Kind of ironic that I'm having trouble with my Basic set when I made the guide. But if I follow my own advice, I should finish it with minimal problems. That said, I do have a few changes.
Future Sight has gown to 0 (down from 1) to meet the first challenge.
Sand Attack has been added.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Ugh challenge 6. Time to remake a few cards :P I feel the challenge voting polls are lasting way to long. Most people seem to be already finished their basic sets before the challenges are even chosen. Worst case if someone missed the poll is the get the most popular challenges without their vote and that's not a big deal.
Yeah, this is the first time we've tried the voting thing and we weren't sure how popular it would be, so we wanted to have a nice long time for people to vote in order to really separate the challenges. We'll probably be dropping it to 2 days for the next phase, and see how that feels.Now, my Basic Set! As a reminder, here's my Hero/Hero Power/Keyword
The main themes for my class are 0-Attack minions and synergy, buffing minions, and Attack/Health swapping.
I actually had around 15 options for Basic cards ready to go, depending on what challenges were chosen, and I've narrowed them down to these 10 for now. Let me know what you think of them, and if you think any should be replaced!
Going off of Demon's very helpful guide, I have:
Single Target Damage (2): Banger, Diffusion of Power (situational) AoE (2): Herbal Remedy (friendly), Mash (situational) Card Draw (2): Incense, Pet Project Removal/Neutralization (3): Diffusion of Power (situational), Mash, Rapid Acid
Oh, and as I said I would, I chose "Bangers and Mash" as my phrase for "Nuts // Bolts". Zephyr Construct is my "All or Nothing" criteria, and 6 of my cards have 2 lines or less.
Glad for having made it with all you guys! Here's a little reminder of my class, the Pyromaniac:
As a quick reminder, the class is all about unstable spells. That is to say, very powerful spells with a controlled randomness to it. There's also some Spell Damage (featured mainly in the Hero Power), OTK/combo potential cards and control with very powerful spells.
I'm still missing two more. Can't wrap my mind around what is missing though. Maybe some cheap AoE-damage spell. I'll be giving feedback back.
@Livienna Your cards all seem fine and balanced. I love Twist Of Fate. Feel like Focus Mind would be a nice opportunity for card draw. Like +2/+2 and draw a card. Maybe these: Art for Charm and Art for Lucky or This
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set (8/10)
Not crazy about the art for lucky OR charm... but yeah. rough draft is rough.
Okay... Twist of Fate should probably be 6 mana, hahah.
Charm: cmon dude! i had it first :D
Original version
Current version (goin with Hack n Slash for #6)
Focus Mind: i dont like this for arena at all, would be suuuuuuuuuuuuuuuuuper strong. Probably even better than BoK, since you can play it on your 2-drop on curve and snowball from there.
Twist of Fate: i like the idea of it, but again, the buff part is a little too strong. Especially given how versatile this card is. But mby it is balanced by the fact that you "have to" know what card you have on top of your deck, so it technically costs 7 (+cost of your hero power)?
Rest of the cards seem good.
GAHHHHH my bad xD that's the thing about the "Deceptively Simply" challenge... but yeah, I was also considering an attack debuff so I'll go with that ;D So Charm would be 1 mana "Reduce a minion's Attack by 2." Balanced? The idea is that sometimes you're gonna want to use it on your own minions for Absorb.
Def think I'll move Twist of Fate to 6 mana.
You might probably keep the 0 cost, since Humility does a lot more than reduces by 2 and is 1 mana. Tho i do get the synergy with your keyword, i think you could get away with 0 cost even then.
Kind of ironic that I'm having trouble with my Basic set when I made the guide. But if I follow my own advice, I should finish it with minimal problems. That said, I do have a few changes.
Future Sight has gown to 0 (down from 1) to meet the first challenge.
Sand Attack has been added.
Future Sight: seeing it again, the number 4 always kinda bothered me there. How about dropping it to 3 cards? I mean does it rly matter in the end? I think it would be more of a flavor thing than anything. You have other cards that do something to 3 of your top cards right? Like Recruit minions or something iirc, so this would be in line with that and for the future designs, you could stick to manipulating with at most top 3 cards to keep up the flavor.
Sand Attack: feels pretty strong, id say about as auto-include in any deck as Mortal Coil. I suppose the only thing to do would be to drop the damage to 2, but then its pretty weak and removing the minion restriction would make it a 3-cost Shiv. I guess you can keep it as it is, but like i said, seems like an auto-include in every deck for your class. Is that good or bad? Not sure.
