Uh...Sun's Shine and Moon's Glow? Does that work for the third challenge? I don't know any common sayings about space that could work with this. (I'm the Cosmomancer)
"In Space no one can hear you Scream"? i don't know what your class is about, so i can't tell.
Space, basically. Asteroids, meteors, suns, moons, intergalactic beings...maybe One Small Step and A Giant Leap?
On another note, I'm thinking of introducing Asteroid and Meteor tokens as a theme for my class. Asteroids are 1/1s with Charge and Meteors are 1/3s with Taunt. Should I keep these two?
shouldn't it be the other way around? meteors with charge and asteroids with taunt? same with the card art; not sure.
i'd also sugest making them Asteroid Elemental and Meteor Eemental; they'd be actual being (also, there already is a meteor in the game)
My method of thinking is that the Meteors have already crashed when they enter the battlefield, so they remain as rubble. The asteroids are constantly moving however. I dunno if the Meteors and Asteroids would count as Elementals myself.
Adventure Mount: Your class doesn't seem to contain synergy with high-health minions and it isn't a "backbone" card, unless you intend to create high-health minion synergy, you shouldn't put this into the basic set.
Burn: A nice removal, but the flavor doesn't fit a "Medic" class :D
Midnight Oil: Nice.
Overall
There are only 3 cards so I can't say much, but you need more healing and (indirect) "bound" synergy to show how your class works.
@Tomerick88
Individual cards
Nibbling Gnashers: You could easily bump its stats to 2/1, otherwise it's very bad for a 1/1. The base concept is nice.
Fire Breath: Necessary filler. It's alright.
Drop a Bombshell: Nice! Love the flavor and the effect.
Knife Juggling: I personnaly don't like "this turn" spells, also this card supposes that your class has a "token" archetype but I don't see it by looking at your cards.
Side Splitting: Necessary filler. It's alright.
Scheme: Filler. It's alright.
In Joke: This is worse than Ancestral Healing which has never seen play. For 1 mana, your card can easily give ALL friendly minions taunt. The flavor fits well in the class.
Laughter: So, Healing Touch for your class? I guess it's alright if you plan to make healing a characteristic of your class.
Laughing Gas: Filler. It's alright. Nice flavor!
Acrobatics: A nice removal that fits well in your class.
Overall
Your basic set has a nice flavor, but only Acrobatics synergizes well with your Punchline mechanic, so your basic set doesn't really show your class' gameplay. I suggest to replace the least original cards with more direct damage or direct removal.
@Livienna
Individual cards
Lucky: This could be OP in some circumstances. I would bump this to 1 or even 2 mana. You already have another 0-Cost card so it's not a problem.
Charm: Simple yet effective and useful. It also fits well in the class. I love it!
Bottled Magicka: Nice. Fits well in the class.
Gust of Magicka: That it's identical to Arcane Explosion wouldn't be an issue if AE didn't suck. I suggest to change this for another AOE.
Card not found: Someone forgot to host a card on Imgur!
Focus Mind: A simple card that fits well in your class. Nice!
Seer of the Forest: The card is nice, but the art is ugly.
Twist of Fate: The card does a good job at showcasing your mechanic but at 5 mana I find it too extreme. It could be a 4mana "+4/+4", the minion destruction is only conditional so it wouldn't be a powercreep on Assassinate.
Dark Influence: Nice. It's not more complicated than Tracking. As long as the rest of the basic set is simple it's alright.
Overall
I like this basic set. It does a good job at showing what your class is about. The only problem is that it lacks what a basic set needs to be viable: effective AOEs, removal/neutralization, and card draw. You still have 2 (3?) cards left to correct this.
@Opal736
Individual cards
Chain: Dammit I had the same idea! I planned to make it cost (1) though.
Reaction: A beginner can easily misread this as "Deal 2 damage to each enemy minion". I would change the wording to "Deal damage equal to the number of enemy minions". The card is nice.
Broadsword: Nice filler.
Razorblades: Nice filler.
Graveyard of Swords: If you intend this to only be playable when you have a weapon, I would make it a minion with "Battlecry: Destroy your weapon to draw 2 cards" to really show that would draw cards ONLY when you have destroyed your weapon. Having a weapon is very easy with your class so be careful about balance.
Storm of Blades: Nice filler.
Soulbolt Trainer: Nice.
