I don't get the point of your hero power? You draw it, then it auto casts and draws a card? Meaning it pretty much did nothing? Maybe you wanted them to draw 2 cards? Remember those cards state you draw on top of the effect EG: Nerubian Ambush!.
Sea Elemental: Should probably be 2/2 at most and that'd still be rather strong. The combo with Go With the Flow would be devastating on turn 2 since you could keep buffing him with your hero power.
Rest of the cards seem sweet! Don't forget the token for Whale Shark though!
The point of Ocean Depths is to increase your deck size without filling it with random stuff. (Like for Spearmaiden and the eventual keyword) I will note the Sea Elemental comment. And yeah, I omitted the token out of sheer laziness, will be sure to add that in later...
Hmm, seems a bit one dimensional tbh. If your decks not using the specific synergy cards then you have a really bizzare and weak hero power. Not sure on it.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
I don't get the point of your hero power? You draw it, then it auto casts and draws a card? Meaning it pretty much did nothing? Maybe you wanted them to draw 2 cards? Remember those cards state you draw on top of the effect EG: Nerubian Ambush!.
Sea Elemental: Should probably be 2/2 at most and that'd still be rather strong. The combo with Go With the Flow would be devastating on turn 2 since you could keep buffing him with your hero power.
Rest of the cards seem sweet! Don't forget the token for Whale Shark though!
The point of Ocean Depths is to increase your deck size without filling it with random stuff. (Like for Spearmaiden and the eventual keyword) I will note the Sea Elemental comment. And yeah, I omitted the token out of sheer laziness, will be sure to add that in later...
Hmm, seems a bit one dimensional tbh. If your decks not using the specific synergy cards then you have a really bizzare and weak hero power. Not sure on it.
Never once thought of having Ocean Depths draw two, as you earlier stated. Maybe that is something worth looking into.
I think it'd be balanced that way, weaker than the average hero power initially but with a payoff later on. Plus calculating how not to overdraw would be really fun haha.
Partially reworked my class to account for my new hero power:
Five Showcase cards:
Five other cards:
Changes since my last post: Hero Power reworked. Scry Me a River reworked. Spearmaiden now a 4/6 when buffed as opposed to a 5/5. Glintscale Stormseer hasn't changed, but its mechanics has. It now draws from your deck by thinning two cards, rather than one. A subtle difference. In addition, this card forces you to have added an Ocean Depths previously, or it will not draw.
What is your 2 card saying?
Also, currently you have 5 cards that have 2 or fewer lines. Although the challenge requires 6.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Okay, I think I'm finished! Any last thoughts before I submit? I'll fix up the cards and center stuff and add in the necessary links when I post it, of course.
The Harbinger
O Great Dragon of the end, I ask of you but one favour. Listen closely to the wailing of the mortal souls trapped in this broken realm. If you so wish, I shall stand by your side, and together, we shall heed their prayers - we shall free them. Also, if you don't mind, we should really go for dinner some time.
The Harbinger is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). With her band of devoted cultists under her command, she also has the capability to go for a more tempo-based, token-style game plan. Her Hero Power is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
Revelry is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like Flesheating Ghoul , but it's a far more central part of the Harbinger 's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
Notes: - Revelry will trigger once for each minion killed in an AOE or trade. - Minions that are killed by an AOE or trade will not trigger their Revelry effects. - Minions don't trigger their own Revelry effects if they die.
Example Basics:
Rally the Chosen: The nameless, the unwanted, the abandoned - gather by my side, and you will never be lost again. Rally the Chosen is an end-game card that gives you both some burst damage to finish the game, as well as board presence. 1/1 Cultist tokens will be a little sub-theme of the class.
Oracle's Prophecy (NOTE: SHOULD COST 4):Ah, yes. The images come - a violent inferno, a scarlet sky, and then... peace. The Harbinger class has many cards that synergise with your hero having high attack, indicative of Faye's unique charisma and ability to rally people to her cause. This card provides some card draw, which is important for all decks.
Blazing Claw:Some flames long for more than a wild, fleeting glory - they long for a shape, a purpose. A seemingly innocuous weapon that actually has very strong synergies. The Harbinger is a weapon class, but they aren't as central a part of the identity as they are for a class like warrior, and will not show up very frequently. The attack boost granted by weapons counts as 'Hero Attack', which enables some very powerful synergies as they can be used to 'store' attack over multiple turns.
Deal with the Devil (NOTE: SHOULD COST 1):Do you wish for power? I will give it to you - as long as you make me one promise... A card that could be useful in a token archetype, buffing up your small dudes into kinda-big, kinda-scary minions. Since the card gives about +2/+1 at max (assuming you don't run weird 0 attack minions) and essentially freezes the buffed minions (unless they were summoned this turn), I figured it's fair enough at (1). Like Warlock, the Harbinger has access to demons and synergies with them (which will be included in later sets).
Initiation: Do not fear - despite our reputation, we are brother and sister here. You will be treated well. The Harbinger class has access to some limited Armor gain, as well a little healing, as a form of sustain in order to offset all the damage you'll be taking as you punch minions with your hero power. A decent enough play on 2 that can save you some precious health.
Other Basics:
-- Slash and Burn are the Nuts//Bolts challenge cards. It refers to a popular agricultural practice where people burn and cut down trees to get fertile farmland. -- Bloodfire Acolyte has been changed to a 2 mana 2/1 since phase 1.
<<Phase 1 Submission (Contains other cards)>> Thanks for reading, thanks to everyone who helped me with the cards, and good luck to other contestants!
If anyone wants any feedback, just reply to this and I'll try to get to you at some point xD. Don't swamp me with work though, I'm procrastinating enough as is.
Sorry if it seems spammy, I just changed a lot again and it seems silly for people to possibly give feedback on cards I've already changed/removed. >-<
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
Ever wanted to draw way too many cards? (Well, you probably play ultimate infestation then.) Celestial Meditation is the class's main card draw, but requires you to spend 5 mana to do nothing for a turn. Providing you're already ahead, or confident you can make the trade, the card draw is powerful, if not immediately usable.
The rest:
Is the Debilitate + The Harder They Fall combo too strong? I could put the latter back up to 2 mana again, at the moment its akin to old warrior's execute (with a more finicky trigger)
Edit: Aw wait, the 0/10 cost card needs to be an example card, not just one in the set. I guess I can show debilitate as an example card instead of the card draw, but it seems a little boring.
Sorry if it seems spammy, I just changed a lot again and it seems silly for people to possibly give feedback on cards I've already changed/removed. >-<
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
Ever wanted to draw way too many cards? (Well, you probably play ultimate infestation then.) Celestial Meditation is the class's main card draw, but requires you to spend 5 mana to do nothing for a turn. Providing you're already ahead, or confident you can make the trade, the card draw is powerful, if not immediately usable.
