The challenges have been chosen, so get to discussing how best to woo Deathwing with your fantastic classes here. As a reminder, the only people allowed to submit are:
~~~~~~~~~~~~~~~~~~~~~~~~
Along with Vilegloom, our Wild Card.
Rules for this Phase in a handy-dandy spoiler, as requested
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE CLASSIC CARDS We do not want to see your Class's entire Classic Set out in the open.
You are allowed up to five (5) example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Classic cards, they should have the Classic watermark, and you should include 6 Common cards, 5 Rare cards, 3 Epic cards, and 1 Legendary minion.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either: Discover , Adapt , Lifesteal , Recruit , or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
REMAINING CLASSIC SET The remaining ten (10) cards of your class's Classic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC SET You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder, all entries must also meet these requirements . Don't get disqualified over a simple fix!
Deathwing is all about inclusivity these days - after all, the more people you let in, the more there are to burn to death! As such, he needs to know that you're capable of designing cards of all rarities, not just some flashy Legendaries and Epics.
Deathwing was very insistent that everybody have a keyword for this competition, because his new friend has to be extra special in as many ways as possible. Now he wants to test the limits of your keyword - is it robust enough to be used in other ways, like Shaman did with Unbound Elemental?
(NOTE: Your card must have the keyword on it, but not actually use the keyword. Examples include Unbound Elemental for Overload, Fandral Staghelm for Choose One, and Corpse Widow for Deathrattle. A counter-example would be Sparring Partner, which interacts with Taunt but also has Taunt.)
Lastly, Deathwing is a simple man, and if there's one thing he hates, its beings with more power than him. As such, he's trying to ban RNGesus as much as possible from this competition. Unfortunately, he only has so much power, so he's bound you all to exactly 1 card with the word 'random' in its card text. (Nobody tell him you can have random effects without using the word, he'll freak).
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your idea? Do you need help finding art that will fit your cards? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per competition, so make sure that you've settled on your idea for sure beforehand.
Discussion! Do you have thoughts on other people's ideas? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. We understand that some of you might have a ton of potential ideas you'd like to share. However, this thread is going to become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time, to keep the thread generally orderly and legible.
Advertising Your Entry. Please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your idea is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your ideas for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
Remember to check out the Story Comic for this class competition!
You can check it out by clicking the above picture or here!
So, without further ado, have fun and get creating!
Good challanges! I was worried about the Deathwingman. Sorry Deathwing, but I'm not sure how I'd fit you in the Apothecary class. With those finalized I'll finish making some cards and will post some later for feedback! Good luck everyone!
So, it's a really good thing I had that new version of Vault Keeper made beforehand (I actually had it made before the Phase III poll so I got lucky). It's also good Challenge 1 didn't make it because my Legendary would've been invalidated otherwise. So here's what I have so far for my class:
Mechanic reminders (since the keyword wasn't in the Basic set):
Quick-Time effects happen if you play the card on the turn it was added to your hand. Although this seems top-deck reliant and inconsistent for other classes, Time Traveler has the ability to Glimpse into the future (haha) and other ways to see the top cards of their deck (i.e Future Sight from the Basic set). So I have most of my Set actually pretty well covered so far.
As well as two cards I'm a bit on the fence about:
The original idea behind Timewalker was to draw from the power of your opponent's time and use that against them. Originally it gained Attack based on how long your opponent took on their turn, but this was a bad design. The current design was meant to reflect this in a fairer way.
Temporal Golem in this incantation was intended to promote some interesting gameplay choices. If you keep playing it, you will keep drawing and you'll always get 2 mana 2/3s to draw and play, but then you also have to decide when it's correct to initiate that strategy and when to wait and intentionally not play it for the Quick-Time effect.
So, some questions:
Now that we know reducing the font sizes is a thing, there's no doubt going to be some controversy over this. How are we going to go about reducing the font sizes? I reduced the font size of Rift Magician so the effect would fit in one line to be consistent with cards like Elven Archer and SI:7 Agent.
Is Rift Blast believable as a Classic Common card? Considering that Betrayal is a thing and there aren't any other cards in the game like it, I think it is.
Do I use the word "Rift" too much?
And of course, what are your opinions of this?
Assuming the two on the fence cards make it, all I need is a Common and an Epic and I'm done.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Wow this is going slowly. I know there aren't that many people left, but even then, this is unbelievably slow.
Sorry... Not everyone can "Quick-Time".
About your class, here are a few suggestions:
There's nothing wrong with making rift magician onto two separate lines. I would actually suggest you do such a thing. I worry that the card might be on the strong side though, because it's almost as powerful as Fire Plume Phoenix (yet costs 2 less).
