I'm wondering how much time I have left. I just finished a really busy week and am wondering if It's even possible for me to catch up. Don't have a single basic card :(
Until the 21st.
Oh wow, and here I thought this round was ending on Thursday. Thank you! Back until the fray I go!
----- (Finding Mobus goes to classic) ---> ----- (Spearmaiden goes to classic) ---> --- (not entirely sure about this) ----->
--- (making nuts/bolts more obvious) ----->
--- (making nuts/bolts more obvious) ----->
Sea Elemental, i think it can be 3/2. If you are gonna spend 2 mana to give it +1/+1 next turn, it rly doesnt have to start so low.
I dont get your Nuts+bolts saying. What is it supposed to be?:o
"hell or high water"
Obviously, I can't use the word hell, so I used Outland.
why can't you say hell? is it too profane? if it's for lore reasons because there's no "hell" in azeroth, you can say hell, it's fine. plenty of characters say hell
if you want a better substitute though, I suggest "helheim". it's the vrykul underworld in stormheim in wow legion.
Changed Iron Gates name to Waking Spirits (Thanks Schlauchneid, you are a cool dog).
Changed Essence Draining to restore Health instead of drawing cards.
The Necromancer
Wishing to bring his brother back from the dead has lend Daiana down to the dark path of necromancy. Now armed with the flaming skull of his sibling and a basic understanding of the necrotic arts she will fight with an array of any forbidden knowledge that she gets her hands on.
Her Hero Power is Novice Necromancy, It gives you a body that your opponent has to remove unless they what to deal with what comes out of the graves: a 2/2 Ghoul. It may seem stronger that Paladin or Shaman Hero Power but remember that you can't attack with the grave nor the ghoul when It's summoned because It doesn't has charge. It also synergies really well with the Class Keyword.
In General the class would focus on Deathrattleminions , making cards stronger for each one that is destroyed, having good hard removal and pretty weak or situational AOE, not a lot of direct damage and sacrificing your minions to gain different effects and speaking of killing your own stuff here is the Keyword:
A deceitfully strong and versatile effect which can be trigger twice by your Hero Power.
Example Cards:
Explication under the spoiler:
Waking Spirits: A twist to Totemic Might, You might ask "Why buff attack?, your Graves wont be able to attack unless they are silenced", well the idea is to make a different way to increase the survivability of your graves without increasing their Health, your opponent would have to make the choice of taking the chip damage to deal with them or to deal with the Ghouls later.
Time to Rise: The cheapest and simplest way to spawn Graves outside of your Hero Power, I want to make them a theme like the Silver hand for Paladin or Totems for Shaman.
Starving Ghoul: Here We have a minion to showcase the "stronger when minions die" aspect of the class. Makes a nice combo with Time to Rise.
Fresh Corpse: This card show one of the Necromancer strength and weakness: card draw. You won't get a lot of access to card cycling, what you will get is a lot of ways of bringing a dead minion back from the death, again and again and again.
Ashes to Ashes: Lastly but not least Ashes to Ashes shows the hard removal that the class has access to. Comparable to Hex or Polymorph, slightly weaker but with more synergies.
Void Burst:Shadow Bolt. Hey no every card has to be a winner.
Dust to Dust: A card made to showcase the lack of strong AoE for the class. Works well with Ashes to Ashes.
Steel Shield Skeleton: This one was made because I wanted to fill the 5 drop slot for the basic set because there isn't a lot of good options for new players.
Essence Draining: Finally a second hard removal that also works as a Health stabilizer.
----- (Finding Mobus goes to classic) ---> ----- (Spearmaiden goes to classic) ---> --- (not entirely sure about this) ----->
--- (making nuts/bolts more obvious) ----->
--- (making nuts/bolts more obvious) ----->
Sea Elemental, i think it can be 3/2. If you are gonna spend 2 mana to give it +1/+1 next turn, it rly doesnt have to start so low.
I dont get your Nuts+bolts saying. What is it supposed to be?:o
"hell or high water"
Obviously, I can't use the word hell, so I used Outland.
why can't you say hell? is it too profane? if it's for lore reasons because there's no "hell" in azeroth, you can say hell, it's fine. plenty of characters say hell
if you want a better substitute though, I suggest "helheim". it's the vrykul underworld in stormheim in wow legion.
