final draft of my class, i'll probably post tommorow; i've made the cards i'm thinking of showcassing a little larger than the rest, what do you think about them? i changed Bunker Up! to 30 Armor because i have some masochistic ideas in mind.
also, here are some ideas i have for the classic set (please ignore the text spacing for now):
Portal Disruptor basically prevents any minions from being summoned; if your opponents plays a firelands portal, for exemple, he just deals 5 damage; minions can still be played as usual; careful thaough, it also affects you.*
Lord Anduin Lothar i've shown before, but he had some additional effects; i've decided to make them simpler.
This Is Personal enables you to attack you opponent despite taunts and you can play some small minions that he won't be able to attack until his next turn, but walls won't protect you either;*
Prototype: Explosive Trap is my old Flashbangturned into a Secret; (click the name to see the old card);
Prototype: Battle Armor gives you a verry big minion for relatively cheap, but there's a risk it will die if it attacks or is attacked; i'm not sure about the balance on this one, should i increase the chance to 15 or 20%?*
Reminder: Hero Power is "Deal 2 damage to a random enemy"
Showcased cards
Other cards
Tokens
I'm still hesitating on whether I should showcase Old School Cooking or Butcher
The art and name for "Restore 15 Health" has been replaced because I had another idea I will use later for the previous art.
Most of the cards I've shown here but didn't include (e.g. Supply Caravan) will make it into the classic set (if my class itself make it to phase 3).
Thanks again everyone for feedback!
Like I said in my previous review, personaly I'm not that big of a fan for Butcher, because you destroy your opponent's minion and give him a useless Pile of Meat (unless it's a Priest). So that's my problem with it.
Regarding Old School Cooking, it's not too bad. However, I don't think Basic cards should put cards into your hand. Maybe make it like "Deal 3 damage. Restore 3 Health to your hero" or "Deal 3 damage to a minion and 1/2/3 to another random one". Stuff like that. I don't think it's too bad, however.
Also if you're thinking of keeping Butcher, maybe try this art?
It may not fit though. I just though I might bring it up.
final draft of my class, i'll probably post tommorow; i've made the cards i'm thinking of showcassing a little larger than the rest, what do you think about them? i changed Bunker Up! to 30 Armor because i have some masochistic ideas in mind.
also, here are some ideas i have for the classic set (please ignore the text spacing for now):
Portal Disruptor basically prevents any minions from being summoned; if your opponents plays a firelands portal, for exemple, he just deals 5 damage; minions can still be played as usual; careful thaough, it also affects you.*
Lord Anduin Lothar i've shown before, but he had some additional effects; i've decided to make them simpler.
This Is Personal enables you to attack you opponent despite taunts and you can play some small minions that he won't be able to attack until his next turn, but walls won't protect you either;*
Prototype: Explosive Trap is my old Flashbangturned into a Secret; (click the name to see the old card);
Prototype: Battle Armor gives you a verry big minion for relatively cheap, but there's a risk it will die if it attacks or is attacked; i'm not sure about the balance on this one, should i increase the chance to 15 or 20%?
Bunker Up: I don't know exactly how to feel about this card. For 10 Mana you basically refill your Health. Last card to do that was Tree of Life, and the card that gives you the most Armor is Tower Shield +10, but even then it's a 1/4 chance to get it. I guess it all boils down to how precious Armor is in your class but still, 30 armor is too much imo.
Molten Core Scimitar: A weaker Fiery War Axe. You could make it cost (2).
Get Over Here: Interesting idea. Not a fan of the art though. You could go or a more Taunt-y feel. If you do go for it, think this might be useful:
Repair: Really like this one.
B.F.H: I don't know what that stands for. It's fine.
Ironforge Guard: Seems fine.
Hammer!: Seems fine. Art doesn't feel right, though. But if you want to keep it, I think this one looks enough alike but feels better:
Tongs: Seems fine.
