #2 "switching Hero Power"
The player will start with "Deal 2 damage"
Option #3 "Topdeck screwer"
Option #4 with my custom "Roast" mechanic
At first I didn't want to put my keyword on my Hero Power (simplicity etc.), but I noticed that a lot of people did put their keyword on their Hero Power. Also Blizzard themselves didn't bother expliciting what a "basic Totem" is on Totemic Call.
Now for the basic cards
1/ Cards I'm pretty sure I want in my basic set (or at least a variation of them)
The "15 or less cards" mechanic is of course an indirect synergy with Roast.
In addition to those, I will add the "Skilled Cook" card associated with the Hero Power I will pick (except in #4).
2/ Cards I'm not sure about
/!\ There is A LOT of cards in this spoiler. Be prepared!
TOKENS:
NOTES:
The "regurgitate" on "Eat Alive" means that the destroyed minion will be resummoned for its player.
"Dragonbreath Chili" deals damage to minions opposite your hero. If a player has an even number of minions, the two at the center will be damage. If a player has an odd number of minions, only the one at the center will be damaged. The idea is that the hero spits fire in from of him.
I know I still don't have anything that fits challenge #3, I will deal with this later. I first want to focus on the cards' effects and then I will shove #3 into two of them in one way or another.
...and I don't resist to the urge of showing you what is next if make it to the next rounds!
BUT WAIT THERE'S MORE!
In addition to helping me with artworks, @Schlauchneid made two version of a brand new card border for my class. Here they are!
The difference between then is that nothing protudes on the text box on the second one. Which is best?
Thanks for your answers!
I like the first version of the hero power, nice and simple. v2 is just too damn slow, there would have to ba a lot of cards that would do something if you were in Wait stance and im not sure that is the route you want to take, tho i suppose ppl do like dual hero powers for some reason. v3 is just no way ... v4 like do you want to be in fatigue by turn 7 or something ?:D
Fry: you could probably take wording from like Cone of Cold (adjacent to it > next to it).
Giant Barbecue: same thing. I think it says adjacent to it, when the damage differs, no? (Grievous Bite, Explosive Shot)
Butchers Cleaver: definitely not a basic card material.
Celebration: would probably be most interesting with the v4 of your hero power, but i dont think its worth it for that.
Dragonbreath Chilli: hate these type of wordings/interactions :x
Eat Alive: wtf is that word? regurgitate? first time i ever saw it :D not sure about the effect, tho.
Beefy Vegan: both versions absolutely busted for arena purposes.
Crazy Cook: Magnataur Alpha, dont make the effect pre-tgt, also its not the same wording, do you mean her to damage the minions even when attacked?:o
Drakonid Knacker: i guess its fine.
Grill Cook: i know what you mean, but the wording sounds bad.
Haute Cuisine: i dont like this very much, feels like it could be easilly abused to draw a very specific card.
Ironforge Baker: rofl this feels almost patches lvl, not quite, but almost in terms of deck thinning.
Shiny Red Apple: rofl, you crazy ?:D
Vegan Diet: v1is fine, v2 i dont get the purpose of that wording.
Omelette Chef: this feels very specific, the ability i mean, not sure where should you put it (in which set) for it to make sense to be a card.
Food Critic: i REALLY dont like overstated early drops, i mean this one can bacfire big time, but another thing i dont like is huge hit-or-miss cards and this is that.
Gulienne Cut: ehm what? 3-cost Assassinate that gives you two 1/1 tokens? i dont think you thought this one through :P
Old God Delicatessen: i love the idea of this, especially since it kinda promotes cards like Doomcaller, but i think this is way too strong. Generally Cthun is used mainly for its battlecry, not the body, so having the option to cast his battlecry for 3 mana seems a bit insane.
Card border: i like the second version, but that being said, im not liking the ornaments. Not sure what it actually is, but looks like some Christmas crap :D
Thanks for the complement dude, I appreciate it. Now to the cards I don't feel like Time to Rise/Starving Ghoul combo is that strong but maybe is just me. Also I'm gonna bump Essence Drain to 8.