It's fine. It was mostly lore. And I chose Outland since the Naga have ties with Illidan. I've already begun to look for other names.
Changed Iron Gates name to Waking Spirits (Thanks Schlauchneid, you are a cool dog).
Changed Essence Draining to restore Health instead of drawing cards.
The Necromancer
Wishing to bring his brother back from the dead has lend Daiana down to the dark path of necromancy. Now armed with the flaming skull of his sibling and a basic understanding of the necrotic arts she will fight with an array of any forbidden knowledge that she gets her hands on.
Her Hero Power is Novice Necromancy, It gives you a body that your opponent has to remove unless they what to deal with what comes out of the graves: a 2/2 Ghoul. It may seem stronger that Paladin or Shaman Hero Power but remember that you can't attack with the grave nor the ghoul when It's summoned because It doesn't has charge. It also synergies really well with the Class Keyword.
In General the class would focus on Deathrattleminions , making cards stronger for each one that is destroyed, having good hard removal and pretty weak or situational AOE, not a lot of direct damage and sacrificing your minions to gain different effects and speaking of killing your own stuff here is the Keyword:
A deceitfully strong and versatile effect which can be trigger twice by your Hero Power.
Example Cards:
Explication under the spoiler:
Waking Spirits: A twist to Totemic Might, You might ask "Why buff attack?, your Graves wont be able to attack unless they are silenced", well the idea is to make a different way to increase the survivability of your graves without increasing their Health, your opponent would have to make the choice of taking the chip damage to deal with them or to deal with the Ghouls later.
Time to Rise: The cheapest and simplest way to spawn Graves outside of your Hero Power, I want to make them a theme like the Silver hand for Paladin or Totems for Shaman.
Starving Ghoul: Here We have a minion to showcase the "stronger when minions die" aspect of the class. Makes a nice combo with Time to Rise.
Fresh Corpse: This card show one of the Necromancer strength and weakness: card draw. You won't get a lot of access to card cycling, what you will get is a lot of ways of bringing a dead minion back from the death, again and again and again.
Ashes to Ashes: Lastly but not least Ashes to Ashes shows the hard removal that the class has access to. Comparable to Hex or Polymorph, slightly weaker but with more synergies.
Void Burst:Shadow Bolt. Hey no every card has to be a winner.
Dust to Dust: A card made to showcase the lack of strong AoE for the class. Works well with Ashes to Ashes.
Steel Shield Skeleton: This one was made because I wanted to fill the 5 drop slot for the basic set because there isn't a lot of good options for new players.
Essence Draining: Finally a second hard removal that also works as a Health stabilizer.
Time to Rise: Having two of these going second turn 1 is pretty oppressive. Assuming your opponent manages to clear two (which not all classes can do), you still end up with 4/4 worth of stats starting your turn two. Not sure how else you can balance this, however. Dust to Dust: This is very weak. 1 mana nets you a measly 1 extra damage to your opponent's face. Remember, 1 mana = Sinister Strike. Taking into account its packaged in one card, you should deal 2 to face. Ashes to Ashes and Essence Draining are perfectly fine, but you have two hard removals in your basic set. Perhaps move one to Classic, make Dust to Dust a three or four liner, then think of a two-liner to replace one these hard removals.
This costs way too much. This needs to cost about 2 or 3 to be fair. If you sack a 2 mana 3/2 and this card costs 2, then you paid 4 to draw two since you had to play a minion beforehand.
I don't really like it at 6 because I think It would make it a better Siphon Soul
@McF4rtson
Uh I thought that that I put the 2 mana version of Dust to Dust, my mistake.
I'm going to see what can I do with Ashes to Ashes and Essence Draining.
Edit: What about this instead Essence Draining
Lol, right. Forgot about Siphon Soul there for a moment :D Well, that only shows that im right tho :D At 7 it feels super bad, like u aint gonna get that much healing out of it on average, even if you get like 7 that is definitely not worth 2 mana (i mean technically it is - Holy Light - but u know ...). Btw pretty disgusting art this one :D
Mods can i plis have approval yet. Real talk, though, I didn't expect this challenge to give me this much trouble, I'm normally decent enough with humourous card names.