Done That: still think is a tiny bit complex for a basic card the way it works.
Ugh challenge 6. Time to remake a few cards :P I feel the challenge voting polls are lasting way to long. Most people seem to be already finished their basic sets before the challenges are even chosen. Worst case if someone missed the poll is the get the most popular challenges without their vote and that's not a big deal.
Yeah, this is the first time we've tried the voting thing and we weren't sure how popular it would be, so we wanted to have a nice long time for people to vote in order to really separate the challenges. We'll probably be dropping it to 2 days for the next phase, and see how that feels.Now, my Basic Set! As a reminder, here's my Hero/Hero Power/Keyword
The main themes for my class are 0-Attack minions and synergy, buffing minions, and Attack/Health swapping.
I actually had around 15 options for Basic cards ready to go, depending on what challenges were chosen, and I've narrowed them down to these 10 for now. Let me know what you think of them, and if you think any should be replaced!
Going off of Demon's very helpful guide, I have:
Single Target Damage (2): Banger, Diffusion of Power (situational) AoE (2): Herbal Remedy (friendly), Mash (situational) Card Draw (2): Incense, Pet Project Removal/Neutralization (3): Diffusion of Power (situational), Mash, Rapid Acid
Oh, and as I said I would, I chose "Bangers and Mash" as my phrase for "Nuts // Bolts". Zephyr Construct is my "All or Nothing" criteria, and 6 of my cards have 2 lines or less.
All cards look preeeety good :) Herbal Remedy gives me a tiny pause, but i guess its fine.
I made few changes to meet the challenge of death. I think I'll use Hide and Seek, think it suits the Illusionist class reasonable well. Also changed the name of the Hero Power token (thanks Hurien), some artwork, some wording (thanks Sinti).
The Illusionist
Basic Set
Since I will not have much time to create cards this week, I want to submit early. Any final remarks about the cards? Is Hide and Seek ok? I know Stealth hasn't been used in Basic, but is it a problem if I do (I plan on having a few Stealth cards since it suits the Illusionist theme well)? Which cards should I showcase (Terrify is going to be 1 to meet the first challenge)?
Thanks for the review!!! :D Crap, I might not even be allowed to have spell damage in the basic set then. Hmmm. Thanks for catching that. As for Focus Mind, I might change it back to being 1 mana give a minion +3 health. Just felt I had too many cheap Absorb triggers.
Okay, let's see. Don't capitalize hero (see current cards). Love the flavor of Terrify, Phantom Pain, and Diminish. I think the art for Cloud Figure is a bit off, also with Mind Trap... I think you already got feedback on Hide. No, no no. xD Although I love the Hide and Seek pair!! Reshape is cool, I think the balance is good. Overall very well done!!
Glad for having made it with all you guys! Here's a little reminder of my class, the Pyromaniac:
As a quick reminder, the class is all about unstable spells. That is to say, very powerful spells with a controlled randomness to it. There's also some Spell Damage (featured mainly in the Hero Power), OTK/combo potential cards and control with very powerful spells.
I'm still missing two more. Can't wrap my mind around what is missing though. Maybe some cheap AoE-damage spell. I'll be giving feedback back.
Fuel: ehm, Preparation? I suppose since this is a basic card its weaker (tho the next spell doesnt have to be cast in a same turn, that is a factor), but still. Obviously you have to balance the card around your spells more than around an existing card in a different class.
Flame Mastery: this feels like it should cost 2 mana, especially since your class is all about Spell Damage, so it is a pretty valuable effect already.
Flame:Abyssal Enforcer much? lol, this does not feel like a basic card, would be completely busted for arena, same way Abyssal is even with a weaker statline. The card rly feels a bit OP for a basic set, i could see it in classic, but even then im not to happy with it. The fact that it doesnt deal damage to (both) heroes is probably even better (at least for arena), since you dont get damaged.
I remember Conceal, but I plan on giving my class some ways to spawn cheap minions (which rogue doenst really have). And yeah Conceal went to wild. I do agree that it feels wrong to have two cards with the same effect and different cost though. What about making it give one minion stealth for one mana? (like Finicky Cloakfield)
Mby you could put it in KAC set and make it similar to Unstable Evolution, tho who knows if you get that far, right ?:D But that would have a great flavor to it and would probably be balanced like that.