For Temporal Golem, I'd suggest making it a 3/3. The quicktime effect is almost always a drawback at such a low cost. If it was a 8/8 though, 9-10 mana would make sense.
Rift elemental may be better as a 2/1 rather than a 1/2.
I'd remove the +1 Hp on the taunt half on Chronoprophet. Despite being slightly underpowered, synergy with the hero power makes the difference negligible.
All right, so I have a quick question: I'm considering changing my keyword to something like this so it can work on spells and be slightly less OP:
It essentially works like Combo does, but with minion death instead of 'play a card'. Potentially, I could also add an additional (X) thing to it, which gives me a bit more flexibility with cards but might be a little bit too complex since most effects will be (1) anyway. Is this a good idea? Is it even allowed?
All right, so I have a quick question: I'm considering changing my keyword to something like this so it can work on spells and be slightly less OP:
It essentially works like Combo does, but with minion death instead of 'play a card'. Potentially, I could also add an additional (X) thing to it, which gives me a bit more flexibility with cards but might be a little bit too complex since most effects will be (1) anyway. Is this a good idea? Is it even allowed?
Original keyword for reference:
Dunno if that's allowed, tbh... I like the first one more, but the second one gives more control over balance.
Hey guys! I'm so happy to make it to PhaseIII! Here's what I have so far:
Recap of my Hero Power/Keyword
And a card that I'm not sure which iteration/path I should take:
You have a fair bit of typos and terminology/wording mistakes:
Premeditated Attack: All friendly minions lose Stealth.
Sink your Fangs: Give adjacent minions Poisonous.
Sneak Attack: When is "next turn"? The start of your turn? The end of your opponent's turn?
Spirit Hunter: This one is fine, but I'd word it like this: Whenever a minion with Deathrattle dies, gain its effect.
The Lost Blade: This one is a nit-pick; fully spell out maximum.
Waystalker: Nit-pick as well. Health is capitalized.
Now... for balance.
Elven Huntress is "balanced", but it will snowball. Since she also applies stealth to herself, it will be very difficult for some classes to deal with this perma-stealth she grants to your entire board. I would rather her be at slightly higher stats but doesn't apply stealth to herself. Also, that art looks suspicious like a male.
Sneak Attack is extremely weak compared to Corruption, to my understanding. I still don't fully understand "next turn", but either way, Corruption is miles better.
Sink Your Fangs is going to be very hard to balance. On one hand, destroy your own minion and then giving adjacent minions Poisonous probably isn't worth 4 mana. Errr, Unwilling Sacrifice is the closest thing and keep in mind, it's not played so it's probably worth a bit less that 3 mana. Unwilling trades 1 minion for 1 minion, albeit randomly. Yours trades 3 for 2, but you are blocked by taunts. Definitely not worth the 4 mana. On the other hand, if you blow up an enemy minion, yes, it's really good if they only had one target on board, but it's really, really bad if they have a board. I dunno about this card in general, tbh.
Clarification. What does Waystalker do when your opponent has two minions of the same Health?
As for Rush, I am inclined to the first if your class feels overly complex, but the second if you need complexity. However, the first Rush really is quite strong, maybe 3 damage to all. The second *might* be a touch weak, it's a bit hard to balance.
Last thoughts: Try to use Night Elf images, if you can. There are a metric ton of them.
Dumping some ideas before bed. Some class info below, the Basic set in the signature.
If you have no Patchworks, the hero power summons one. If you have 1, give it +1/+1. If you have 2, give the leftmost Patchwork +1/+1.
Mutate is like Choose One, but you can't pick. Its random which choice of active when you draw it, At the start of your turn, it changes.
Disgusting Oozeling - I love this guy's art. That's all. Strengthening Tonic - Tonic just fits better than Potion. Simple buff card. Indecisive Chemist - Playing Off-Key challenge, and gives more control to Mutate and plan ahead. Unlabeled Tonic - Buff or removal. Mutagenic Tonic - I love the idea of shoving an assortment of effects on something. This might need to cost more. Could be an OG card. Patchwork Giant - Sticky minion. Compare with Harvest Golem. Very good with Monstercraft. Patchwork Colossus - Super sticky minion, but very slow. Might be an OG or KotFT card. Monstercraft - 4 mana 7/7. Might be too good? Malpractitioner - I like his name. No other comment. Outbreak - Too much removal when compared to Acid Bath in Basic? Maybe. Hulking Monstrosity - You've seen that before. Also, potential 6 mana 4/8 taunt. Everyone has one of those now! Master Faranell - Not sure about stats. Cast a 3 mana spell, summon a 3/3 Patchwork.