My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse , which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class, Quick-Time . Quick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate. This however is the Basic set, so we don't have to talk about it here.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Basic cards that showcase some of the aspects of the Time Traveler class.
One might look at Future Sight and think "This uses a card slot. Why don't I just use my Hero Power instead?" True, you can do that. However in addition to costing no Mana to play, you get to look and rearrange another card. That one extra card can easily make an extremely significant difference and make more strategies and plans. This is basically a one-time Hero Power with a huge powerspike which could be very strong.
Accelerate Time provides a very interesting cycle card for Time Travelers. You can play this, then play the card you just drew essentially negating the 2 Mana cost of this card with the reduction of the card you just drew. It can be very useful for setting up Quick-Time effects combined with planning what you want to draw with it (possible via Hero Power and Future Sight). At first glance, this might look underpowered compared to Far Sight. However Shaman has no way to manipulate or see their deck order and because of the smaller cost and discount, it's easier to get Mana value out of this.
In addition to being able to manipulate time, Time Travelers also practice sand magic. Sand is the element of time after all. Quicksand is a good example card of this. For 3 mana, you put a minion back on top of their owner's deck. It's like a Sap, though it forces your opponent to draw the card again and take their draw up for that turn. Though usually not Mana efficient, you can also put your own minions on top of your deck to re-activate their Battelcries or Quick-Time effects.
Time Traveler also gets Been There and Done That. Two cards that both cost 4 mana and have similar effects which copy cards (Been There for minions and Done That for spells). The two cards complete the phrase "Been There, Done That" (challenge 6 yo!). When you see a minion card, you know you've been to their location before and you travel there and alter reality and give you additional copies of it. You'll also remember all the cool stuff you've done on your travels and Done That will give you those memories and live them once again.
Remaining Basic cards:
I was also thinking of writing flavor texts. I'm not very good at writing them though, but I gave it a try for the Basic set:
Future Sight - It's important to not spend too much time focusing on your Future Sight, or you'll lose your Present Sight.
Dust Typhoon - Pro-tip: Do not disenchant your good cards to make your Dust Typhoon bigger.
Accelerate Time - It's amazing how impatient some Time Travelers are when they can literally control time.
Sandmancer - Listen to the new Elite Tauren Chieftain song, "Enter Sandmancer".
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
Thank you very much for pointing this out! Believe it or not i did some research, but stupid me i couldnt even look at "races column" on wiki to see what races actually live in Highmaul lol. Yeah, i need to be a lot more mindful of such things when goin for a flavor like this. I tried to find an appropriate ogre art, but no luck :F so i kept the art and changed the name to Guild Weaponsmith. Guild as in Brawler's Guild. Hope that fits better now. Ok, so this is pretty much finished. Any final thoughts? Especially on flavor of Pep Talk and if Requiem of Rainbows should be 2/4 instead of 2/3. Thanks.
Gladiator: Phase II
_________________________________________________
Rehgar was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in action and ready to relive his glory days in the alternate universe of Hearthstone :)
Deceptively Simple: 9/10 cards with 2 or less lines of text
Nuts // Bolts: Hack'n'Slash
Card descriptions:
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.
Nobody Saw Nothing: cheap card draw, or so it would seem. It's basically an Arcane Intellect when combined with the 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 that turn. Btw you wouldnt be able to play the card without an equipped weapon, wording is consistent with Blade Flurry with which i tested the interaction (proof here).
Pep Talk: i actually love the flavor this card ended up having :D i think it's hilarious. You will give your minion(s) a "pep talk" of such magnitude, that they will run through anything to get things done!
Guild Weaponsmith: i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. The effect is obviously pretty strong, but i think the awkwardness of having it on a 1-drop balances it out nicely. It does give you a decent T3 with the hero power for example, so it is not that awkward :) You can obviously keep it for a combo with an actual weapon, but the beauty of it is that you can play it for tempo on T1 or just buff the weapon from your hero power for a little extra dmg to fill your curve whenever.