Emerge: i think its fine, i mean technically combined with your hero power it makes a "3-cost 3/2 taunt, Battlecry: Draw a card". But the minion dies at the start of your turn, so it either trades or your opponent ignores it and it basically "healed" you for some small amount. Yeah, i think you can keep it at 1-cost, its debatable, but i think its fine.
Here we go; Here's my new set, with changes. Need some help though.
or...?? Which Hero Power should I use? I don't want it to be better than Lesser Heal or Armor Up!, but I don't want it to be abysmal by only giving 1 Armor.
Token:
Behind Schedule: Has gone through lots of iterations. The 5 delayed damage reflects a 1-mana discount. Used to shuffle a Burrowing Mine equivalent into the deck before drawing.
Cannon Fodder: The status of this minion as damaged is important, as it prevents it from being targeted by Truefire Rocket. An alternative card to this was a 5-mana spell "Restore a minion to full Health. Deal 3 damage to all other minions."
Goblin Technosapper: 4/5 or 6/5. I feel like this is a good replacement for a basic minion (as opposed to "At the start of your turn, gain Armor equal to this minion's Health."
Hit the Ground: This class will have bad removal, so this is worse than Meteor, but deals 15 damage overall.
Marked for Scrap: If it dies next turn. That means you can use this on a minion you know will die next turn, like an enemy Doomsayer, or a friendly Taunt that's outclassed by your opponent's board presence. It's not the same as Mortal Coil!
Parachute Protocol: Meant to be a reference to the Piloted Shredder mechanic. I hope this doesn't count as putting Deathrattles into the basic set. If it does I have an alternative card (help with balance?)
Piercing Round: Your opponent has 4 Armor and 1 Health. You have no other source of direct damage except for this one spell. A normal Darkbomb would leave your opponent at 1 Armor and 1 Health. But this leaves your opponent at 4 Armor and instead puts them at -2 Health.
Running Fast: Not much to say on this one!
Spiked Bracers: A simple replacement for Engineer's Pantaloons, which was seen as too OP. This instead gains you 3 more Armor than Iron Hide at the expense of thinning your deck. Perhaps underpowered?
Truefire Rocket: Made this 2 mana instead of 3 for balance.
The phrase I went for is "Ashes to Ashes, Dust to Dust."
Tanaris Guardian: holy crap this is one strong taunt, basically Bog Creeper for 1 less mana and with -1/-1 but added elemental synergy. This guy would be completely busted in arena and since its in a basic set it would show up often. I would honestly lower the health by 1 at least.
Ashes to Ashes: suuuuuuuuuuper win more card, i dont even know what to compare it to, since nothing like this exists (as far as i can recall right now). Obviously you would have to get this far to even play it, but this gives you so much power when you have board to push on. I dont like it very much.
Here we go; Here's my new set, with changes. Need some help though.
or...?? Which Hero Power should I use? I don't want it to be better than Lesser Heal or Armor Up!, but I don't want it to be abysmal by only giving 1 Armor.
Token:
Behind Schedule: Has gone through lots of iterations. The 5 delayed damage reflects a 1-mana discount. Used to shuffle a Burrowing Mine equivalent into the deck before drawing.
Cannon Fodder: The status of this minion as damaged is important, as it prevents it from being targeted by Truefire Rocket. An alternative card to this was a 5-mana spell "Restore a minion to full Health. Deal 3 damage to all other minions."
Goblin Technosapper: 4/5 or 6/5. I feel like this is a good replacement for a basic minion (as opposed to "At the start of your turn, gain Armor equal to this minion's Health."
Hit the Ground: This class will have bad removal, so this is worse than Meteor, but deals 15 damage overall.
Marked for Scrap: If it dies next turn. That means you can use this on a minion you know will die next turn, like an enemy Doomsayer, or a friendly Taunt that's outclassed by your opponent's board presence. It's not the same as Mortal Coil!
Parachute Protocol: Meant to be a reference to the Piloted Shredder mechanic. I hope this doesn't count as putting Deathrattles into the basic set. If it does I have an alternative card (help with balance?)
Piercing Round: Your opponent has 4 Armor and 1 Health. You have no other source of direct damage except for this one spell. A normal Darkbomb would leave your opponent at 1 Armor and 1 Health. But this leaves your opponent at 4 Armor and instead puts them at -2 Health.
Running Fast: Not much to say on this one!
Spiked Bracers: A simple replacement for Engineer's Pantaloons, which was seen as too OP. This instead gains you 3 more Armor than Iron Hide at the expense of thinning your deck. Perhaps underpowered?