Blue Sanctuary: Nice, but not for a basic set.
Dancing Blades: It's alright.
Hidden Blades: Nice.
Overall
Individually the cards are nice, but there is too many weapon synergy in your basic sets. You can't make your ENTIRE class about just weapons!
@Sinti
Individual cards
Back to Basics:ZOMG HOW DRAE U STEAL LEVIENA IDAE!!!111 But seriously it's nice for the same reasons.
Perfect: Don't do this please.
Reckless Brawler: Nice and simple card that fits well in the class.
Overall
Not enough cards to make a judgment yet, but it's a good start.
@Broeck1
Individual cards
Terrify: Nice.
Cloud Figure: Necessary for your class.
Emerge:That's too OP in combination with the above card. If you had both in your opening hand it's a 1mana 3/5 with one of the cards being cycled. Nevermind, I thought the cloud costed 0. It might still be too good.
Seek: Nice.
Phantom Pain: I don't like cards that says "-X Health" because you never know whether this could kill the minion or not. I would add a "(it can't fall below 1 Health)" within parentheses at the end, though that could screw you for the second challenge.
Peaceful Gesture: For all practical purposes this is a powercreep on Healing Touch (I never saw anyone playing HT on a minion, or at all for that matter). That said it is justified for your cards.
Diminish: Same as phantom pain. It won't be feasible here though...
Hide: ...Is this a 4mana Conceal? Oh, and also you can't have Stealth on basic cards...
Reshape: That's OP. Make it cost 6.
Mind Trap: As of now it's a 6mana Frost Nova. Maybe you intend to make card that destroys all 0-Attack enemy minions. If it is the case, I suggest to include it in your basic set as well.
Overall
Your basic set does a good job at showing what your class is about. However many of the cards have balance or praticality issues though, I suggest you to keep working on those rather than dump them (except Hide and maybe Diminish).
UPDATE PAGE 3: Yes, mirrors is a good card!
@Demonxz95
Individual cards
Future Sight: Nice. Fits well into your class!
Accelerate Time: Nice. Fits well in your class as well.
Sand Attack:Hammer of Wrath says hi. The minion restriction isn't worth 1 mana. Maybe it's tolerable because it's the basic set though, it will depend of the rest.
Been There: Nice.
Done That: Mostly nice, but might limit your design space.
Overall
You only have 5 cards but they look good! Removals and board clears should be in the remaining cards.
@ShadowsOfSense
Individual cards
Banger: Makes Frostbolt feel good. It's alright if you plan to make your class weak on direct damage.
Diffusion of Power. If Inner Fire costs 1, this can cost 1 as well.
Herbal Remedy: OP. Make it cost 5 (also I had the same idea, crap).
Incense: Nice
Magical Experimenter: Wait what?
Mash: I saw this card somewhere before. Apart from that it's good and fit into the class' theme.
Pet Project: Nice. Fits well in the class.
Rapid Acid: Nice. Synergizes perfectly with Diffusion of Power.
Verdant Vial: Nice.
Zephyr Construct: Necessary for the class.
Overall
The cards are nice and do a good job at showing how your class works. My concern is that the theme is too similar to Broeck1's class. Also I didn't notice this the first time but... is the Hero Power a weaker Reinforce?
@Vilegloom
Individual cards
Fuel: Anti-synergy with your Hero Power. Also Preparation says hi.
Pyromancer Novice: Nice.
Flame Mastery: Nice, but might limit your design space in combination with your other card.
Unstable Flames: Nice
Set Ablaze: Again, might limit your design space.
Incinerate: Nice.
Reckless Flamebending: This is weaker than Unwilling Sacrifice (and let's not talk about Deadly Shot) in just every aspect.
Flame: Simple and effective.
Overall
Individually, most of your cards are good, but they are too one-dimensional. It's damaging spells, damaging spells, damaging spells, etc... I suggest you introduce spell damage synergy other than damaging spells (IIRC I said that before). My second concern is that some of your cards are "dangerous" in the sense that they can quicky be part of a cancerous combo.
@Giz4Gamer
Individual cards
Dust to Dust. Nice. Balanced when compared to Corruption.
Dwarven Miner: Nice
Smash: There has been an identical card before which costed 3. I think the real cost of this would be in between: 2.
Stone Charge: could cost 0.
Earth Shield: This is very weak. Make it cost 2.