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. Expect some interesting names out of the future weapons as well. I am fully accepting this as one of my class'es themes at this point. I think it is plausible, since gladiators would definitely name their weapons, right?:)
Late for Training: i know that givin a minion Charge is generally frowned upon and the original Charge (card) was nerfed cause of how strong of a potential it had for OTKs and such. But iv actually got a positive feedback on my version of it, with -2 Attack givin you latitude to utilize the mechanic of an immediate attack, but not necessarily doing tons of damage. Expect some Momentum synergies in the future with this card, to make for some cute combo(s) :)
Hack: an addition to the Holy Smite / Arcane Shot family. Pretty straight forward id say :)
Slash: a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is "weak aoes". It is still very much a decent card. Namely for Arena.
Parry: you've already seen this in Phase 1. One of the signature cards for my class in the "protect" category, with a great flavor i think :)
Worthy Opponent: i have received mixed feedback on this card, some loved it, but some didnt like another vanilla minion. I think it goes great with the identity of my class. It is a strong standalone minion to threaten the board that would be expected to survive a turn. Also it would be a very good arena card, which is something i strive for with most of my cards.
@Ragnador Iron Gates: Flavor seems off. I don't see how a gate is gonna give bonus attack. It'd make more sense as +2 health, or even +3 health given Totemic Might.
Essence Drain: Dear god both versions of this are broken beyond belief. Maybe version 1 but with "Destroy a friendly minion". Then you could make it cost 6-7 and it'd probably be balanced.
Rest of the cards seem good!
@Demonxz95 Dust Typhoon: Just wanted to say I really like this card :P
Quicksand: I might be in the minority but I think this is really OP. It's a more versatile Sap that skips your opponents next draw for 1 extra mana. If your behind and your opponents uses this on you, you basically just lose.
Done That: I like the flavor of the been there done that thing more this way! Plus it should avoid some OP combos being spells only but I'm sure it'll still create some shenanigans!
@Opal736 Consuming Blade: Love the concept!
Razer Blades: This seems a bit too good. If you go face with it it's a Fireball that also gives you a 2/1 weapon and is more versatile. I think at 3 damage it'd be fine.
Reaction: I'd restrict this to to damaging minions as if your opponent has 5 minions and you Leeroy Jenkins and use 2 of these thats 20 damage with 3 cards.
Dancing Blades: This is just too good. More often than not it'll be 9 damage for 3 mana and that's nuts. I'd change the damage to 2.
Hardened Elemental: This is just too good since it's not paying anything for it's Divine Shield.
Violet Crusher: This is by far my favorite of the 3. Good design!
Golden Guardian: More often than not this is a 3 mana 3/6 with "Can't attack heros" and that's too good, especially for basic. You might be able to get away with 3/5 but I'm not really a fan.
@Sinti Highmaul Smith definitely makes the most sense out of the 2. I'm terrible with card naming so I can't help much with that haha.
Big Sword: This feels pretty weird and clunky tbh. I've thought about ignores taunt a bit in the past and I don't think it should be in the game as it'd be so frustrating to play against and is counter productive to the idea of having taunt in the game. I think it'd be fine as just +4 attack. If you can attack with a minion it gives you 4 face damage for 3 mana along with a buff and that's fair.
Requiem of Rainbows: I still think this should be a 2/4. I mean control weapons have room to be stronger, just look at Fool's Bane. Atm it has the same stats as Assassin's Blade (4/3 vs 3/4) but it has to be used against minions.
OKAY! I'M DONE!!!! Post is up. Thank you SO much to all of you.
If you're still in need of a review, REPLY TO THIS!!!!! I'll see what I can do tonight :) <3
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Might be changing Water Blast... and still not 100% sure if my Nuts/Bolts counts.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Click the image to go to my custom Time Traveler class.
Notes:
- Blazing Claw is now a 3 mana 2/3 weapon. As it turns out, being able to 'store' 3 Attack for your Hero Attack combo cards is very, very, very strong, and enables too many burst combos for what I have planned later.
- I'm considering dropping Fireblade Demoness for something else. IDK what though.
- I'm not sure how to cost Oracle's Prophecy.
Thanks in advance :D
Why Rogue is my favourite class:
My submission for this week's card design competition.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
...I'm thinking putting a limit on the number of reviews would have been a good idea, hahah.