Weaponsmith Apprentice: Seems good. Art doesn't fit though. Try this:
final draft of my class, i'll probably post tommorow; i've made the cards i'm thinking of showcassing a little larger than the rest, what do you think about them? i changed Bunker Up! to 30 Armor because i have some masochistic ideas in mind.
also, here are some ideas i have for the classic set (please ignore the text spacing for now):
Portal Disruptor basically prevents any minions from being summoned; if your opponents plays a firelands portal, for exemple, he just deals 5 damage; minions can still be played as usual; careful thaough, it also affects you.*
Lord Anduin Lothar i've shown before, but he had some additional effects; i've decided to make them simpler.
This Is Personal enables you to attack you opponent despite taunts and you can play some small minions that he won't be able to attack until his next turn, but walls won't protect you either;*
Prototype: Explosive Trap is my old Flashbangturned into a Secret; (click the name to see the old card);
Prototype: Battle Armor gives you a verry big minion for relatively cheap, but there's a risk it will die if it attacks or is attacked; i'm not sure about the balance on this one, should i increase the chance to 15 or 20%?
Bunker Up: I don't know exactly how to feel about this card. For 10 Mana you basically refill your Health. Last card to do that was Tree of Life, and the card that gives you the most Armor is Tower Shield +10, but even then it's a 1/4 chance to get it. I guess it all boils down to how precious Armor is in your class but still, 30 armor is too much imo.
Molten Core Scimitar: A weaker Fiery War Axe. You could make it cost (2).
Get Over Here: Interesting idea. Not a fan of the art though. You could go or a more Taunt-y feel. If you do go for it, think this might be useful:
Repair: Really like this one.
B.F.H: I don't know what that stands for. It's fine.
Ironforge Guard: Seems fine.
Hammer!: Seems fine. Art doesn't feel right, though. But if you want to keep it, I think this one looks enough alike but feels better:
Tongs: Seems fine.
Weaponsmith Apprentice: Seems good. Art doesn't fit though. Try this:
Scrap Storm: Seems fine.
thanks for the feedback; Bunker Up! was originally 20 Armor, but people said it's too little, guess i'll tone it down to 25 or back to 20;
i'll keep the Scimitar as is, since 2/3rds of the time its at least as good as the Waraxe; the F in B.F.H. stand for FAT *wink**wink*;
I really like the art for Hammer! that you suggested, i think i'll use it;
Get Over Here! is a refference to Mortal Kombat's Scorpion, i agree that the art is not the best, but it's the best i've found, if you find a good one with his weapon, i'd be really greatful;
i'm not so sure about the art you suggested for the Apprentice, i think it'd fit better on a weapon enchantment spell;
Burning Pergaments: mby better name "Burnig Parchments".
I know your entire class is about drawing cards, but 4 draw acard cards in basic set feels a bit too much, not to mention it will kinda restrict your design space in the future, since i bet you will make more draw a card cards and then there will be even more of them in total and it will just be insane :D drop one or two of them from the basic set. Id say Recurring Idea and mby even Innovation. They can go to Classic set.
So, I'm trying to change my Hero Power so it's more consistent. So, I've been suggested to change it to the following
---->
I know we should be careful when tweaking HPs mid-competition, so is this allowed? And if so, is it possible for the minion to be an Elemental. It can generate some cool synergy with future sets, but because it's basic I don't know if I can.
And, also, regarding the "Nuts-bolts" rule, would "Burst into (Living) Flames" be allowed? I just want to make sure so that I don't screw it up.
Edit: Sorry, I messed up a few things in the post. It's fixed now.
I personally would be okay with that change for a Hero Power. Obviously there's a great deal of difference in how it will be used, but it's still the same core idea of giving you a source of Spell Damage. I'd be super careful with that version though.
Making it an Elemental is fine - although we'll assume it wasn't an Elemental until Journey to Un'goro was released. I did a similar thing with Zephyr Construct in my set.
Finally, I'm fine with "Burst into Flames" as a phrase, and I believe I already mentioned that Living Flames would be acceptable.