This costs way too much. This needs to cost about 2 or 3 to be fair. If you sack a 2 mana 3/2 and this card costs 2, then you paid 4 to draw two since you had to play a minion beforehand.
I know I know, I was asking more about the card idea more that about the card cost, I should have been more clear. I will make it cost 3 for sure.
I don't really like it at 6 because I think It would make it a better Siphon Soul
@McF4rtson
Uh I thought that that I put the 2 mana version of Dust to Dust, my mistake.
I'm going to see what can I do with Ashes to Ashes and Essence Draining.
Edit: What about this instead Essence Draining
Lol, right. Forgot about Siphon Soul there for a moment :D Well, that only shows that im right tho :D At 7 it feels super bad, like u aint gonna get that much healing out of it on average, even if you get like 7 that is definitely not worth 2 mana (i mean technically it is - Holy Light - but u know ...). Btw pretty disgusting art this one :D
Well...you can make the argument that Warlock is supposed to have weak heal so It would be fair to make my card 6.
I will take that as a compliment jajaja. You can't Imagine how easy is to find art for some of the cards, just searching for black, dark or something like that in any card game gives me wonders.
Also I had two Ideas that maybe you or somebody with a weapon class could use:
Mods can i plis have approval yet. Real talk, though, I didn't expect this challenge to give me this much trouble, I'm normally decent enough with humourous card names.
I think all of them r asleep now, you will have to w8 till tomorrow (today? ... w/e, its today for me :d).
This costs way too much. This needs to cost about 2 or 3 to be fair. If you sack a 2 mana 3/2 and this card costs 2, then you paid 4 to draw two since you had to play a minion beforehand.
I know I know, I was asking more about the card idea more that about the card cost, I should have been more clear. I will make it cost 3 for sure.
I don't really like it at 6 because I think It would make it a better Siphon Soul
@McF4rtson
Uh I thought that that I put the 2 mana version of Dust to Dust, my mistake.
I'm going to see what can I do with Ashes to Ashes and Essence Draining.
Edit: What about this instead Essence Draining
Lol, right. Forgot about Siphon Soul there for a moment :D Well, that only shows that im right tho :D At 7 it feels super bad, like u aint gonna get that much healing out of it on average, even if you get like 7 that is definitely not worth 2 mana (i mean technically it is - Holy Light - but u know ...). Btw pretty disgusting art this one :D
Well...you can make the argument that Warlock is supposed to have weak heal so It would be fair to make my card 6.
I will take that as a compliment jajaja. You can't Imagine how easy is to find art for some of the cards, just searching for black, dark or something like that in any card game gives me wonders.
Also I had two Ideas that maybe you or somebody with a weapon class could use:
These r decent starting concepts, i plan to explore some more weapon manipulation in Classic set, if i get there.
Anyway, im gonna post my class before i go to sleep since i think im happy with how it ended up, you guys helped me fine tune most of the cards and even tho some of them do perhaps feel bland or uninspired, almost all of them serve a purpose that i wanted from the basic set, so im good with that. I will just hope ppl like it in the end. Well onto the actual work that pays my rent in the next few days, i was neglecting it for far too long lol :)
@Sinti Great job your phase 2 submission, the best one so far imo. I love how only one of your cards has more than 2 lines of text and that every card thematically and mechanically make sense. Just want to also remind you to update you banner :)
Ok sorry guys I haven't been as helpful and active as I would have liked because I've been busy (and kind of sick) , but if any of you wonderful people are willing to give your opinion on my basic set I'd be more than happy to help with yours. Do be as critical as possible (but don't nitpick. I want these to be as refined as I can get them)
The Class if you need a reminder:
The 5 cards I will be showing off are these:
Rest of the cards:
Short explanation of the cards:
Stormcaller and Seacoast Warden: Both 'utility minions' which act as a removal spell on legs. Seacoast Warden sets up a minion to be easily removed, while Stormcaller straight up gets it out of there. Sink: A Recycle-esque effect that behaves like an Assassinate in practise. Swim: Card advantage with a twist. This is meant to be a means to regain some card advantage for Midrange/control decks while also digging further through their deck, but does not fit well in any combo decks because it will potentially discard a combo piece. Triton's Reproach: This card I'm not too happy with (mostly in terms of balance). This AoE attempts to set up favourable trades with your rather feeble minions, rather than outright wiping the board. Bident Strike: Damage based removal. Why not? Ocean's Protection: Enables your weak minions to trade up in the early game. Probably quite strong though. Genesis Springs: Since most of your minions act as spells, this spell enables you to hit actual minions that can fight and hold the board. Dispelling Tides: Another AoE that benefits your smaller minions, albeit more directly. Hydroblast: The rules made me do it. I know it's a terrible card.