The rest:
Is the Debilitate + The Harder They Fall combo too strong? I could put the latter back up to 2 mana again, at the moment its akin to old warrior's execute (with a more finicky trigger)
Edit: Aw wait, the 0/10 cost card needs to be an example card, not just one in the set. I guess I can show debilitate as an example card instead of the card draw, but it seems a little boring.
Really nice flavour. Also like the art you chose. Here some balance suggestions:
The Bigger They Come: Seems Balanced. And this wording sounds definitely better.
Solar Construct: Love the name now and seems balanced.
Val'Kyr Maiden: Maybe you could just say: 'When you cast a spell on this minion, gain Windfury.' Or 'When a spell is cast on this minion,...'
Tol'vir Oracle: This effect is actually very strong. If you have strong buff cards in your class this should cost more imo.
Celestial Meditation: Seems good now.
Reconstruct: Good. Feels like a nice Basic card.
Debilitate: Nothing much to say. Is fine.
The Harder they Fall: Seems little cheap. In comb with Debilitate it is a 1 mana removal. Pretty strong. Maybe 2 mana.
Stoneskin: Like suggested before i would kick the repeatable mechanic from basic cards. Maybe something like 'Give a minion *+3/+3*. If it has *8* or more Attack/Health, add a copy of this spell to your hand.' Then the effect would be conditinal and more easy to understand. And still fits your theme I think.
Chain Blighting: Should say 'Give all enemy minions,...'
Partially reworked my class to account for my new hero power:
Five Showcase cards:
Five other cards:
Changes since my last post: Hero Power reworked. Scry Me a River reworked. Spearmaiden now a 4/6 when buffed as opposed to a 5/5. Glintscale Stormseer hasn't changed, but its mechanics has. It now draws from your deck by thinning two cards, rather than one. A subtle difference. In addition, this card forces you to have added an Ocean Depths previously, or it will not draw.
I actually kinda like this rework of the hero power, tho it does mean some changes in how will the mechanic work, it might not be the worst idea to make it draw 2 cards, but be very careful how you balance the cards that would draw/put Ocean Depths from/to your deck like Glintscale Stormseer or Three Fathoms Below, since it will be basically actual "Draw a card" mechanic then.
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
15 January 2018
Pelt Stones and Rain Boulders reworded for OCDs.
Nature Elemental art and name has been changed. Elemental Tribe removed.
Aftershock Elemental stats from 5/5 to 4/5
Mountain Elemental art and name has been changed. Stats from 4/8 to 4/7
Cursed Monolith damage reduced from 6 to 5 and summoned tokens stats from 4/4 to 3/3
Additional notes: Mold and Crushing Arms are placed under watchlist for nerf
All cards have unique tokens, thou they are not showcased here.
16 January 2018
Earthbound Elemental stats increased from 4/7 to 4/8
Mold effect has been changed to "Gain 8 Armor. Summon a 4/4 Elemental"
Ha! Glad you finally made the change to the "twice" wording with the comma, it does look a lot better this way. All cards actually look pretty good to go now, tho i still think Crushing Arms should produce a 3/3 token and thinking about it, you could make it the same token as Cursed Monolith and be that a kind of recurring thing in your future cards as well, to produce the same 3/3 token. Could be a nice touch. Btw one of the cards isnt showing, the one between Break and Cursed Monolith.
Okay, I think I'm finished! Any last thoughts before I submit? I'll fix up the cards and center stuff and add in the necessary links when I post it, of course.
The Harbinger
O Great Dragon of the end, I ask of you but one favour. Listen closely to the wailing of the mortal souls trapped in this broken realm. If you so wish, I shall stand by your side, and together, we shall heed their prayers - we shall free them. Also, if you don't mind, we should really go for dinner some time.
The Harbinger is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). With her band of devoted cultists under her command, she also has the capability to go for a more tempo-based, token-style game plan. Her Hero Power is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
Revelry is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like Flesheating Ghoul , but it's a far more central part of the Harbinger 's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
Notes: - Revelry will trigger once for each minion killed in an AOE or trade. - Minions that are killed by an AOE or trade will not trigger their Revelry effects. - Minions don't trigger their own Revelry effects if they die.
Example Basics:
Rally the Chosen: The nameless, the unwanted, the abandoned - gather by my side, and you will never be lost again. Rally the Chosen is an end-game card that gives you both some burst damage to finish the game, as well as board presence. 1/1 Cultist tokens will be a little sub-theme of the class.
Oracle's Prophecy (NOTE: SHOULD COST 4):Ah, yes. The images come - a violent inferno, a scarlet sky, and then... peace. The Harbinger class has many cards that synergise with your hero having high attack, indicative of Faye's unique charisma and ability to rally people to her cause. This card provides some card draw, which is important for all decks.
Blazing Claw:Some flames long for more than a wild, fleeting glory - they long for a shape, a purpose. A seemingly innocuous weapon that actually has very strong synergies. The Harbinger is a weapon class, but they aren't as central a part of the identity as they are for a class like warrior, and will not show up very frequently. The attack boost granted by weapons counts as 'Hero Attack', which enables some very powerful synergies as they can be used to 'store' attack over multiple turns.
Deal with the Devil (NOTE: SHOULD COST 1):Do you wish for power? I will give it to you - as long as you make me one promise... A card that could be useful in a token archetype, buffing up your small dudes into kinda-big, kinda-scary minions. Since the card gives about +2/+1 at max (assuming you don't run weird 0 attack minions) and essentially freezes the buffed minions (unless they were summoned this turn), I figured it's fair enough at (1). Like Warlock, the Harbinger has access to demons and synergies with them (which will be included in later sets).
Initiation: Do not fear - despite our reputation, we are brother and sister here. You will be treated well. The Harbinger class has access to some limited Armor gain, as well a little healing, as a form of sustain in order to offset all the damage you'll be taking as you punch minions with your hero power. A decent enough play on 2 that can save you some precious health.
Other Basics:
-- Slash and Burn are the Nuts//Bolts challenge cards. It refers to a popular agricultural practice where people burn and cut down trees to get fertile farmland. -- Bloodfire Acolyte has been changed to a 2 mana 2/1 since phase 1.
<<Phase 1 Submission (Contains other cards)>> Thanks for reading, thanks to everyone who helped me with the cards, and good luck to other contestants!
If anyone wants any feedback, just reply to this and I'll try to get to you at some point xD. Don't swamp me with work though, I'm procrastinating enough as is.
I think you are ready to go, tho i dont like Rally the Chosen too much, i think it would be ok, if your class didnt have any weapons, but it might become rather problematic in the future. Blazing Claws already makes this a 9 dmg + full board of 1/1 tokens that you can utilize to something more. I mean i think in a vacuum, the card is fine, but the weapons might rly be a dangerous combo. I guess what im trying to say is, that this card might severely limit your design space for the weapons in the future, that being said, your hero power and other "give your hero X attack" cards already do that ...