Jewel Inset. Nice, but I would put the "Draw a card" below the "(+2 Attack/ +2 Health)".
Tanaris Duneraider: It's alright.
Sudden Collapse: It's alright, but not very original.
Tanaris Guardian: Nice.
Ashes to Ashes. This is OP. Don't do this please.
Overall
Individually most of the cards are nice, but they lean on the weak side. Globally though this basic set doesn't show how your class works. You should introduce Health and/or Armor synergy since it's apparently the main theme of your class.
@Teknician
(The first Hero Power restricted to minions is best)
Individual cards
Behind Schedule: Nice.
Cannon Fodder: Why not, but you need to add stuff that synergizes with it on your basic set.
Goblin Technosapper: Nice. But I would give it the mech tag since he's in an exoskeleton.
Hit the Ground. It's alright.
Marked for Scrap. Could cost 1, the condition is hard to meet.
Parachute Protocol. I LOVE the flavor, but IMO putting cards that summons random stuff into the basic set is not a good idea since a new player might summon confusing minions. I would keep this one for later.
Piercing Round: It's alright. What happens when you kill a hero with Armor with this though? Do you win?
Running Fast: It's alright.
Spiked Bracers.THIS IS MY MECHANIC Should remove 3 cards for that price.
Truefire Rocket. After some thought, it's alright.
Overall
IIRC it was me who told you to dump the minion's Armor stuff for the basic set. Now that you did though... Your basic set looks really bland. I don't think you should reintroduce it though, but rather make simple cards that indirectly synergize with it. That or give your class an identity beyond that.
@erjclee101
(Your Hero Power needs the "Hero Power" mention on top)
Spiteful Destruction: The exact term is "remove". Nice card otherwise.
Strength in Solitude: This is less powerful than Dark Wispers which didn't see any play. Needs to cost 5.
Overall
Apart from balance issues, your basic cards as they are now don't show what makes your class unique. You should add a couple of cards that put stuff at the bottom of your deck.
@BlackC1pher
Individual cards
Drumhunter: That's OP.
Gorger Wurm: I'm not sure the extra Health point makes up for such a drawback...
Avenging Strike: It's alright.
Strategize: This card is weird. Card draw is random so the discount next turn won't bring anything most of the time.
Feast: Nice! Love the flavor!
Enter a boy: Nice, but underpowered most of the time because your opponent can play around it.
Leave a Man: Nice
Eager Beaver. A 1mana discount doesn't make up for a wasted card draw (yes, a vanilla 1/2 is a wasted card draw) so unless you plan to use synergy with that I would dump it.
Sharpshooter: Second version. Definitively.
Strike: Nice. Original removal.
Quick Trap: Nice, but a bit weird with Hunter Traps around.
Splinter: Alright.
Overall
Most of the individual cards are nice but your set lacks unifying synergies. You don't build a deck around a "last X played" mechanic.
@LarryMoments
Individual cards
Highwayman: I planned to do something similar. At least now I know I won't.
Distract: Nice, but I saw a near-identical card before that costs 0, and I think 0 is the right cost for this.
Demand: Nice!
Meatshield. Lol, I love this.
Supply: Filler. It's alright.
Westland's Mugger: Nice.
Drakonid Brute: Filler. It's alright.
Loot the Victim: That's weird, but it synergizes with the rest I suppose.
Dead or Alive. Nice.
Mercenary Ambush. Too complicated for a basic set and underpowered anyway.
Overall
Most of the cards are nice and show your class' gameplay well. Maybe the only problem is that there isn't anything truly unique in it.
@Mewdrops
Individual cards
Rally the chosen: Oh boy. I don't know what to think of this.
Slash: Filler. It's alright.
Burn: Filler. It's alright.
Fireblade Demoness: Alright filler.
Oracle's Prophecy: A bit overdone but alright.
Rain of Fire: Alright filler.
Bloodfire Acolyte: I still think this is OP. Nevermind, I didn't see that you changed it the first time.
Blazing Claws. Ok.
Ironhand Guard: Nice card that synergizes well with your class.
Impale: Not very balanced indeed, especally for a class that can burst.
Overall
I think there are too many fillers and not many unique cards like Ironhand Guard in the set. Also, I reiterate what I said before: the high amount of burst damage your class has can easily make it super cancer.