Rollback Post to RevisionRollBack
I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Oh good. I'm glad I'm not the only person to use this card border.
So the four cards I had problems with: Bident Strike:Shadow Bolt Genesis Springs: While you are semi-tutoring with this card instead of simply drawing, I still think it should cost 3 mana like Arcane Intellect, Burgle, and Mimic Pod. Plus, Elven Minstrel pegs drawing 2 minion as about 2.5-3 mana as well, due to its combo. Swim: I don't really see the flavour or point of this card. Will discarding be a central theme? It doesn't fit the merfolk very much, tbh. Triton's Reproach: This is pretty weak. The most comparable thing is Sunkeeper Tarim, which gives you a solid 5 mana's worth of a body to go along with it *and* buffs your own minions. I'm not entirely sure how to balance this card, to be honest, though I do see where you are coming from with this card, as your Hero Power deals 2 damage.
Just like to know your opinion on balancing and general feedback! :)
Wow really like your set. In terms of balancing its all good I think. Think you have to move Impending Doom to classic though. Deathwing is a classic/expert card. Don't like the name of Hungry Dragons, would prefer Dragon Flight or Rise of the Dragons or Unleash the Dragons something similar, but thats just me. :)
Mods can i plis have approval yet. Real talk, though, I didn't expect this challenge to give me this much trouble, I'm normally decent enough with humourous card names.
Well I'm not a mod but I think this works xD "Calm before the storm" WOO!!
Woo, apologies for not being around at all after my initial posting, I've been busy with IRL stuff and only really had time to do mod-related things, instead of working on this.
I'm gonna put my stuff in a spoiler, so as not to clutter the page.
So, as before we have our wonderful Experimenter class!
I remember somebody asked about the Hero Power just being a worse version of the Paladin Hero Power, and technically, sort of yes! It is. However, since the class itself has a bunch of cards that are going to take advantage of or buff 0-Attack minions, this Hero Power is far better for the class than the Paladin one would be.
The 5 example cards are:
Zephyr Construct: Shows off the fact that 0-Attack minions are going to be a staple of the class, and meets the requirement of a 0-Cost minion. Diffusion of Power: (Changed from 2 mana to 1 mana, to match Inner Fire) An example of how the class can manipulate Health directly, which pairs very well with... Rapid Acid: ...this card which has great utility, both as a combo piece to destroy a minion or as an activator for bonus effects. Pet Project: A nice card draw card which also shows off another of the class's main mechanics, one which is expanded upon more in the Classic Set really. Herbal Remedy: (Changed from 4 mana to 5 mana) A basic buff card to show off another style of play - beyond 0-Attack and Swapping decks, Buffing swarm decks are also a possibility.
And the remaining cards are:
Incense: Another simple card draw. Verdant Vial: More 0-Attack support in the form of exclusive buffs. Banger: A simple form of direct damage, which also highlights that the class will not be good at direct damage via spells, as this is the weakest form of this spell in the game, worse even than Darkbomb (although still at least always available in Standard). Magical Experimenter: One of the cards from Phase I, this one is very important for the Swapping archetype, but since most swapping cards aren't shown yet I figured it shouldn't be an example card this Phase. Mash: A simple removal card which works well in the 0-Attack gameplan, and also as a counter to decks which flood the board with multiples of the same minion - for example, Giant-based decks.
As mentioned before, Zephyr Construct is the 0-Cost card, Banger and Mash are the common phrase (the very British Bangers and Mash), and all of my non-example cards plus Zephyr Construct have 2 or less lines of card text, for 6 total.
So, do you agree with my choices for example cards? Any balance changes necessary? Let me know!
If anybody is looking for a review or for a rule clarification, reply to me and I'll try and get back to as many as possible later tonight!