Sorry if it seems spammy, I just changed a lot again and it seems silly for people to possibly give feedback on cards I've already changed/removed. >-<
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
Ever wanted to draw way too many cards? (Well, you probably play ultimate infestation then.) Celestial Meditation is the class's main card draw, but requires you to spend 5 mana to do nothing for a turn. Providing you're already ahead, or confident you can make the trade, the card draw is powerful, if not immediately usable.
The rest:
Is the Debilitate + The Harder They Fall combo too strong? I could put the latter back up to 2 mana again, at the moment its akin to old warrior's execute (with a more finicky trigger)
Edit: Aw wait, the 0/10 cost card needs to be an example card, not just one in the set. I guess I can show debilitate as an example card instead of the card draw, but it seems a little boring.
Solar Construct: doesnt rly feel like a basic card, but i guess if we close both eyes it can pass.
Valkyr Maiden: i actually kinda like the wording, i think you came up with a decent one.
Reconstruct: i almost want to say this could cost 3.
The Harder They Fall: should probably be 2 cost, even with such an uncommon trigger, having an attack buff or something is not that uncommon.
Stoneskin: absolutely unacceptable for a basic set, since "repeatable this turn" was introduced in KAC. That is a very specific mechanic. To be honest just keep it as a +2/+3 buff for 3 and you are good.
Rest is ok.
Ok, so i did change Requiem of Rainbows to 2/4, thanks for the input.
Turkeybag brought up one more issue and that is if Pep Talk should include "Ignores Taunt"or not. If i were to remove it, i would lover the cost to 2, but im not sure i do want to remove it, can i get some more opinions on this? Thanks.
Noone rly had any problem with any other card, so i will assume you guys think they r fine :)
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.
Comments for sets from page 14 to the beginning of page 16 (submission that were quoted only or that I already commented on in their current state are ignored)
@McF4rtson
Individual cards
Scry me a River: Excellent card unique to your class that show the mechanic really well.
Finding Mobus: Nice, but doesn't fit into a basic set.
Sea Elemental: Nice, excellent synergy.
Naz'jar Spearmaiden: Nice, excellent synergy.
Three Fathoms Below: Nice, but it could cost 5 because Ocean Depths are still a liability over the long term.
Go with the Flow: Not sure it fits into a basic set
Serpent Crest Staff: Nice.
Water Bast: Wow, judging by the font this is a VERY old card. That said there are too much cards like this in other entries so I wouldn't do this. Not to mention it sucks when compared to Shadow Strike.
Glintscale Stormseer: Excellent, could be a 5/4 imo. It's also more interesting than Naz'jar Spearmaider to show.
Frostfire: Nice.
Overall
It's one of the best basic sets I've seen because it really shows the class' main mechanic. The only problem is that... It does that too well. This makes it one-sided. I also can't see any AOEs, I don't know if you intend this to be your class' weakness but I would still just throw one (not necessarily an effective one) just to be sure.
Your set also gives me some ideas for later since your class' mechanic is the exact symetric of mine (deck filling vs. deck burning).
@Ragnador
Individual cards
Iron Gates: Useless. your Graves will NEVER live long enough to attack.
Time To Rise: Nice.
Touch of Death: Too powerful during the early game. I would bump it to 2mana deal 2 damage.
Starving Ghoul: Nice. It's a 2mana 3/3 90% of the time, but it's hard to trigger in the early game so that makes it balanced.
Fresh Corpse: Nice conceptu but make it cost 1, it's too easy to screw otherwise.
Dust to Dust:Arcane Explosion sucks. This gives you an idea of the power level of this card. The fact that it hits heroes too is not significant.
Ashes to Ashes: Nice.
Steel Shield Skeleton: An alright filler.
Essence Draining: The first one.
Overall
There is a lot of underpowered and one straight up useless card in this set. Maybe you planned to do some synergy with them later, but basic cars should also be playable on their own, the synergy being only a bonus.
@Demonxz95
Individual cards
Future sight: Nice.
Accelerate. Nice.
Quick Sand: Is Sap + card draw really is worth 3 mana? I don't think so. It should cost 4.
Been There: Alright
Done That: With 2 "Done That" in your hand you can potentially have infinite copies of a spell that costs (6) or less. This could limit your design space. The concept is nice though.
Dust Typhoon: THIS IS MIEN!!1
Sandmancer: Nice, but "Card that were added to your hand this turn costs (1) less" is better wording. Nevemind, you need this for #2.
Sand Attack. This is still Hammer of Wrath for 3 mana. That it can't hit heroes is irrelevant.
Crossfire Bolts: Nice.
Banish: Alright.
Overall
Besides some balances issues, It's a nice basic set. Solid cards + strong class identity.
@Sinti
Individual cards
Back to Basics: Alright.
Nobody saw Nothing. Nice but should still say "TO draw 2 cards" to show it's not playable when you have no weapon.
Pep Talk: Nice.
Guild Weaponsmith: Nice.
Requiem of Rainbows: Making a straight up 4/3 "Can't attack heroes" would be better.
Late for Training: Nice.
Hack: Not very original, but that's alright I suppose.
Slash: Paladin is already weak on AOE and Consecration is already bad. You COULD make it identical to Consecration.
Parry: Would be better as a secret, it's VERY weird (and weak) as it is.
Worthy Opponent: Unless you plan to have minion Health synergy in your later sets, don't do this.
Overall
Mechanically the set is still very solid. It lacks originality though.
@powerofcheese : Second Trial and Second Growing Ooze.
@Haileystrasza
Individual cards
The Bigger they Come: I still like it.
Construct of Life: What does "repeatable" mean? It doesn't fit into a classic set.
Timewalker Agent: It's alright only if you add more minions with "end of turn" effects to your basic set since the real basic set doesn't have any, which means the only cards new players can make this work with will be the "end of turn" class in your basic set.
Val'kyr Maiden: Good.
Celestial Meditation: Too good. It should draw only 4 at this cost.
Reconstruct: Good.
Smite: I actually think it's alright.
Stoneskin: No "repeatable" in the basic set.
The Harder they fall: I'm not sure it's simple enough to be into the basic set. That said it's too good anyway.
Chain Blightning: I don't really like this.
Overall
I still think your basic set lacks a coherent playstyle. Perhaps your Fate and Destiny mechanic can be supported by making "the next spell/minion you cast/play" cards.
@Mewdrops: Yes, deal with the devil is much better and original!
Sorry for the rest of page 16, but I realized this is taking me too much time. So I will now move to my stuff.
1- The Hero Power
I've received mixed feedback for my Hero Power (except the topdeck screwer which nobody liked), so I will post them all again!