Truefire Rocket: Made this 2 mana instead of 3 for balance.
2 Armor seems like a lot, tho the second versions is too messy. How about "Give a minion and your hero 1 Armor."? You do have some cards that compare armor of your minions and your hero, this could help you trigger em.
Hit the Ground: seems like a (better) Meteor kinda when you dont have board, i mean i guess its fine since you cant rly play it with a board.
Marked for Scrap: i almost want to say it should read "Deal 1 damage to a minion. If it dies, draw 2 cards next turn." but im not sure :)
Running Fast:Velen's Chosen. YUCK. Arena cries. And you basically have the exact same synergy as priest "healing" the minion by givin it 2 Armor. Its almost Power Word: Tentacles lol ... drop a health point or rise a cost by one.
"There are many keywords that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter , Deathrattle, Enrage, Immune , Secret, Silence, Stealth, and any other keyword that has been introduced in future expansions"
"There are many keywords that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter , Deathrattle, Enrage, Immune , Secret, Silence, Stealth, and any other keyword that has been introduced in future expansions"
---from rules :(
I've always felt like some of these were a little weird, especially Deathrattle. I'm sure the Basic set not having any Deathrattle cards is probably a coincidence as its an extremely easy and simple mechanic. Like, it's literally just reverse Battlecry. Besides, players will have to learn these mechanics anyway, so intentionally trying to exclude them I feel is a bit pointless.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Oh just a question, do cards with clarification words (Like Mark of the Wild +2 Attack/+2 health) count for the 3rd Challenge?
Welll, the challenge says "most" not "all" so you can have a few cards that have more than 2 lines of text ;-) But yes, i would say those cards definitely count. That being said, i completely forgot about this challenge when givin feedback haha, not sure if ppl actually met this criteria or not :P
Oh just a question, do cards with clarification words (Like Mark of the Wild +2 Attack/+2 health) count for the 3rd Challenge?
Welll, the challenge says "most" not "all" so you can have a few cards that have more than 2 lines of text ;-) But yes, i would say those cards definitely count.
Oh thanks!
I know it says "most", but its because I have 7 cards right now, and like 3 of them don't have more than 2 lines of text, so I need to do 3 more with 2 lines of text or less to complete it.
Also I am tuning one card for the 1st challenge, actually wasn't that hard. So in a few minutes I am gonna ask-ey. But also feedback-ey.
Kind of ironic that I'm having trouble with my Basic set when I made the guide. But if I follow my own advice, I should finish it with minimal problems. That said, I do have a few changes.
Click the image to go to my custom Time Traveler class.
Now, my Basic Set! As a reminder, here's my Hero/Hero Power/Keyword
AoE (2): Herbal Remedy (friendly), Mash (situational)
Card Draw (2): Incense, Pet Project
Removal/Neutralization (3): Diffusion of Power (situational), Mash, Rapid Acid
You can find me here! Good luck everyone!
Glad for having made it with all you guys! Here's a little reminder of my class, the Pyromaniac:
As a quick reminder, the class is all about unstable spells. That is to say, very powerful spells with a controlled randomness to it. There's also some Spell Damage (featured mainly in the Hero Power), OTK/combo potential cards and control with very powerful spells.
I'm still missing two more. Can't wrap my mind around what is missing though. Maybe some cheap AoE-damage spell. I'll be giving feedback back.
@Livienna Your cards all seem fine and balanced. I love Twist Of Fate. Feel like Focus Mind would be a nice opportunity for card draw. Like +2/+2 and draw a card. Maybe these: Art for Charm and Art for Lucky or This
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"The Slayer" custom class
"The Great Thaw" expansion competition finalist
A reminder of my Geomancer Class
Basic Set:
The phrase I went for is "Ashes to Ashes, Dust to Dust."
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Here we go; Here's my new set, with changes. Need some help though.
or...?? Which Hero Power should I use? I don't want it to be better than Lesser Heal or Armor Up!, but I don't want it to be abysmal by only giving 1 Armor.
Token:
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!) •
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The joke is you.
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Any idea for a name ? Im drawing blank :/
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"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Oh just a question, do cards with clarification words (Like Mark of the Wild +2 Attack/+2 health) count for the 3rd Challenge?
The joke is you.
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Click the image to go to my custom Time Traveler class.
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But do you know de we for that?The joke is you.