@Nirast
Hammer! The surrounding mechanic needs to be explicited or it is too complicated for a basic set. Also this is OP.
Tongs needs to cost 3.
@Haileystrasza
Individual cards
Ancient Weapon: Underpowered, a minion generally doesn't stay alive long enough for this to be good.
Puny Morta! Alright filler.
The Bigger they Come: A nice to help F2P players! I like it.
The harder they fall. I'm not sure that new players can understand what an "enchantment" is. It's also very situational. I would keep this for later.
Overall
The card individually are nice but it's hard to find a good set for your basic class. It's about secrets but you can"t have secrets or secret synergy in your basic set.
Uh...Sun's Shine and Moon's Glow? Does that work for the third challenge? I don't know any common sayings about space that could work with this. (I'm the Cosmomancer)
"In Space no one can hear you Scream"? i don't know what your class is about, so i can't tell.
Space, basically. Asteroids, meteors, suns, moons, intergalactic beings...maybe One Small Step and A Giant Leap?
On another note, I'm thinking of introducing Asteroid and Meteor tokens as a theme for my class. Asteroids are 1/1s with Charge and Meteors are 1/3s with Taunt. Should I keep these two?
shouldn't it be the other way around? meteors with charge and asteroids with taunt? same with the card art; not sure.
i'd also sugest making them Asteroid Elemental and Meteor Eemental; they'd be actual being (also, there already is a meteor in the game)
My method of thinking is that the Meteors have already crashed when they enter the battlefield, so they remain as rubble. The asteroids are constantly moving however. I dunno if the Meteors and Asteroids would count as Elementals myself.
no, i was saying that you should add elemental in their name, you know, like Fire Elemental, Water Elemental etc.
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
opal already gave you most of the feedback i wanted to say, i'l add that you can probably make Worthy Opponent a 4/8 since, when it comes to class minions, the added stats of vanilla ones if 2x the cost +2.
I don't get what the issue is? Obviously if we're doing scrying mechanics we're both going to be making cards that synergize with knowing what's on the top of your deck. I don't see this as a problem.
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
I can understand Slash has to be weak, I wouldn't make it so easy to compare with Consecration though. What about cost increase + card draw?
Requiem Of Rainbows could probably cost 4.
Worthy Opponent... I can't see what you mean about his stats... it's 11 stats for a 5 cost, perfectly fine for a vanilla.
Reckless Brawler is really strong (increasing durability is strong in general), but its effect is not what you want on a 1-drop, so it's somewhat balanced.
I love both Parrying and Back To Basics for flavour and effect.
Late For Training... I honestly don't know. Seems fine at first glance though.
Nobody Saw Nothing ehhhhhhhhhhhh I posted this a while ago and it cost 2, still with my class it's easier to get a weapon so it's probably balanced.
Target Practice great idea, could maybe cost 1 as you're technically buffing your opponent minions.
All in all it's one of my top 5 favourite entries.
Slash: i already have three draw cards (might actually drop one to not have too many), so i dont want to put draw on this as well, also it would be more like Fan of Knives then, so that wouldnt rly help in the comparison department. There is only so much "uniqueness" we can do in terms of a basic aoe effects, most of them has been done in many forms.
Requiem of Rainbows: yeah, i am reeeeally unsure if i should make it 4-cost or not. It feels like that would be pushing it, since 4/2 for 4 weapons r rly strong, even tho they always have an additional effect and can go face for full dmg, but still, i rly dont know.
Nobody Saw Nothing: oh u have this in your class? Or did u drop it? If you still have it then i will most likely drop it. But yeah, the idea is that i wont have that many weapons, like one per expansion. The main synergy is obviously with my hero power, but it hinders your Momentum effects for a turn in exchange.
Target Practice: yeah i wasnt sure if i can go as low as 1-cost since it has a draw on it.
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
opal already gave you most of the feedback i wanted to say, i'l add that you can probably make Worthy Opponent a 4/8 since, when it comes to class minions, the added stats of vanilla ones if 2x the cost +2.
Definitely not 4/8, that would be way too much. It is already pretty strong for its cost id say.
Crushing Arms: still think a 4/4 body is too much, should be 3/3.
Mountain Elemental: was it you who had this at 5/7 or someone else? anyway its 1 attack over Ancient of Blossoms, but i dont know, feels little too good. Nesting Roc is a 4/7 taunt with a condition for 5, this could be a 4/7 taunt without a condition for 6. Elemental tag is probably more valuable than beast in your class anyway, so.