Option #1 - Random damage (current)
Option #2 "switching Hero Power"
The player will start with "Deal 2 damage"
Option #3 wasn't liked so I don't repost it.
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.
Option #5 - Add to hand.
2 - The cards
The cards I want to show
The other cards
YES IT'S 6 CARDS! I CAN'T DECIDE
Tokens:
NOTES:
The "regurgitate" on "Eat Alive" means "resummon", like on Moat Lurker. I'm not sure this is adapted for a classic set...
"Old School Cooking" might seem underpowered but it allows you to choose 2 different targets so its flexibility makes up for the cost. Also, it indirectly get double bonus from Spell Damage.
Challenge #3 is done with "Have the cake and eat it too".
"Have your cake" will necessarily burn (aka roast) you some cards 99% of the time. This, I think, justifies making it cost as much as Sprint.
3 - Substitutions I'm thinking of
a) "Have your cake and eat it too" --> "Bacon and eggs"
I just noticed that the guy is frying bacon on my "Fry" card. If I rename it "Fried Bacon" I would complete #3 in a much easier way, which could free me the 2 slots of "Have your Cake and eat it too". However, it's less fun.
b) Eat it Too
This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!
c) Beefy Vegetarian
I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.
d) Eat it Alive
"Eat it Alive" is rather complex for a basic card, though no more than Tracking or Charge and I consider the word "regurgitate" comprehensible in this context. However, if you don't agree with me, I have this other hard removal in store.
Note that is isn't a transform effect! The target's deathrattle WILL trigger!
e) Old School Cooking
Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.
f) Have your Cake
The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.
EDIT:
g) Eat Alive --> Vegan Diet
Again, this removal is simplier than "Eat Alive". The second version has the advantage of sometimes being good on friendly minions as well.
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 REPLIED TO THIS
Okay Cheese, yours is the only one I have left. Where's the most recent version? Or should I wait for a new update? I'm not going to be able to get to it until tomorrow mid-day either way. xD
Nobody saw Nothing. Nice but should still say "TO draw 2 cards" to show it's not playable when you have no weapon.
Pep Talk: Nice.
Guild Weaponsmith: Nice.
Requiem of Rainbows: Making a straight up 4/3 "Can't attack heroes" would be better.
Late for Training: Nice.
Hack: Not very original, but that's alright I suppose.
Slash: Paladin is already weak on AOE and Consecration is already bad. You COULD make it identical to Consecration.
Parry: Would be better as a secret, it's VERY weird (and weak) as it is.
Worthy Opponent: Unless you plan to have minion Health synergy in your later sets, don't do this.
Overall
Mechanically the set is still very solid. It lacks originality though.
I changed Requiem of Rainbows to be a 2/4 now. I didnt rly want to make another "Cant attack heroes" effect in one set, but i do want to make different "Deals double damage to X." goin forward, so that was my thought behind this card. I do grant you that the basic set is can seem rather unoriginal, yes. I think i kinda sprung this on myself with the class itself, dunno. I will try to be more original in the future, if i get there.
Btw the wording on Nobody Saw Nothing is correct, or it should be. It follows Blade Flurry's wording and i tried it in game and u cannot cast Blade Flurry without a weapon equipped.
1- The Hero Power
I've received mixed feedback for my Hero Power (except the topdeck screwer which nobody liked), so I will post them all again!
Option #1 - Random damage (current)
Option #2 "switching Hero Power"
The player will start with "Deal 2 damage"
Option #3 wasn't liked so I don't repost it.
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.
Option #5 - Add to hand.
2 - The cards
The cards I want to show
The other cards
YES IT'S 6 CARDS! I CAN'T DECIDE
Tokens:
NOTES:
The "regurgitate" on "Eat Alive" means "resummon", like on Moat Lurker. I'm not sure this is adapted for a classic set...
"Old School Cooking" might seem underpowered but it allows you to choose 2 different targets so its flexibility makes up for the cost. Also, it indirectly get double bonus from Spell Damage.
Challenge #3 is done with "Have the cake and eat it too".
"Have your cake" will necessarily burn (aka roast) you some cards 99% of the time. This, I think, justifies making it cost as much as Sprint.
3 - Substitutions I'm thinking of
a) "Have your cake and eat it too" --> "Bacon and eggs"
I just noticed that the guy is frying bacon on my "Fry" card. If I rename it "Fried Bacon" I would complete #3 in a much easier way, which could free me the 2 slots of "Have your Cake and eat it too". However, it's less fun.
b) Eat it Too
This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!
c) Beefy Vegetarian
I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.
d) Eat it Alive
"Eat it Alive" is rather complex for a basic card, though no more than Tracking or Charge and I consider the word "regurgitate" comprehensible in this context. However, if you don't agree with me, I have this other hard removal in store.
Note that is isn't a transform effect! The target's deathrattle WILL trigger!
e) Old School Cooking
Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.
f) Have your Cake
The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.
So, what do you think.
Eat Alive: why dont u just say "Resummon it."? The replacement, why is is so cheap? if anything it should cost more than Assassinate, since you are basically negating one board space for your opponent.
Beefy Vegetarian: id prefer the 10/10 version i suppose, i mean its not that much worse/better than Ironbark in terms of game play. The other version could be a little too strong, if your opponent couldnt kill it the next turn, Gargoyle is shit cause of the stats, this having high stats and most importantly the taunt, is a lot different.
I cant rly comment on the other replacements, im not sure which ones would be better to be honest. Hero Power i still like the v1 i think.
@cheeseetc, slightly annoyed that u gave opinion to everyone else's class but mine....
You posted at the wrong time twice. Here's your review then:
Individual cards
Geomancer's Disciple: Nice, if you plan to make Armor synergy later on.
Crushing Arms. Ok.
Break: Ok.
Rain Boulders: Looks like a warrior card. Do you plan to make damage synergy? If so, perhaps you should put some in your basic set as well.
Cursed Monolith: The Mutations could be 4/4s.
Collect Sand: Alright Filler.
Pelt Stones: Could become dangerous in the future, be careful about the type of cards you do with this!
Aftershock Elemental: Alright.
Earthbound Elemental: Alright filler, but it lacks the Elemental tag.
Mold: You could make this a 6mana 4/4 that says "Battlecry: Gain 8 Armor". I don't know why this is a spell.
Overall
The problem with your basic set is that I don't really get how your class is played and what makes it stand out. In particular, I see no cards that could synergize with either your hero power and your keyword. I advise you to replace the least original cards with these synergies. I also get that you want to make scattered damage a theme of your class, perhaps you could add some synergies there as well, stuff like Frothing Berserker (not as powerful of course, it would be broken in your class).
EDIT: I noticed you already submitted. I don't know if you can make all those modifications.