Your class as a whole is hell out so interesing and fresh among others. The cards are also decent, allthough I'm not sure if Hot Meal should cost (0), but that would've been probably too good and a bit too design space-limiting if you plan to go for more combo style.
Also, here's a rework to Sweeping Dust for my class. And of course shoutout for @Sinti for helping me a lot with balance so far.
Thanks a lot! However I do NOT plan to make the Chef a combo class (the Roast mechanic doesn't fit that playstyle) but I do plan to make it good at board control, and having 2 spells gives you more flexibility for this because you can choose 2 targets. Ultimately it's 4 mana for 5 damage that can be distributed. But I may still change it (see below).
Like I said in my previous review, personaly I'm not that big of a fan for Butcher, because you destroy your opponent's minion and give him a useless Pile of Meat (unless it's a Priest). So that's my problem with it.
Regarding Old School Cooking, it's not too bad. However, I don't think Basic cards should put cards into your hand. Maybe make it like "Deal 3 damage. Restore 3 Health to your hero" or "Deal 3 damage to a minion and 1/2/3 to another random one". Stuff like that. I don't think it's too bad, however.
Also if you're thinking of keeping Butcher, maybe try this art?
It may not fit though. I just though I might bring it up.
The rest looks good.
Damn, so close!
Butcher was a tough choice but I ultimately picked it over Vegan Diet because the latter's effect and flavor feels redundant with Beefy Vegetarian (Vegan Diet may still appear in a later set). Also, it's still balanced (see previous posts). Thanks for the art but I prefer the art I used because the abomination looks like a butcher on mine.
As for Old School Cooking, well, a basic set must still feels unique. I don't think it's more complicated than Tracking, Charge or Animal Companion (what the hell is a "Beast Companion"?). However, I just had another idea to replace "Restore 15 Health" which is intended to synergize with my later sets.
<-- because doing so implies I must change a card to complete challenge 2.
EDIT: So to give more explanations, the first card will have diminishing returns. When you play it on curve, you will restore 22 Health to your hero assuming you didn't use any card draw effect (21 if you went second) which is an aggro killer. However it gets less and less effective in the late game unless you shuffle stuff into your deck, so you would have to use effect to shuffle stuff in your deck to use this as a control card.
Stone's Throw could be worded more elegantly as "Deal and take 2 damage". The card is fin but in don"t see why throwing a stone should damage you.
Escape the Earth should be "Draw a card. If you have 2 or more minions, draw 2 card". This way it's not useless when you have few minions, just less effective.
Collapsing Hand could cost 3, considering Shadowflame is a thing (maybe don't hit the enemy hero)
The rest is fine, but a weakness of your set is that it doesn't show how your class is supposed to be played. I would have more cards like your Escape the Earth that synergizes with number of minions.
@Nirast
Get over here has super flavor but the "It can't attack next turn" must NOT be italicized and put between parentheses because it's a big part of the card's effect that isn't implied from the first part. Maybe if you find some frost-related art you could simply use freeze.
Repair should still cost 1, seriously. At best 2 if you really do plan to make OP weapons.
The rest of the cards is fine, though still overly too weapon-based to my taste. I don't know what you could add because I can't see any other aspect beyond this one.
@Tox
Come Sit is called "Freeze all enemies"
Illustrated Illustrator lol
Recurring idea lacks a comma after "this"
Overall there's a lot of card draw but it's justified that you have more than average because your class is based on it. The problem is that I don't see anything beyond that. Can you build whole archetypes around this.
Not sure if the MS Paint art is absolute genius or the opposite
The Hero Power, I've decided, is going to be "Give a minion +1 Armor. Gain 1 Armor."
Cards:
Tokens:
So there are two cards that mention Armor/minion Armor: Hit the Ground and Piercing Round. I hope that isn't too many, but I wanted to hint at the main mechanic of the class in the basics, and doing things based on whether a target has armor or not is vital for the it. The three named tokens are the Shredder Pilots for Parachute Protocol. They're all worth around 2.5-3 mana each. Gerbitz is probably the worst of them because one of the effects is invalidated by the other, but the low attack means you won't always charge with it. The Goblin Technosapper obviously is a mech post-GvG, but I'm just pointing out that that's what it would look like now— on release it wouldn't have a tribe.