So I'm reviewing for Demon, NiRaSt, Mewdrops, McF4rtson, and CheeseEtc!
THAT'S IT. ;D
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I outlined Finding Mobus' role, I feel like it should be kept as an example.
Sea Elemental should stay at 3/2 because: If you coin out a 2/3 or 3/2, then you play another 2-mana minion, you get more stats than a 4/3 and "passed" turn 2. In addition, 4/3 is well within the realm of turn 2 removal. And yes, I know I'm missing the tag.
Yes, I'll try to think of something else for Water Blast.
Three Fathoms was either a 5 or 6 mana card, I'm still thinking of which it should be.
Do you mind telling me the reasoning behind Frostfire being able to target minions only?
Furthermore, about the Hero Power. There is a way to circumvent the fatigue, but I wasn't sure if it would be too complex. But, seeing as many other people have introduced entirely new concepts/mechanics with their Hero Power, I figure I'll do the same now.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Thanks to Schlauchneid for the help!.
The Necromancer
Version 1 Version 2
I'm pretty content with the basic set and if there is no other problem I'm gonna submit it.
So I'm now working on my submission post. How does this look?
EDIT: For some reason, the banner isn't centering properly. It looks fine when editing the post, but wrong in the actual post.EDIT 2: Got it!
Click here to go back to my Phase I post.
My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse , which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class, Quick-Time . Quick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate. This however is the Basic set, so we don't have to talk about it here.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Basic cards that showcase some of the aspects of the Time Traveler class.
One might look at Future Sight and think "This uses a card slot. Why don't I just use my Hero Power instead?" True, you can do that. However in addition to costing no Mana to play, you get to look and rearrange another card. That one extra card can easily make an extremely significant difference and make more strategies and plans. This is basically a one-time Hero Power with a huge powerspike which could be very strong.
Accelerate Time provides a very interesting cycle card for Time Travelers. You can play this, then play the card you just drew essentially negating the 2 Mana cost of this card with the reduction of the card you just drew. It can be very useful for setting up Quick-Time effects combined with planning what you want to draw with it (possible via Hero Power and Future Sight). At first glance, this might look underpowered compared to Far Sight. However Shaman has no way to manipulate or see their deck order and because of the smaller cost and discount, it's easier to get Mana value out of this.
In addition to being able to manipulate time, Time Travelers also practice sand magic. Sand is the element of time after all. Quicksand is a good example card of this. For 3 mana, you put a minion back on top of their owner's deck. It's like a Sap, though it forces your opponent to draw the card again and take their draw up for that turn. Though usually not Mana efficient, you can also put your own minions on top of your deck to re-activate their Battelcries or Quick-Time effects.
Time Traveler also gets Been There and Done That. Two cards that both cost 4 mana and have similar effects which copy cards (Been There for minions and Done That for spells). The two cards complete the phrase "Been There, Done That" (challenge 6 yo!). When you see a minion card, you know you've been to their location before and you travel there and alter reality and give you additional copies of it. You'll also remember all the cool stuff you've done on your travels and Done That will give you those memories and live them once again.
Remaining Basic cards:
I was also thinking of writing flavor texts. I'm not very good at writing them though, but I gave it a try for the Basic set:
So, how does it look? Also, is it worth posting it now or waiting for page 2 to start? Broeck and BlackC1pher have some pretty strong scores.
Click the image to go to my custom Time Traveler class.
Ok, so this is pretty much finished. Any final thoughts? Especially on flavor of Pep Talk and if Requiem of Rainbows should be 2/4 instead of 2/3. Thanks.
Gladiator: Phase II
_________________________________________________
Rehgar was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in action and ready to relive his glory days in the alternate universe of Hearthstone :)
________________________________________________________
Example cards
Rest of the Basic set:
Card descriptions:
Phase II Bonus Challenges fulfilment:
Card descriptions:
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.
Nobody Saw Nothing: cheap card draw, or so it would seem. It's basically an Arcane Intellect when combined with the 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 that turn. Btw you wouldnt be able to play the card without an equipped weapon, wording is consistent with Blade Flurry with which i tested the interaction (proof here).