@Sinti: But it's implied from Blade Flurry's effect that it requires a weapon, besides it's not a basic card. I still think it should be "to". Many classes can take advantage of a 0/7 token (Inner Fire anyone?) which is why I made it cost 3. Perhaps it should be 4 mana but that's as far as I'm willing to go (If I go with this one of course).
I've received mixed feedback for my Hero Power (except the topdeck screwer which nobody liked), so I will post them all again!
Option #1 - Random damage (current)
Option #2 "switching Hero Power"
The player will start with "Deal 2 damage"
Option #3 wasn't liked so I don't repost it.
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.
Option #5 - Add to hand.
2 - The cards
The cards I want to show
The other cards
YES IT'S 6 CARDS! I CAN'T DECIDE
Tokens:
NOTES:
The "regurgitate" on "Eat Alive" means "resummon", like on Moat Lurker. I'm not sure this is adapted for a classic set...
"Old School Cooking" might seem underpowered but it allows you to choose 2 different targets so its flexibility makes up for the cost. Also, it indirectly get double bonus from Spell Damage.
Challenge #3 is done with "Have the cake and eat it too".
"Have your cake" will necessarily burn (aka roast) you some cards 99% of the time. This, I think, justifies making it cost as much as Sprint.
3 - Substitutions I'm thinking of
a) "Have your cake and eat it too" --> "Bacon and eggs"
I just noticed that the guy is frying bacon on my "Fry" card. If I rename it "Fried Bacon" I would complete #3 in a much easier way, which could free me the 2 slots of "Have your Cake and eat it too". However, it's less fun.
b) Eat it Too
This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!
c) Beefy Vegetarian
I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.
d) Eat it Alive
"Eat it Alive" is rather complex for a basic card, though no more than Tracking or Charge and I consider the word "regurgitate" comprehensible in this context. However, if you don't agree with me, I have this other hard removal in store.
Note that is isn't a transform effect! The target's deathrattle WILL trigger!
e) Old School Cooking
Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.
f) Have your Cake
The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.
EDIT:
g) Eat Alive --> Vegan Diet
Again, this removal is simplier than "Eat Alive". The second version has the advantage of sometimes being good on friendly minions as well.
So, what do you think?
WOW. hahahha. I feel like I missed seeing this in phase 1. This is hilarious and ridiculous and cool. Thoughts in spoiler:
For your hero power, honestly I like the first/original one!! What can I say, I like simplicity. I definitely don't like the changing hero power because it just seems weak on top of being complicated. Also not crazy about keywords in the hero power... so if you end up changing it, I vote for the one where you add a hot meal card to your hand. But I like the original most.
I prefer your bacon and eggs set to the cake and eat it too. I agree that the cake set is fun, but the effect is... a bit much. Save those concepts for other sets. HOWEVER, I just noticed your 2nd idea for "Have your Cake" and I much prefer that to the draw 10 cards one. Okay. I would go with your Fried Bacon and Fried Eggs for basic, and use the "Draw highest cost" spell in classic.
If you go with the self-healing Beefy Vegetarian, I'd drop the attack, maybe to 5. Seems a bit too good as is. I prefer Butcher to Eat Alive, esp. for Basic. Also prefer Butcher to either of your Vegan Diet cards... Butcher just has great flavor, hah, I'd showcase that one. I'd keep Old School Cooking, especially if you stick with your original hero power. I'm not crazy about Roasting Drake, especially since there are no Dragons in basic (I know! it's true.) but I mean it's fine, I personally just wouldn't showcase it.
I don't like Oven Malfunction's burst. It just doesn't feel right for the class... What about 6 mana deal 8 damage, that way you can't double down in one turn? Or make it target just minions. And Giant Barbecue is TOO STRONG. I would not include both this and Oven Malfunction... personally, I'd ditch Oven Malfunction and change Giant Barbecue to 7 mana.
SO, I vote for:
(but changing Giant Barbecue to 7 mana... also while you're at it, the text should say "next to it") and for your 10th card, I'd consider using Oven Malfunction's name and art and coming up with a new effect, maybe something with RNG because of the flavor of a malfunction ;D And if you're going to ditch a minion for an extra spell, I'd ditch the drake. He can fit into Classic pretty easily :)
Hope this helps, and as always all my thoughts are just my own; you do you!!!!
@Sinti: But it's implied from Blade Flurry's effect that it requires a weapon, besides it's not a basic card. I still think it should be "to". Many classes can take advantage of a 0/7 token (Inner Fire anyone?) which is why I made it cost 3. Perhaps it should be 4 mana but that's as far as I'm willing to go (If I go with this one of course).
I mean my original wording was "Destroy your weapon to draw 2 cards." exactly cause of what ur saying. I guess i can change it back, but other ppl werent so keen on that wording, thats why i was looking for the "proper" one.
Saying that many classes can take advantage of the token is kinda a weak argument wouldnt you say? Obviously they can, but do you see those buffs in meta decks? I suppose you can flip it and say, "So what? The tools r there." and i would agree, so yeah, bump it to 4-cost and be done with it. But 3 is definitely waaaaaaaaay too low.
So, here should be my basic set. Tell me what you think about it and also which example cards would be better. Right now I'm considering using the first five cards as examples, but I'm not really sure about Razor Blades and Violet Crusher (also I had to change this one because it didn't fit 2 lines, is it still fine or should I reduce its stats?). I've also other possible cards in the spoiler at the bottom of the post.
What's in a Soulknife's base toolkit? Well mostly ways to deal with single opponents: in 1v1 fights the Soulknife can give his best. That said he obviously has other tools up his sleeve, to manage to best any kind of opponent, in any situation.
Card explanation:
Chain: Being able to shape his energy at will, a mind-Chain is fitting for our Soulknife as a great double-edged neutralization. It can save you in a difficult situation, but only with a good follow up. Also giving taunt to a big crystal elemental might be an interesting tool too.
Mind Shield: Yet another use of your multi-shaping mind blade that will allow you to trade big guys without being scared of losing too much health. It might also be a useful defensive tool in certain match-ups.
Razor Blades: A core card of the class: single removal with weapon generation to allow weapon synergies next turn. The token is the same as the hero power's. It's also a pretty interesting use of shaping mind blades in the morning. Provided you are precise enough, of course... or that you don't really care about your face.
Hidden Blade: This shows one of the several ways weapon synergy can work in the class. If you are unarmed there is not much this can do. Just remember that a Soulknife is never unarmed, even if he might look so.
Violet Crusher: Psionic constructs are another base theme of the class as I've already said in the first submission, and this crystalline giant can be quite a pain to deal with if you haven't got the right answer ready.
Soulbolt Trainee: Her mind-bolts can provide cheap damage against the enemies, but she needs weapons to be equipped many times to generate actual value. She's still a trainee after all.