Temporal Golem: This guy is probably not a good idea as it makes your class completely immune to fatigue, not ideal for a classic card that's never gonna rotate out.
Turns out I don't really have much to say, everything looks pretty sweet!
@B1ackC1pher
Elven Huntress: Not really a fan since it has to be really weak to balance out how strong it is if it survives a turn. It's either really bad, or really good. Could call it a gamble but I think it'd be rather frustrating for both players. Balance is fine though.
Panther Rider: This is rather scary as you can almost guarantee at least 9 damage on your opponent with it for 6 mana. Maybe make it a 5/3. Still mostly as strong but more vulnerable to AoE and random targeting cards.
Premeditated Attack: This seems really clunky. I don't get why the removing your own minions stealth part needs to be there as you'll usually just attack with your stealth minions before playing this, and it's really weird with Elven Huntress.
Sink Your Fangs: This card is gonna take a bite straight out of your design space. It's probably fine, but beware that things like this + Wild Pyromancer or Baron Geddon will make your class really good at wiping the board.
Sneak Attack: I assume this triggers at the start of your opponents next turn? You could word it "Choose a minion. Deal 6 damage at the end of this turn". It's basically the same but should be more clear.
Rush: I like the first one. More simple but still unique and cool!
@thepowerofcheese
Patchwork Colossus: I think this card is sticky enough to drive everyone slightly mad. It's probably balanced but I dunno. This would really hurt control decks and make silence almost mandatory.
Master Faranell: I would say this guy is OP but no more so than Archmage Antonidas so he's probably fine.
I will say that most of your mutate effects are just different ways to apply stat buffs. I'd try change it up a bit more.
I've already submitted but I'd still be happy to get any feedback if anyone has time. The link to my class submission is in my signature!
All right, I guess I'm going to assume that the keyword change is allowed and move ahead! (btw Mods can any of you confirm whether it's OK?). These are just initial ideas that I haven't tried too hard to balance, and some may be a little OP as I tend to default to 'make it STRONG' over 'play it safe'. Some rarities are a little off since I made a couple of these cards in advance and can't be bothered to switch them around, so bear with that for a bit xD. Quite a few epics will end up becoming rares.
Class and Keyword Reminder:
Cards (just the ones I made):
The remaining cards will probably have Revelry as well as Token/Cultist synergy. Maybe I should include more Demon synergy, I'm not sure.
Soulsworn Acolyte: This is a tad weak at 1/2, but a little too good at 1/3. An option would be to have it 1/3 and gain +1/+1 when a friendly minion dies, though that does change the card entirely. If you want to play it safe, I'd go with the 1/2. 3-mana something: The problem with this one is that even counting strong cultist synergy, it's really weak if you can't get the Revelry off. I think 2-mana is better. Blood Revelry: An interesting take on Innervate. Soul Crush is probably ok at 5 mana, since you have to pay a cost for the +2 Attack anyways. Though, if you class is able to swarm really fast, then 6 mana is also ok. Bloodfire Blade: This is pretty scary. If you have just two 1/1's and sacrificed them, you get a 6/3 on turn 4. This gets a complete no-go from me. Cursed Child: Nice. I don't think the keyword for rarities existed yet. I know your rarities haven't been set in stone, but here's my suggestion: Swap this and Awakening's gems. Ring of Fire: Solid. Bloodrage Berserker: Nice. Angel of Flame: Also nice, but may limit design space for weapons in the future. Immortal Devil: Kind of weak. 4/5 Taunt, probably. Awakening: See Cursed Shield. Other than that, it's fine, it's a Bite that fits the class way more. 9-mana something: Alright. Opposite of Lay on Hands. Sort of. Fire Herald Azura: Effect is streamlined and simple, good. You could bump up her stats, seeing as other, er, "unique effects that require you to spend cards" legendaries like: Fandral is a 3/5, and Hallazeal is a 4/6, and even Lyra is a 3/5. You can base her stats depending on which legendary you think fits her power level. Personally, I like a 4/6.
Closing remarks: Don't forget to put a second weapon in there, and it needs to be an epic. Also, you're at 5 Revelry cards (not counting the 9-mana), try aiming for 8ish.
I'm almost ready with my stuff, I'll reply you with it in the near future.