Mold: you should create the tokens, since if you are referencing Rock Elementals, you cant reference future set in an old set.
Rest of the cards seem good. Honestly like some of them seem just tiny bit too OP, but i guess they r fine in the end :)
Alright, at least I am not struggling too much to make alternate versions of Mercenary Ambush, I am trying to hit the nail in the Basic set, since probably Distract is going to cost (0), either way, Distract is a 100% going to showcase cards.
I have two versions on Mercenary Ambush, but I dunno which one hits the nail better, the 1st one is with Combo potential, and the second one has Coin potential.
(The first version will attack from left to right when summoned, if the minion is killed, they stop attacking, oh and yes, they can survive)
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
Hack: Hey, another 1 mana deal 2 damage spell! This if fine ofcourse.
Slash: A weaker Consecration but that's definitely not a bad thing. I actually think its a strong thing to make cards like these. Really gives the class identity.
Parry: Seems a bit too difficult for basic tbh. Also, should this be reworded "The next time your Hero would take damage, reduce the damage dealt to 0. Draw a card"? I think that would make it more clear.
Back to Basics: Love the flavor and artwork. Good card.
Requiem of Rainbows: I like it! Balance is good!
Reckless Brawler: Giving your weapon durability is really cool imo. I don't think brawler suits the effect really well though. I would personally think more of a Smith or something like that. Also, would a Pirate be good here?
Worthy Opponent: Cool, a vanilla minion! Love it!
Late for Training: Lol, I love effects that counteract. Name is pretty cool too.
Nobody saw Nothing: Really strong card, but I think its ok.
Target Practice: Not sure about this one tbh. Its cool when theres a taunt minion in play and you want too choose your trades. Other than that, its not really helpful and just a 2 mana draw a card at best. 1 mana would be fine if you ask me.
Parry: i will admit that the complexity of this card might be on a fringe of a basic card, but its not that complex in the end, so i will try to argue that it can pass as a basic card :) The wording is not perfect, no doubt about that, but since such an effect is essentially not in the game yet, i went with something that would make it very clear what will happen.
Reckless Brawler: yeah, i thought the flavor on this one would be probably hard to grasp and making it a weaponsmith or something would be much easier. The idea behind this was that the brawler just throws away her weapon and goes in with bare fists and so the weapon will be "fresh" for an extra hit later on :D yeah, im probably asking too much from ppl to connect the dots on this one and even then its probably too weak of a reasoning :D
Alright, at least I am not struggling too much to make alternate versions of Mercenary Ambush, I am trying to hit the nail in the Basic set, since probably Distract is going to cost (0), either way, Distract is a 100% going to showcase cards.
I have two versions on Mercenary Ambush, but I dunno which one hits the nail better.
I would say that the v1 is more balanced, it will always be a good card, something similar to North Sea Kraken. If you target a big minion, chances r that only one 4/4 survives, which is actually a good thing, if you target a small crap probably all of them will survive but damaged, which is also a good thing given the card's cost. That being said, i an not fan of forcing minions to attack via effects like these, but this one is one of the better cards that do that.
v2 looks like a big hit-or-miss design, so probably not that great.
I had an idea to use the phrase "The exception that proves the rule" Could i use two cards with title "The exception" and the other one "Prove the rule"? I also already have a basic card in y example pack from phase one that doesn't follow the Deceptively Simple challenge. What should I do?
you can easily go with "the exception" and "the rule"; for deceptively simple, if you don't have more than 4 cards that have over 3 lines, you're fine.
I edited my Cards! Thanks for the feedback so far (and apologies for missing the rule about the class-specific keyword). I did my best to make some adjustments.
sentimental junckbot: i donno, may be a little strong, coldlight oracle has a simmilar effect and is a rare that's overcosted by 1.5 points; on the pther hand, northshire cleric is a thing;
spur of confidence: is an overcosted heroic strike; either reduce the cost or increase the damage;
memories: it should cost 5; it dosen't matter where the cards come from, it's still 5 of them;
spiteful destruction: you could easily make this a 4;
strenght in solitude: really bad card, you should probably reduce it's cost to 4 (unless your class has sinergy with having only one minion on the board, in which case i don't know);
mood: pleased: seems fine;
life is good: hard to judge, you might want second oppinions on this one, maybe have it just 3 health? donno.
mood: angst: you can probably reduce the damage dealt to 3.
life is crap: boy oh boy, that name! balance-wise it's fine, but that name! should probably change it.
gentle golem: this one's ok.