Reaction: A way to show the adaptive fighting of the Soulknife without using the class keyword. If your opponent keeps filling his board with minions he will have to be prepared to much more than this though. Also... ChainReaction.
Graveyard Of Swords: Yet another use for your swords is just to... dump them to do something better. No seriously. Like to activate one of the card draws of this class. The Soulknife has low-cost card draws that come often with a disadvantage. Still with so much weapon generation you won't mind using one charge of your Mind Sword for this, right? (Note that it can't be used on curve without wasting a coin though).
Consuming Blade: An energy-hungry weapon that consumes everything on its path. Even other fellow Consuming Blades, if needed. Might seem a bit strong at first, but to play this consistently on turn 3 your opponent has to trigger your hero power, or you have to waste your turn 2. In both cases your opponent should be able to get ahead of you.
Storm Of Blades: Well I've already talked about this in my first post. It's one of the few aoe effects of the class, and also allows you to trigger weapon synergies.
Other possible options I've been considering:
I will review some posts later, right now I'm too tired... I hope I managed to make my class enjoyable and not mono-directional like it was before.
Hidden Blade: tho wording is kinda funny looking. It looks like it says that if you have a weapon, u will destroy the weapon instead of dealing 5 dmg :D
WOW. hahahha. I feel like I missed seeing this in phase 1. This is hilarious and ridiculous and cool. Thoughts in spoiler:
For your hero power, honestly I like the first/original one!! What can I say, I like simplicity. I definitely don't like the changing hero power because it just seems weak on top of being complicated. Also not crazy about keywords in the hero power... so if you end up changing it, I vote for the one where you add a hot meal card to your hand. But I like the original most.
I prefer your bacon and eggs set to the cake and eat it too. I agree that the cake set is fun, but the effect is... a bit much. Save those concepts for other sets. HOWEVER, I just noticed your 2nd idea for "Have your Cake" and I much prefer that to the draw 10 cards one. Okay. I would go with your Fried Bacon and Fried Eggs for basic, and use the "Draw highest cost" spell in classic.
If you go with the self-healing Beefy Vegetarian, I'd drop the attack, maybe to 5. Seems a bit too good as is. I prefer Butcher to Eat Alive, esp. for Basic. Also prefer Butcher to either of your Vegan Diet cards... Butcher just has great flavor, hah, I'd showcase that one. I'd keep Old School Cooking, especially if you stick with your original hero power. I'm not crazy about Roasting Drake, especially since there are no Dragons in basic (I know! it's true.) but I mean it's fine, I personally just wouldn't showcase it.
I don't like Oven Malfunction's burst. It just doesn't feel right for the class... What about 6 mana deal 8 damage, that way you can't double down in one turn? Or make it target just minions. And Giant Barbecue is TOO STRONG. I would not include both this and Oven Malfunction... personally, I'd ditch Oven Malfunction and change Giant Barbecue to 7 mana.
SO, I vote for:
(but changing Giant Barbecue to 7 mana... also while you're at it, the text should say "next to it") and for your 10th card, I'd consider using Oven Malfunction's name and art and coming up with a new effect, maybe something with RNG because of the flavor of a malfunction ;D And if you're going to ditch a minion for an extra spell, I'd ditch the drake. He can fit into Classic pretty easily :)
Hope this helps, and as always all my thoughts are just my own; you do you!!!!
Keep in mind that you have only 4 cards there with 2 or fewer lines of text, and you need 6: that means you'll have to pair down on some wording.
This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!
c) Beefy Vegetarian
I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.
Note that is isn't a transform effect! The target's deathrattle WILL trigger!
e) Old School Cooking
Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.
f) Have your Cake
The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.
Big post.
Your hero power: I er... really dislike classes that switch hero powers. Doesn't suit the game at all. My opinion. So, I narrowed down my choices to option 1 and 5. You make the final say as to which will most benefit your class in the long run.
From your "original" cards, that is, the part where you posted all your cards (I'll get to your card swaps below): Have Your Cake:Sprint Eat it Too: Setting Health for your hero is most definitely a Legendary power. It has only been seen twice (iirc) so far. Old-School Cooking is fine, just some wording issues. Check cards like Razorpetal Volley/Lasher, or Forgotten Torch. Giant Barbecue: I'd do 4 damage instead of 5. I used Explosive Shot and Flamestrike as balance points. Eat it Too: I still don't like the new version, mostly over its strange wording. If you want this effect, you can say "shuffle a copy of each card played this turn into your deck". Beefy Vegetarian: I'm ok with both versions. If you want self-heal to be a recurring theme, by all means go for the new version. Butcher: Should probably cost 4. That being said, I'd honestly prefer this as a 5-mana transform card for the sake of simplicity. Vegan Diet: I much prefer Vegan Diet over Butcher as a replacement for Eat Alive. Both versions work really nicely, though the 3-mana version *might* just be worth 4-mana? Not sure. Have your Cake: Having played Shadowverse and YuGiOh a lot, I love specific tutor cards. I'm fine with it, so if no one else comments on how it's a new mechanic, I'd use this new 3-mana version.
I once made a Chef class for the second? Or third? Class competition. I have quite a bit of art left over and *ahem* saucy card names as well, PM me.
Pep Talk: Nothing wrong with the card itself, but ignoring Taunt would have to be a theme in your class. It's a simple mechanic but Blizzard has never added it in yet. Maybe they want to preserve the stability that Taunt provides? Your class' flavour could be enhanced by this but it can't be a one-off thing, just a reminder for future sets. Hack and Slash are... fine. Just really boring, no offense. There's no problem with them, I just though you could use them for something better. Late for Training ..."ok". Giving a minion charge is always very dangerous... but "ok". For now. Worthy Opponent: I see you have a vanilla minion. There is a way to introduce vanilla minions, at least, for me. Think of a stat line your class would *love* to have. Maybe your class needs a big health minion to soak damage and act as a heal target. Maybe you class is weak against Priest, so you add a solid 4-attack minion. Does a 3/8 benefit your class in any way?
So, here should be my basic set. Tell me what you think about it and also which example cards would be better. Right now I'm considering using the first five cards as examples, but I'm not really sure about Razor Blades and Violet Crusher (also I had to change this one because it didn't fit 2 lines, is it still fine or should I reduce its stats?). I've also other possible cards in the spoiler at the bottom of the post.
What's in a Soulknife's base toolkit? Well mostly ways to deal with single opponents: in 1v1 fights the Soulknife can give his best. That said he obviously has other tools up his sleeve, to manage to adapt to any kind of opponent and situation.
Card explanation:
Chain: Being able to shape his energy at will, a mind-Chain is fitting for our Soulknife as a great double-edged neutralization. It can save you in a difficult situation, but only with a good follow up. Also giving taunt to a big crystal elemental might be an interesting tool too.