The Hero Power, I've decided, is going to be "Give a minion +1 Armor. Gain 1 Armor."
Cards:
Tokens:
So there are two cards that mention Armor/minion Armor: Hit the Ground and Piercing Round. I hope that isn't too many, but I wanted to hint at the main mechanic of the class in the basics, and doing things based on whether a target has armor or not is vital for the it. The three named tokens are the Shredder Pilots for Parachute Protocol. They're all worth around 2.5-3 mana each. Gerbitz is probably the worst of them because one of the effects is invalidated by the other, but the low attack means you won't always charge with it. The Goblin Technosapper obviously is a mech post-GvG, but I'm just pointing out that that's what it would look like now— on release it wouldn't have a tribe.
The set looks good, but what is your Nuts+Bolts thingy? Cannot tell :o
The Hero Power, I've decided, is going to be "Give a minion +1 Armor. Gain 1 Armor."
Cards:
Tokens:
So there are two cards that mention Armor/minion Armor: Hit the Ground and Piercing Round. I hope that isn't too many, but I wanted to hint at the main mechanic of the class in the basics, and doing things based on whether a target has armor or not is vital for the it. The three named tokens are the Shredder Pilots for Parachute Protocol. They're all worth around 2.5-3 mana each. Gerbitz is probably the worst of them because one of the effects is invalidated by the other, but the low attack means you won't always charge with it. The Goblin Technosapper obviously is a mech post-GvG, but I'm just pointing out that that's what it would look like now— on release it wouldn't have a tribe.
The set looks good, but what is your Nuts+Bolts thingy? Cannot tell :o
Hey, sorry I haven't been so active, busy week and all. If anyone wants some feedback be sure to let me know.
Still not totally completed, working on the final few cards, but I wanted to get what I have so far out there since it's getting pretty late.
The class is the Inquisitor, the Hero and Power:
And I'm still not totally set on the Hero Power, but I'm not so focussed on any changes right now either.
I'm pretty hesitant on making anything too complex, which is the biggest piece for the last three cards. That, and what's missing for the class to show off as a basic set.
There are some alternate versions of cards I'm also considering:
Vice in this case would be closer to Blastcrystal Potion, but I wanted it to be a cheaper removal option. Not certain that the balance on the other version is totally correct.
Flocking Murder I personally would think is fine, but I worry it would end up like Muster for Battle, which was generally agreed to be too strong. I don't really like the current "Novice Engineer with a Wisp" iteration.
Thanks for any kind of feedback at this point, and again, sorry I haven't contributed as much this time around.
Hey, sorry I haven't been so active, busy week and all. If anyone wants some feedback be sure to let me know.
Still not totally completed, working on the final few cards, but I wanted to get what I have so far out there since it's getting pretty late.
The class is the Inquisitor, the Hero and Power:
And I'm still not totally set on the Hero Power, but I'm not so focussed on any changes right now either.
I'm pretty hesitant on making anything too complex, which is the biggest piece for the last three cards. That, and what's missing for the class to show off as a basic set.
There are some alternate versions of cards I'm also considering:
Vice in this case would be closer to Blastcrystal Potion, but I wanted it to be a cheaper removal option. Not certain that the balance on the other version is totally correct.
Flocking Murder I personally would think is fine, but I worry it would end up like Muster for Battle, which was generally agreed to be too strong. I don't really like the current "Novice Engineer with a Wisp" iteration.
Thanks for any kind of feedback at this point, and again, sorry I haven't contributed as much this time around.