Just curious – why is the "Life is Crap" name so bad?
Alright, at least I am not struggling too much to make alternate versions of Mercenary Ambush, I am trying to hit the nail in the Basic set, since probably Distract is going to cost (0), either way, Distract is a 100% going to showcase cards.
I have two versions on Mercenary Ambush, but I dunno which one hits the nail better, the 1st one is with Combo potential, and the second one has Coin potential.
(The first version will attack from left to right when summoned, if the minion is killed, they stop attacking, oh and yes, they can survive)
Honestly, the first version at (8) or (10) mana would probably be best. You are inflicting 12 damage to a minion and, if you don't have a board, you can cast it on a weak minion and have three 4/4s. I like the idea, don't know about the balancing. I'll leave that to others, but that's what I think. The second version is too complex, I think.
Just curious – why is the "Life is Crap" name so bad?
Because Hearthstone is a cild-friendly game, and crap is a nasty word? now if it was called "Life is Poop", it would have been ok.
It's not exactly a "child friendly" game when you have many artworks involving people stabbing other people, blood, female characters with very sexual designs and poses. The game is rated T after all (weirdly enough is rated 7+ in PEGI, which is actually very surprising to me).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
To post a comment, please login or register a new account.
Review time!
@NOVEXOR
Individual cards
Overall
There are only 3 cards so I can't say much, but you need more healing and (indirect) "bound" synergy to show how your class works.
@Tomerick88
Individual cards
Overall
Your basic set has a nice flavor, but only Acrobatics synergizes well with your Punchline mechanic, so your basic set doesn't really show your class' gameplay. I suggest to replace the least original cards with more direct damage or direct removal.
@Livienna
Individual cards
Overall
I like this basic set. It does a good job at showing what your class is about. The only problem is that it lacks what a basic set needs to be viable: effective AOEs, removal/neutralization, and card draw. You still have 2 (3?) cards left to correct this.
@Opal736
Individual cards
Overall
Individually the cards are nice, but there is too many weapon synergy in your basic sets. You can't make your ENTIRE class about just weapons!
@Sinti
Individual cards
ZOMG HOW DRAE U STEAL LEVIENA IDAE!!!111But seriously it's nice for the same reasons.Overall
Not enough cards to make a judgment yet, but it's a good start.
@Broeck1
Individual cards
That's too OP in combination with the above card. If you had both in your opening hand it's a 1mana 3/5 with one of the cards being cycled.Nevermind, I thought the cloud costed 0. It might still be too good.Overall
Your basic set does a good job at showing what your class is about. However many of the cards have balance or praticality issues though, I suggest you to keep working on those rather than dump them (except Hide and maybe Diminish).
UPDATE PAGE 3: Yes, mirrors is a good card!
@Demonxz95
Individual cards
Overall
You only have 5 cards but they look good! Removals and board clears should be in the remaining cards.
@ShadowsOfSense
Individual cards
Overall
The cards are nice and do a good job at showing how your class works. My concern is that the theme is too similar to Broeck1's class. Also I didn't notice this the first time but... is the Hero Power a weaker Reinforce?
@Vilegloom
Individual cards
Overall
Individually, most of your cards are good, but they are too one-dimensional. It's damaging spells, damaging spells, damaging spells, etc... I suggest you introduce spell damage synergy other than damaging spells (IIRC I said that before). My second concern is that some of your cards are "dangerous" in the sense that they can quicky be part of a cancerous combo.
@Giz4Gamer
Individual cards
Overall
Individually most of the cards are nice, but they lean on the weak side. Globally though this basic set doesn't show how your class works. You should introduce Health and/or Armor synergy since it's apparently the main theme of your class.
@Teknician
(The first Hero Power restricted to minions is best)
Individual cards
THIS IS MY MECHANICShould remove 3 cards for that price.Overall
IIRC it was me who told you to dump the minion's Armor stuff for the basic set. Now that you did though... Your basic set looks really bland. I don't think you should reintroduce it though, but rather make simple cards that indirectly synergize with it. That or give your class an identity beyond that.