Pep Talk: i actually love the flavor this card ended up having :D i think it's hilarious. You will give your minion(s) a "pep talk" of such magnitude, that they will run through anything to get things done!
Guild Weaponsmith: i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. The effect is obviously pretty strong, but i think the awkwardness of having it on a 1-drop balances it out nicely. It does give you a decent T3 with the hero power for example, so it is not that awkward :) You can obviously keep it for a combo with an actual weapon, but the beauty of it is that you can play it for tempo on T1 or just buff the weapon from your hero power for a little extra dmg to fill your curve whenever.
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. Expect some interesting names out of the future weapons as well. I am fully accepting this as one of my class'es themes at this point. I think it is plausible, since gladiators would definitely name their weapons, right?:)
Late for Training: i know that givin a minion Charge is generally frowned upon and the original Charge (card) was nerfed cause of how strong of a potential it had for OTKs and such. But iv actually got a positive feedback on my version of it, with -2 Attack givin you latitude to utilize the mechanic of an immediate attack, but not necessarily doing tons of damage. Expect some Momentum synergies in the future with this card, to make for some cute combo(s) :)
Hack: an addition to the Holy Smite / Arcane Shot family. Pretty straight forward id say :)
Slash: a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is "weak aoes". It is still very much a decent card. Namely for Arena.
Parry: you've already seen this in Phase 1. One of the signature cards for my class in the "protect" category, with a great flavor i think :)
Worthy Opponent: i have received mixed feedback on this card, some loved it, but some didnt like another vanilla minion. I think it goes great with the identity of my class. It is a strong standalone minion to threaten the board that would be expected to survive a turn. Also it would be a very good arena card, which is something i strive for with most of my cards.
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@Ragnador
Iron Gates: Flavor seems off. I don't see how a gate is gonna give bonus attack. It'd make more sense as +2 health, or even +3 health given Totemic Might.
Essence Drain: Dear god both versions of this are broken beyond belief. Maybe version 1 but with "Destroy a friendly minion". Then you could make it cost 6-7 and it'd probably be balanced.
Rest of the cards seem good!
@Demonxz95
Dust Typhoon: Just wanted to say I really like this card :P
Quicksand: I might be in the minority but I think this is really OP. It's a more versatile Sap that skips your opponents next draw for 1 extra mana. If your behind and your opponents uses this on you, you basically just lose.
Done That: I like the flavor of the been there done that thing more this way! Plus it should avoid some OP combos being spells only but I'm sure it'll still create some shenanigans!
@Opal736
Consuming Blade: Love the concept!
Razer Blades: This seems a bit too good. If you go face with it it's a Fireball that also gives you a 2/1 weapon and is more versatile. I think at 3 damage it'd be fine.
Reaction: I'd restrict this to to damaging minions as if your opponent has 5 minions and you Leeroy Jenkins and use 2 of these thats 20 damage with 3 cards.
Dancing Blades: This is just too good. More often than not it'll be 9 damage for 3 mana and that's nuts. I'd change the damage to 2.
Hardened Elemental: This is just too good since it's not paying anything for it's Divine Shield.
Violet Crusher: This is by far my favorite of the 3. Good design!
Golden Guardian: More often than not this is a 3 mana 3/6 with "Can't attack heros" and that's too good, especially for basic. You might be able to get away with 3/5 but I'm not really a fan.
@Sinti
Highmaul Smith definitely makes the most sense out of the 2. I'm terrible with card naming so I can't help much with that haha.
Big Sword: This feels pretty weird and clunky tbh. I've thought about ignores taunt a bit in the past and I don't think it should be in the game as it'd be so frustrating to play against and is counter productive to the idea of having taunt in the game. I think it'd be fine as just +4 attack. If you can attack with a minion it gives you 4 face damage for 3 mana along with a buff and that's fair.
Requiem of Rainbows: I still think this should be a 2/4. I mean control weapons have room to be stronger, just look at Fool's Bane. Atm it has the same stats as Assassin's Blade (4/3 vs 3/4) but it has to be used against minions.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!