@Sinti Great job your phase 2 submission, the best one so far imo. I love how only one of your cards has more than 2 lines of text and that every card thematically and mechanically make sense. Just want to also remind you to update you banner :)
Thanks, yeah i forgot about the banner hehe, was too tired to remember it last night (this morning lol :p).
Ok sorry guys I haven't been as helpful and active as I would have liked because I've been busy (and kind of sick) , but if any of you wonderful people are willing to give your opinion on my basic set I'd be more than happy to help with yours. Do be as critical as possible (but don't nitpick. I want these to be as refined as I can get them)
The Class if you need a reminder:
The 5 cards I will be showing off are these:
Rest of the cards:
Short explanation of the cards:
Stormcaller and Seacoast Warden: Both 'utility minions' which act as a removal spell on legs. Seacoast Warden sets up a minion to be easily removed, while Stormcaller straight up gets it out of there. Sink: A Recycle-esque effect that behaves like an Assassinate in practise. Swim: Card advantage with a twist. This is meant to be a means to regain some card advantage for Midrange/control decks while also digging further through their deck, but does not fit well in any combo decks because it will potentially discard a combo piece. Triton's Reproach: This card I'm not too happy with (mostly in terms of balance). This AoE attempts to set up favourable trades with your rather feeble minions, rather than outright wiping the board. Bident Strike: Damage based removal. Why not? Ocean's Protection: Enables your weak minions to trade up in the early game. Probably quite strong though. Genesis Springs: Since most of your minions act as spells, this spell enables you to hit actual minions that can fight and hold the board. Dispelling Tides: Another AoE that benefits your smaller minions, albeit more directly. Hydroblast: The rules made me do it. I know it's a terrible card.
Seacoast Warden: i mean i get that the battlecry is basically Hunter's Mark and you have priced it accordingly, but i always found the card to be pretty strong. Having it on a minion like this, it would basically be Aldor2.0 or something close to it :D I guess its not a bad idea in the end, just this card is really powerful.
Triton's Reproach: i cant honestly say how much should this cost lol, but i guess 5 is about right, it wont do *that* much dmg on average and your opponent is still left with stuff that has to be dealt with, so i guess its fair.
Dispelling Tides: cute card, lets just hope your DK card wont be "Battlecry: Summon all minions with 6 or more Attack from your hand." lolo :P
Dispelling Tides: never mind :D i read "Draw all minions with 6 or more Attack." :D i suppose the pricing is fair, its a lot harder to hit 6 Attack minions than it is to hit 5 Attack minions (DK Anduin), so having this on a spell seem ok(-ish). Obviously pure control vs control card, which is fine tho.
Hydroblast: feels like it could be 9 mana, but i get you need a 10-cost card for the challenge, its ok since its a basic card.
Just like to know your opinion on balancing and general feedback! :)
Destroy the Weak: i wanted to say that it should cost 1 mana, since you are basically dealing 2 dmg, but i think 0 is fair, since its more like Backstab than Holy Smite, given there is a "very" specific condition under which you can actually use this card, so well done, pretty clever card.
Soulburn: double the price of Equality for excluding your board. Hmm. The effect is obviously very powerful one and it would be a boardclear with like Wild Pyromancer. I suppse the card is fair, albeit it does seem tiny bit strong, but it probably just appears that way, it would be fine in practice.
Flashire Phoenix: seems little too good for a basic card, id drop the dmg to 3 or attack to 3.
Pain: i know Flame Lance wasnt the best card ever, but mby dont power creep it in a basic set ?:D it wouldnt make sense for it to exist later on, if your card was a thing. I think these things should be taken into consideration as well.
Gain: i rly dont like these kind of early buffs, but the balance is obviously fair. Just i dont like em for how much can they snowball arena if you hit 1-/2-drops with em.
Impending Doom: cute card, but probably not a great idea from the design standpoint (gettin a specific legendary). At very least i would put it in a Classic (or later) set, definitely not in the basic.
"Science isn't about why! Its about why not!"
Dazzle and dominate your foes as the Jewelcrafter!