@erjclee101
(Your Hero Power needs the "Hero Power" mention on top)
Individual cards
Overall
Apart from balance issues, your basic cards as they are now don't show what makes your class unique. You should add a couple of cards that put stuff at the bottom of your deck.
@BlackC1pher
Individual cards
Overall
Most of the individual cards are nice but your set lacks unifying synergies. You don't build a deck around a "last X played" mechanic.
@LarryMoments
Individual cards
Overall
Most of the cards are nice and show your class' gameplay well. Maybe the only problem is that there isn't anything truly unique in it.
@Mewdrops
Individual cards
I still think this is OP.Nevermind, I didn't see that you changed it the first time.Overall
I think there are too many fillers and not many unique cards like Ironhand Guard in the set. Also, I reiterate what I said before: the high amount of burst damage your class has can easily make it super cancer.
@Nirast
@Haileystrasza
Individual cards
Overall
The card individually are nice but it's hard to find a good set for your basic class. It's about secrets but you can"t have secrets or secret synergy in your basic set.
My own set will come soon! (hopefully)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Can you do mine! XD
Class Reminder:
Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold".
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Ok, guys so i finally have something coherent to show you :) If you would like a feedback from me in return (please!) include a link to your post, thanks.
Gladiator
Current state of my Basic set (7/10):
Card descriptions:
Hack'n'Slash: Hack is an addition to the Holy Smite / Arcane Shot family. Slash is a strictly worse Consecration, but that is ok, since one of my class'es weaknesses is a weak aoe. It is still very much a decent card.
Parry: you've already seen this in Phase 1. One of the signature cards of my class in the "protect" category, with a great flavor i think :)
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect as iv seen ppl dislike before. Thought?
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it, so i went with it. I might actually do silly names for all my future weapons to keep a hearthstone-y light mood :) I think it is plausible, since gladiators would definitely name their weapons, right?:D
Reckless Brawler: her weapon of choice are fists! So you get to use her weapon ... or something :D i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. Most (or all) of my weapons will be rather utility weapons than pure (face) dmg, so i think gettin one more swing out of them is a good way to go.
Worthy Opponent: get it?:D Ok, so at first glance, the stats might seem preeeety carzy, right? I mean they kinda are, but then realize that Shado-Pan Rider and Knuckles are a thing. You already forgot about em, didnt you? If i were to go for 3/7, this would make the card strictly worse, which honestly might be fine, since it is a Basic minion, so i might do that if most ppl agree i should. Btw for reference, only other two 3/8 minions r Ancient of Blossoms and Lakkari Felhound.
Unrefined ideas. Open to name change, effect change or might not include at all if not received well.
Card descriptions:
Late for Practice: i know noone rly likes a card that gives minions Charge, but i had this idea of nerfing the attack of the minion. Would this make the card actually ok?
Nobody Saw Nothing: cheap card draw, or so it would seem. Its basically an Arcane Intellect when combined with my hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects. Depends on what you need at the time.
Target Practice: not sure about this card, it is probably weak on average even with the card draw slapped on it, but the idea behind this was to have a way to flush out those valuable minions hidden behind taunt walls so you can kill them off.
- Click Here To Join Us On Discord! -
Can you do mine? Please?
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Click the image to go to my custom Time Traveler class.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
- Click Here To Join Us On Discord! -
- Click Here To Join Us On Discord! -
Alright, at least I am not struggling too much to make alternate versions of Mercenary Ambush, I am trying to hit the nail in the Basic set, since probably Distract is going to cost (0), either way, Distract is a 100% going to showcase cards.
I have two versions on Mercenary Ambush, but I dunno which one hits the nail better, the 1st one is with Combo potential, and the second one has Coin potential.
(The first version will attack from left to right when summoned, if the minion is killed, they stop attacking, oh and yes, they can survive)
The joke is you.
- Click Here To Join Us On Discord! -
Sooooo I want a 3 mana spell "Deal x damage randomly split among all enemy minions. If one dies, draw a card."
What should x be? :D
also what do we think of "Both players draw a card. Destroy the card that costs less." ?
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Ok I have redone the set and I think more of the identity comes through now. Any thoughts?
Class:
.
The set???
.
Click the image to go to my custom Time Traveler class.
Click the image to go to my custom Time Traveler class.