Some quick words: - Virtue is super scary. You're gonna have to be super-careful with whatever combos your class might have - being able to Thaurissan three times in a match is strong AF. - I like 4 mana Vice more. The 2 Mana one just seems like a bit too... uh... extreme? IDK. - I'm not a huge fan of Capture. I think it's fair, but at the same time, Entomb was triggering enough, and this is probably even more rage-enducing. - Purge: I think Silence isn't allowed on basics. - Heavy Mace is too good probably. 24 damage in a single card is insane. Maybe an 8/2 or something.
That's all I got so far. I'm also not quite sure why your hero power is called Bloat when your class looks like some sort of... dark fantasy vampire hunter or something. I do love the theme behind your cards though - the whole dark fantasy feel is really nice.
Interesting class so far. Here are the problems I found:
Drive could just a weapon that read "Battlecry: Restore 2 Health." It's probably a better idea to make this a weapon, as all the weapon classes' Basic sets either have 2 or 0 weapons (rogue has hero power for their 2nd weapon)
Vice... I feel like the 2 mana increases the Cost of your cards by too much, but the 4-mana one's downside isn't worth the 1 mana reduction from Assassinate. I am inclined to go with 3 mana, increase by (1).
Virtue might cause some problems down the line, but in the Basic set by itself, it seems ok. This card may cause design issues, forcing you to create a lot of cards that increase Cost.
Flocking Murder at 3 crows is strong, for sure. But at 2, it feels too weak. I say summon 3, as you don't get the immediate ping Muster gives.
Purge, no silence.
Heavy Mace, I know you need a 10-mana card, but I think this clasas needs to avoid 10-mana cards altogether. You run such a high risk of drawing unplayable 11-mana cards, or you are forced to use vice and then you also have an unplayable 11-mana card.
This took me waaayyyy too long to notice do you realize your character (Mar'Gok) is actually a mage. "Imperator Mar'gok is a powerful ogre mage that rules the Gorian Empire with a watchful eye and an iron grip. He has mastered techniques that would be considered fringe arcane studies by Azerothian mages."
This makes your class really bizarre flavor wise given your using him as a typical brutish ogre when he is anything but. Just figured I'd point it out encase you missed it.
final draft of my class, i'll probably post tommorow; i've made the cards i'm thinking of showcassing a little larger than the rest, what do you think about them? i changed Bunker Up! to 30 Armor because i have some masochistic ideas in mind.
also, here are some ideas i have for the classic set (please ignore the text spacing for now):
Portal Disruptor basically prevents any minions from being summoned; if your opponents plays a firelands portal, for exemple, he just deals 5 damage; minions can still be played as usual; careful thaough, it also affects you.*
Lord Anduin Lothar i've shown before, but he had some additional effects; i've decided to make them simpler.
This Is Personal enables you to attack you opponent despite taunts and you can play some small minions that he won't be able to attack until his next turn, but walls won't protect you either;*
Prototype: Explosive Trap is my old Flashbang turned into a Secret; (click the name to see the old card);
Prototype: Battle Armor gives you a verry big minion for relatively cheap, but there's a risk it will die if it attacks or is attacked; i'm not sure about the balance on this one, should i increase the chance to 15 or 20%?*
* i'm open to art suggestions.
also also, can someone get in contact with @dnikko? he hasn't answered my messege about the DK borders, and i'd like to maybe subbmit my own class.
Probably, I went over 8 pages so I missed a few things that weren't as obvious as full submission type posts.
Scrap Storm: Seems fine.
Made in Cooperation with @Otovent.
All cards and images have been drawn by @Otovent.
Hero Power and Keyword
Our Current cards. Some art is to be drawn. 9/10
Any Feedback would be severly apperciated.
I want a new title, but Flux won't let me have one,
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You can find me here! Good luck everyone!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@Cooler39140
Stone's Throw could be worded more elegantly as "Deal and take 2 damage". The card is fin but in don"t see why throwing a stone should damage you.
Escape the Earth should be "Draw a card. If you have 2 or more minions, draw 2 card". This way it's not useless when you have few minions, just less effective.