Well I feel that I can submit this:
Changes
The Necromancer
Wishing to bring his brother back from the dead has lend Daiana down to the dark path of necromancy. Now armed with the flaming skull of his sibling and a basic understanding of the necrotic arts she will fight with an array of any forbidden knowledge that she gets her hands on.
Her Hero Power is Novice Necromancy, It gives you a body that your opponent has to remove unless they what to deal with what comes out of the graves: a 2/2 Ghoul. It may seem stronger that Paladin or Shaman Hero Power but remember that you can't attack with the grave nor the ghoul when It's summoned because It doesn't has charge . It also synergies really well with the Class Keyword.
In General the class would focus on Deathrattle minions , making cards stronger for each one that is destroyed, having good hard removal and pretty weak or situational AOE, not a lot of direct damage and sacrificing your minions to gain different effects and speaking of killing your own stuff here is the Keyword:
A deceitfully strong and versatile effect which can be trigger twice by your Hero Power.
Example Cards:
Explication under the spoiler:
Waking Spirits: A twist to Totemic Might, You might ask "Why buff attack?, your Graves wont be able to attack unless they are silenced", well the idea is to make a different way to increase the survivability of your graves without increasing their Health, your opponent would have to make the choice of taking the chip damage to deal with them or to deal with the Ghouls later.
Time to Rise: The cheapest and simplest way to spawn Graves outside of your Hero Power, I want to make them a theme like the Silver hand for Paladin or Totems for Shaman.
Starving Ghoul: Here We have a minion to showcase the "stronger when minions die" aspect of the class. Makes a nice combo with Time to Rise.
Fresh Corpse: This card show one of the Necromancer strength and weakness: card draw. You won't get a lot of access to card cycling, what you will get is a lot of ways of bringing a dead minion back from the death, again and again and again.
Ashes to Ashes: Lastly but not least Ashes to Ashes shows the hard removal that the class has access to. Comparable to Hex or Polymorph, slightly weaker but with more synergies.
And the rest of the cards:
Explication:
Touch of Death: Comparable to Mortal Coil or Blood To Ichor, an strong anti-aggro card.
Void Burst: Shadow Bolt. Hey no every card has to be a winner.
Dust to Dust: A card made to showcase the lack of strong AoE for the class. Works well with Ashes to Ashes.
Steel Shield Skeleton: This one was made because I wanted to fill the 5 drop slot for the basic set because there isn't a lot of good options for new players.
Essence Draining: Finally a second hard removal that also works as a Health stabilizer.
Any last feedback would be appreciated.
- Click Here To Join Us On Discord! -
Dust to Dust: This is very weak. 1 mana nets you a measly 1 extra damage to your opponent's face. Remember, 1 mana = Sinister Strike. Taking into account its packaged in one card, you should deal 2 to face.
Ashes to Ashes and Essence Draining are perfectly fine, but you have two hard removals in your basic set. Perhaps move one to Classic, make Dust to Dust a three or four liner, then think of a two-liner to replace one these hard removals.
@Sinti
I don't really like it at 6 because I think It would make it a better Siphon Soul
@McF4rtson
Uh I thought that that I put the 2 mana version of Dust to Dust, my mistake.
I'm going to see what can I do with Ashes to Ashes and Essence Draining.
Edit: What about this instead Essence Draining
- Click Here To Join Us On Discord! -
Mods can i plis have approval yet.
Real talk, though, I didn't expect this challenge to give me this much trouble, I'm normally decent enough with humourous card names.
Maybe make Draining Essence 'Destroy a minion. Restore Health to your hero equal to its combined Attack and Health' ?
- Click Here To Join Us On Discord! -
@Sinti Great job your phase 2 submission, the best one so far imo. I love how only one of your cards has more than 2 lines of text and that every card thematically and mechanically make sense. Just want to also remind you to update you banner :)
Ok sorry guys I haven't been as helpful and active as I would have liked because I've been busy (and kind of sick) , but if any of you wonderful people are willing to give your opinion on my basic set I'd be more than happy to help with yours. Do be as critical as possible (but don't nitpick. I want these to be as refined as I can get them)
The Class if you need a reminder:
The 5 cards I will be showing off are these:
Rest of the cards:
Short explanation of the cards:
Stormcaller and Seacoast Warden: Both 'utility minions' which act as a removal spell on legs. Seacoast Warden sets up a minion to be easily removed, while Stormcaller straight up gets it out of there.