Mind Shield: Yet another use of your multi-shaping mind blade that will allow you to trade big guys without being scared of losing too much health. It might also be a useful defensive tool in certain match-ups.
Razor Blades: A core card of the class: single removal with weapon generation to allow weapon synergies next turn. The token is the same as the hero power's. It's also a pretty interesting use of shaping mind blades in the morning. Provided you are precise enough, of course... or that you don't really care about your face.
Hidden Blade: This shows one of the several ways weapon synergy can work in the class. If you are unarmed there is not much this can do. Just remember that a Soulknife is never unarmed, even if he might look so.
Violet Crusher: Psionic constructs are another base theme of the class as I've already said in the first submission, and this crystalline giant can be quite a pain to deal with if you haven't got the right answer ready. The trick is to give him something he likes. The problem is that everything makes him angry though.
Soulbolt Trainee: Her mind-bolts can provide cheap damage against the enemies, but she needs weapons to be equipped many times to generate actual value. She's still a trainee after all.
Reaction: A way to show the adaptive fighting of the Soulknife without using the class keyword. If your opponent keeps filling his board with minions he will have to be prepared to much more than this though. Also... ChainReaction.
Graveyard Of Swords: Yet another use for your swords is just to... dump them to do something better. No seriously. Like to activate one of the card draws of this class. The Soulknife has low-cost card draws that come often with a disadvantage. Still with so much weapon generation you won't mind using one charge of your Mind Sword for this, right? (Note that it can't be used on curve without wasting a coin though).
Consuming Blade: An energy-hungry weapon that consumes everything on its path. Even other fellow Consuming Blades, if needed. Might seem a bit strong at first, but to play this consistently on turn 3 your opponent has to trigger your hero power, or you have to waste your turn 2. In both cases your opponent should be able to get ahead of you.
Storm Of Blades: Well I've already talked about this in my first post. It's one of the few aoe effects of the class, and also allows you to trigger weapon synergies.
Other possible options I've been considering:
I will review some posts later, right now I'm too tired... I hope I managed to make my class enjoyable and not mono-directional like it was before.
Thanks for all the feedback back there. Seeing how you haven't submitted yet, I'll give you a quick review.
First of all, regarding the hero power: I'm not a fan of all these classes having very complex Hero Powers, as it should be kept simple in my opinion. That aside, I don't think including your class keyword in the HP is very good. The second version is much better, but still a bit too complex. What exactly does 'getting a weaker HP' mean? It's not intuitive.
Regarding the cards:
Mindshield: Kinda weird for it to be a non-Paladin Divine Shield card.
Razor Blades: I'm not sure it should cost 4. Not only do you deal 4 damage to any target, but also you get a 2/2 weapon for further control. It should either cost (5) mana or deal (3) damage in my opinion.
Hidden Blade: Not sure whether it is too powerful or not.
Violet Crusher: Again, Divine Shield in another class that is not Paladin feels weird. Also, I don't know if that effect should belong to a basic card.
The rest seem fine.
Overall, it's not bad. It feels too close to Rogue, in my opinion, so try to shove in a little more of the 'Soul' or 'magic' part of the class to set them more apart.
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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
15 January 2018
16 January 2018
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@McF4rtson
I think it'd be balanced that way, weaker than the average hero power initially but with a payoff later on. Plus calculating how not to overdraw would be really fun haha.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I want a new title, but Flux won't let me have one,
Okay, I think I'm finished! Any last thoughts before I submit? I'll fix up the cards and center stuff and add in the necessary links when I post it, of course.
The Harbinger
O Great Dragon of the end, I ask of you but one favour. Listen closely to the wailing of the mortal souls trapped in this broken realm. If you so wish, I shall stand by your side, and together, we shall heed their prayers - we shall free them.
Also, if you don't mind, we should really go for dinner some time.The Harbinger is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). With her band of devoted cultists under her command, she also has the capability to go for a more tempo-based, token-style game plan. Her Hero Power is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
Notable Characteristics/Mechanics:
- Hero Attack Synergy
- BIG Board Clears
- 1/1 Cultist tokens
- Demons
- Revelry
Keyword:
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
Revelry is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like Flesheating Ghoul , but it's a far more central part of the Harbinger 's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
Notes:
- Revelry will trigger once for each minion killed in an AOE or trade.
- Minions that are killed by an AOE or trade will not trigger their Revelry effects.
- Minions don't trigger their own Revelry effects if they die.
Example Basics:
Rally the Chosen: The nameless, the unwanted, the abandoned - gather by my side, and you will never be lost again.
Rally the Chosen is an end-game card that gives you both some burst damage to finish the game, as well as board presence. 1/1 Cultist tokens will be a little sub-theme of the class.
Oracle's Prophecy (NOTE: SHOULD COST 4): Ah, yes. The images come - a violent inferno, a scarlet sky, and then... peace.
The Harbinger class has many cards that synergise with your hero having high attack, indicative of Faye's unique charisma and ability to rally people to her cause. This card provides some card draw, which is important for all decks.
Blazing Claw: Some flames long for more than a wild, fleeting glory - they long for a shape, a purpose.
A seemingly innocuous weapon that actually has very strong synergies. The Harbinger is a weapon class, but they aren't as central a part of the identity as they are for a class like warrior, and will not show up very frequently. The attack boost granted by weapons counts as 'Hero Attack', which enables some very powerful synergies as they can be used to 'store' attack over multiple turns.
Deal with the Devil (NOTE: SHOULD COST 1): Do you wish for power? I will give it to you - as long as you make me one promise...
A card that could be useful in a token archetype, buffing up your small dudes into kinda-big, kinda-scary minions. Since the card gives about +2/+1 at max (assuming you don't run weird 0 attack minions) and essentially freezes the buffed minions (unless they were summoned this turn), I figured it's fair enough at (1). Like Warlock, the Harbinger has access to demons and synergies with them (which will be included in later sets).
Initiation: Do not fear - despite our reputation, we are brother and sister here. You will be treated well.
The Harbinger class has access to some limited Armor gain, as well a little healing, as a form of sustain in order to offset all the damage you'll be taking as you punch minions with your hero power. A decent enough play on 2 that can save you some precious health.
Other Basics:
-- Slash and Burn are the Nuts//Bolts challenge cards. It refers to a popular agricultural practice where people burn and cut down trees to get fertile farmland.
-- Bloodfire Acolyte has been changed to a 2 mana 2/1 since phase 1.
<<Phase 1 Submission (Contains other cards)>>
Thanks for reading, thanks to everyone who helped me with the cards, and good luck to other contestants!
If anyone wants any feedback, just reply to this and I'll try to get to you at some point xD. Don't swamp me with work though, I'm procrastinating enough as is.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Click here or the banner to see the phase 1 post!