Collapsing Hand could cost 3, considering Shadowflame is a thing (maybe don't hit the enemy hero)
The rest is fine, but a weakness of your set is that it doesn't show how your class is supposed to be played. I would have more cards like your Escape the Earth that synergizes with number of minions.
@Nirast
Get over here has super flavor but the "It can't attack next turn" must NOT be italicized and put between parentheses because it's a big part of the card's effect that isn't implied from the first part. Maybe if you find some frost-related art you could simply use freeze.
Repair should still cost 1, seriously. At best 2 if you really do plan to make OP weapons.
The rest of the cards is fine, though still overly too weapon-based to my taste. I don't know what you could add because I can't see any other aspect beyond this one.
@Tox
Come Sit is called "Freeze all enemies"
Illustrated Illustrator lol
Recurring idea lacks a comma after "this"
Overall there's a lot of card draw but it's justified that you have more than average because your class is based on it. The problem is that I don't see anything beyond that. Can you build whole archetypes around this.
Not sure if the MS Paint art is absolute genius or the opposite
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Alright, here's what I'm going to submit:
The Hero Power, I've decided, is going to be "Give a minion +1 Armor. Gain 1 Armor."
Cards:
Tokens:
So there are two cards that mention Armor/minion Armor: Hit the Ground and Piercing Round. I hope that isn't too many, but I wanted to hint at the main mechanic of the class in the basics, and doing things based on whether a target has armor or not is vital for the it. The three named tokens are the Shredder Pilots for Parachute Protocol. They're all worth around 2.5-3 mana each. Gerbitz is probably the worst of them because one of the effects is invalidated by the other, but the low attack means you won't always charge with it. The Goblin Technosapper obviously is a mech post-GvG, but I'm just pointing out that that's what it would look like now— on release it wouldn't have a tribe.
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!) •
BHWHAAHAHAHA OMG LOOK AT THIS "Geomancer", "Geomancer", "Earthshifter".
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Why Rogue is my favourite class:
My submission for this week's card design competition.
Hey, sorry I haven't been so active, busy week and all. If anyone wants some feedback be sure to let me know.
Still not totally completed, working on the final few cards, but I wanted to get what I have so far out there since it's getting pretty late.
The class is the Inquisitor, the Hero and Power:
And I'm still not totally set on the Hero Power, but I'm not so focussed on any changes right now either.
I'm pretty hesitant on making anything too complex, which is the biggest piece for the last three cards. That, and what's missing for the class to show off as a basic set.
There are some alternate versions of cards I'm also considering:
Vice in this case would be closer to Blastcrystal Potion, but I wanted it to be a cheaper removal option. Not certain that the balance on the other version is totally correct.
Flocking Murder I personally would think is fine, but I worry it would end up like Muster for Battle, which was generally agreed to be too strong. I don't really like the current "Novice Engineer with a Wisp" iteration.
Thanks for any kind of feedback at this point, and again, sorry I haven't contributed as much this time around.
- Virtue is super scary. You're gonna have to be super-careful with whatever combos your class might have - being able to Thaurissan three times in a match is strong AF.
- I like 4 mana Vice more. The 2 Mana one just seems like a bit too... uh... extreme? IDK.
- I'm not a huge fan of Capture. I think it's fair, but at the same time, Entomb was triggering enough, and this is probably even more rage-enducing.
- Purge: I think Silence isn't allowed on basics.
- Heavy Mace is too good probably. 24 damage in a single card is insane. Maybe an 8/2 or something.
Why Rogue is my favourite class:
My submission for this week's card design competition.
@nurgling13
This took me waaayyyy too long to notice do you realize your character (Mar'Gok) is actually a mage.
"Imperator Mar'gok is a powerful ogre mage that rules the Gorian Empire with a watchful eye and an iron grip. He has mastered techniques that would be considered fringe arcane studies by Azerothian mages."
This makes your class really bizarre flavor wise given your using him as a typical brutish ogre when he is anything but. Just figured I'd point it out encase you missed it.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!