Sink: A Recycle-esque effect that behaves like an Assassinate in practise.
Swim: Card advantage with a twist. This is meant to be a means to regain some card advantage for Midrange/control decks while also digging further through their deck, but does not fit well in any combo decks because it will potentially discard a combo piece.
Triton's Reproach: This card I'm not too happy with (mostly in terms of balance). This AoE attempts to set up favourable trades with your rather feeble minions, rather than outright wiping the board.
Bident Strike: Damage based removal. Why not?
Ocean's Protection: Enables your weak minions to trade up in the early game. Probably quite strong though.
Genesis Springs: Since most of your minions act as spells, this spell enables you to hit actual minions that can fight and hold the board.
Dispelling Tides: Another AoE that benefits your smaller minions, albeit more directly.
Hydroblast: The rules made me do it. I know it's a terrible card.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Bident Strike: Shadow Bolt
Genesis Springs: While you are semi-tutoring with this card instead of simply drawing, I still think it should cost 3 mana like Arcane Intellect, Burgle, and Mimic Pod. Plus, Elven Minstrel pegs drawing 2 minion as about 2.5-3 mana as well, due to its combo.
Swim: I don't really see the flavour or point of this card. Will discarding be a central theme? It doesn't fit the merfolk very much, tbh.
Triton's Reproach: This is pretty weak. The most comparable thing is Sunkeeper Tarim, which gives you a solid 5 mana's worth of a body to go along with it *and* buffs your own minions. I'm not entirely sure how to balance this card, to be honest, though I do see where you are coming from with this card, as your Hero Power deals 2 damage.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Woo, apologies for not being around at all after my initial posting, I've been busy with IRL stuff and only really had time to do mod-related things, instead of working on this.
I'm gonna put my stuff in a spoiler, so as not to clutter the page.
So, as before we have our wonderful Experimenter class!
I remember somebody asked about the Hero Power just being a worse version of the Paladin Hero Power, and technically, sort of yes! It is. However, since the class itself has a bunch of cards that are going to take advantage of or buff 0-Attack minions, this Hero Power is far better for the class than the Paladin one would be.
The 5 example cards are:
Zephyr Construct: Shows off the fact that 0-Attack minions are going to be a staple of the class, and meets the requirement of a 0-Cost minion.
Diffusion of Power: (Changed from 2 mana to 1 mana, to match Inner Fire) An example of how the class can manipulate Health directly, which pairs very well with...
Rapid Acid: ...this card which has great utility, both as a combo piece to destroy a minion or as an activator for bonus effects.
Pet Project: A nice card draw card which also shows off another of the class's main mechanics, one which is expanded upon more in the Classic Set really.
Herbal Remedy: (Changed from 4 mana to 5 mana) A basic buff card to show off another style of play - beyond 0-Attack and Swapping decks, Buffing swarm decks are also a possibility.
And the remaining cards are:
Incense: Another simple card draw.
Verdant Vial: More 0-Attack support in the form of exclusive buffs.
Banger: A simple form of direct damage, which also highlights that the class will not be good at direct damage via spells, as this is the weakest form of this spell in the game, worse even than Darkbomb (although still at least always available in Standard).
Magical Experimenter: One of the cards from Phase I, this one is very important for the Swapping archetype, but since most swapping cards aren't shown yet I figured it shouldn't be an example card this Phase.
Mash: A simple removal card which works well in the 0-Attack gameplan, and also as a counter to decks which flood the board with multiples of the same minion - for example, Giant-based decks.
As mentioned before, Zephyr Construct is the 0-Cost card, Banger and Mash are the common phrase (the very British Bangers and Mash), and all of my non-example cards plus Zephyr Construct have 2 or less lines of card text, for 6 total.
So, do you agree with my choices for example cards? Any balance changes necessary? Let me know!
If anybody is looking for a review or for a rule clarification, reply to me and I'll try and get back to as many as possible later tonight!
You can find me here! Good luck everyone!
Dispelling Tides: cute card, lets just hope your DK card wont be "Battlecry: Summon all minions with 6 or more Attack from your hand." lolo :P- Click Here To Join Us On Discord! -