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
Ever wanted to draw way too many cards? (Well, you probably play ultimate infestation then.) Celestial Meditation is the class's main card draw, but requires you to spend 5 mana to do nothing for a turn. Providing you're already ahead, or confident you can make the trade, the card draw is powerful, if not immediately usable.
The rest:
Noone rly had any problem with any other card, so i will assume you guys think they r fine :)
Gladiator: Phase II
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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 :)
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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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Comments for sets from page 14 to the beginning of page 16 (submission that were quoted only or that I already commented on in their current state are ignored)
@McF4rtson
Individual cards
Overall
It's one of the best basic sets I've seen because it really shows the class' main mechanic. The only problem is that... It does that too well. This makes it one-sided. I also can't see any AOEs, I don't know if you intend this to be your class' weakness but I would still just throw one (not necessarily an effective one) just to be sure.
Your set also gives me some ideas for later since your class' mechanic is the exact symetric of mine (deck filling vs. deck burning).
@Ragnador
Individual cards
Overall
There is a lot of underpowered and one straight up useless card in this set. Maybe you planned to do some synergy with them later, but basic cars should also be playable on their own, the synergy being only a bonus.
@Demonxz95
Individual cards
but "Card that were added to your hand this turn costs (1) less" is better wording. Nevemind, you need this for #2.Overall
Besides some balances issues, It's a nice basic set. Solid cards + strong class identity.
@Sinti
Individual cards
Overall
Mechanically the set is still very solid. It lacks originality though.
@powerofcheese : Second Trial and Second Growing Ooze.
@Haileystrasza
Individual cards
Overall
I still think your basic set lacks a coherent playstyle. Perhaps your Fate and Destiny mechanic can be supported by making "the next spell/minion you cast/play" cards.
@Mewdrops: Yes, deal with the devil is much better and original!
Sorry for the rest of page 16, but I realized this is taking me too much time. So I will now move to my stuff.
1- The Hero Power
I've received mixed feedback for my Hero Power (except the topdeck screwer which nobody liked), so I will post them all again!
Option #1 - Random damage (current)
Option #2 "switching Hero Power"
The player will start with "Deal 2 damage"
Option #3
wasn't liked so I don't repost it.
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.
Option #5 - Add to hand.
2 - The cards
The cards I want to show
The other cards
YES IT'S 6 CARDS! I CAN'T DECIDE
Tokens:
NOTES:
3 - Substitutions I'm thinking of
a) "Have your cake and eat it too" --> "Bacon and eggs"
I just noticed that the guy is frying bacon on my "Fry" card. If I rename it "Fried Bacon" I would complete #3 in a much easier way, which could free me the 2 slots of "Have your Cake and eat it too". However, it's less fun.
b) Eat it Too
This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!
c) Beefy Vegetarian
I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.
d) Eat it Alive
"Eat it Alive" is rather complex for a basic card, though no more than Tracking or Charge and I consider the word "regurgitate" comprehensible in this context. However, if you don't agree with me, I have this other hard removal in store.
Note that is isn't a transform effect! The target's deathrattle WILL trigger!
e) Old School Cooking
Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.
f) Have your Cake
The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.
EDIT:
g) Eat Alive --> Vegan Diet
Again, this removal is simplier than "Eat Alive". The second version has the advantage of sometimes being good on friendly minions as well.
So, what do you think?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@cheeseetc, slightly annoyed that u gave opinion to everyone else's class but mine....
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
I changed Requiem of Rainbows to be a 2/4 now. I didnt rly want to make another "Cant attack heroes" effect in one set, but i do want to make different "Deals double damage to X." goin forward, so that was my thought behind this card. I do grant you that the basic set is can seem rather unoriginal, yes. I think i kinda sprung this on myself with the class itself, dunno. I will try to be more original in the future, if i get there.
Btw the wording on Nobody Saw Nothing is correct, or it should be. It follows Blade Flurry's wording and i tried it in game and u cannot cast Blade Flurry without a weapon equipped.
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Individual cards
Overall
The problem with your basic set is that I don't really get how your class is played and what makes it stand out. In particular, I see no cards that could synergize with either your hero power and your keyword. I advise you to replace the least original cards with these synergies. I also get that you want to make scattered damage a theme of your class, perhaps you could add some synergies there as well, stuff like Frothing Berserker (not as powerful of course, it would be broken in your class).
EDIT: I noticed you already submitted. I don't know if you can make all those modifications.
@Sinti: But it's implied from Blade Flurry's effect that it requires a weapon, besides it's not a basic card. I still think it should be "to". Many classes can take advantage of a 0/7 token (Inner Fire anyone?) which is why I made it cost 3. Perhaps it should be 4 mana but that's as far as I'm willing to go (If I go with this one of course).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
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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!) •
Gave feedback to those who haven't submitted yet.
So, I narrowed down my choices to option 1 and 5. You make the final say as to which will most benefit your class in the long run.
Have Your Cake: Sprint
Eat it Too: Setting Health for your hero is most definitely a Legendary power. It has only been seen twice (iirc) so far.
Old-School Cooking is fine, just some wording issues. Check cards like Razorpetal Volley/Lasher, or Forgotten Torch.
Giant Barbecue: I'd do 4 damage instead of 5. I used Explosive Shot and Flamestrike as balance points.
Eat it Too: I still don't like the new version, mostly over its strange wording. If you want this effect, you can say "shuffle a copy of each card played this turn into your deck".
Beefy Vegetarian: I'm ok with both versions. If you want self-heal to be a recurring theme, by all means go for the new version.
Butcher: Should probably cost 4. That being said, I'd honestly prefer this as a 5-mana transform card for the sake of simplicity.
Vegan Diet: I much prefer Vegan Diet over Butcher as a replacement for Eat Alive. Both versions work really nicely, though the 3-mana version *might* just be worth 4-mana? Not sure.
Have your Cake: Having played Shadowverse and YuGiOh a lot, I love specific tutor cards. I'm fine with it, so if no one else comments on how it's a new mechanic, I'd use this new 3-mana version.
Hack and Slash are... fine. Just really boring, no offense. There's no problem with them, I just though you could use them for something better.
Late for Training ..."ok". Giving a minion charge is always very dangerous... but "ok". For now.
Worthy Opponent: I see you have a vanilla minion. There is a way to introduce vanilla minions, at least, for me. Think of a stat line your class would *love* to have. Maybe your class needs a big health minion to soak damage and act as a heal target. Maybe you class is weak against Priest, so you add a solid 4-attack minion. Does a 3/8 benefit your class in any way?
The rest seem fine.
Overall, it's not bad. It feels too close to Rogue, in my opinion, so try to shove in a little more of the 'Soul' or 'magic' part of the class to set them more apart.