Soulsworn Acolyte: This is a tad weak at 1/2, but a little too good at 1/3. An option would be to have it 1/3 and gain +1/+1 when a friendly minion dies, though that does change the card entirely. If you want to play it safe, I'd go with the 1/2. 3-mana something: The problem with this one is that even counting strong cultist synergy, it's really weak if you can't get the Revelry off. I think 2-mana is better. Blood Revelry: An interesting take on Innervate. Soul Crush is probably ok at 5 mana, since you have to pay a cost for the +2 Attack anyways. Though, if you class is able to swarm really fast, then 6 mana is also ok. Bloodfire Blade: This is pretty scary. If you have just two 1/1's and sacrificed them, you get a 6/3 on turn 4. This gets a complete no-go from me. Cursed Child: Nice. I don't think the keyword for rarities existed yet. I know your rarities haven't been set in stone, but here's my suggestion: Swap this and Awakening's gems. Bloodrage Berserker: Nice. Angel of Flame: Also nice, but may limit design space for weapons in the future. Immortal Devil: Kind of weak. 4/5 Taunt, probably. Awakening: See Cursed Shield. Other than that, it's fine, it's a Bite that fits the class way more. 9-mana something: Alright. Fire Herald Azura: Effect is streamlined and simple, good. You could bump up her stats, seeing as other, er, "unique effects that require you to spend cards" legendaries like: Fandral is a 3/5, and Hallazeal is a 4/6, and even Lyra is a 3/5. You can base her stats depending on which legendary you think fits her power level. Personally, I like a 4/6.
I'm almost ready with my stuff, I'll reply you with it in the near future.
Thanks for the review! I will happily take this chance to buff Immortal Devil. I'm probably gonna make Angel of Flame give Windfury so it's not as OP with Bloodrage Berserker.
Also, what's Cursed Shield?
I just wanted to point out that Revelry only triggers once (like Shado-Pan Rider's combo), so Bloodfire Blade caps at a 3/3.
Before I share my entire LONER set, I would like to get some opinions on which of the following two cards I should showcase as my Legendary:
OR
Reminder that the keyword Preserve means "shuffle a copy of a card to the bottom of your deck." Furthermore, please help me determine which card I should use as my legendary NOT based on the current balancing of the cards, but rather the concept/ flavor/ mechanics of the card overall.
Before I share my entire LONER set, I would like to get some opinions on which of the following two cards I should showcase as my Legendary:
OR
Reminder that the keyword Preserve means "shuffle a copy of a card to the bottom of your deck." Furthermore, please help me determine which card I should use as my legendary NOT based on the current balancing of the cards, but rather the concept/ flavor/ mechanics of the card overall.
Well from what I've seen from your class so far, I think Uuk fits much better. One-Man-Army doesn't seem to fit with your class favour much (beyond being good when it's alone), but from a flavour standpoint it seems like it belongs more in Warrior. I am a little worried that Uuk is too similar to Malorne, though.
This is the Discussion Topic. The Submission Topic is here.
(Please read the Submission Topic first.)
The challenges have been chosen, so get to discussing how best to woo Deathwing with your fantastic classes here. As a reminder, the only people allowed to submit are:
~~~~~~~~~~~~~~~~~~~~~~~~
Along with Vilegloom, our Wild Card.
Rules for this Phase in a handy-dandy spoiler, as requested
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Classic Set out in the open.
The remaining ten (10) cards of your class's Classic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
Remember to check out the Story Comic for this class competition!
You can check it out by clicking the above picture or here!
So, without further ado, have fun and get creating!
You can find me here! Good luck everyone!
firstIs there an ETA on the next episode of the comic?
Good challanges! I was worried about the Deathwingman. Sorry Deathwing, but I'm not sure how I'd fit you in the Apothecary class. With those finalized I'll finish making some cards and will post some later for feedback! Good luck everyone!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
So, it's a really good thing I had that new version of Vault Keeper made beforehand (I actually had it made before the Phase III poll so I got lucky). It's also good Challenge 1 didn't make it because my Legendary would've been invalidated otherwise. So here's what I have so far for my class:
Mechanic reminders (since the keyword wasn't in the Basic set):
Quick-Time effects happen if you play the card on the turn it was added to your hand. Although this seems top-deck reliant and inconsistent for other classes, Time Traveler has the ability to Glimpse into the future (haha) and other ways to see the top cards of their deck (i.e Future Sight from the Basic set). So I have most of my Set actually pretty well covered so far.
As well as two cards I'm a bit on the fence about:
The original idea behind Timewalker was to draw from the power of your opponent's time and use that against them. Originally it gained Attack based on how long your opponent took on their turn, but this was a bad design. The current design was meant to reflect this in a fairer way.
Temporal Golem in this incantation was intended to promote some interesting gameplay choices. If you keep playing it, you will keep drawing and you'll always get 2 mana 2/3s to draw and play, but then you also have to decide when it's correct to initiate that strategy and when to wait and intentionally not play it for the Quick-Time effect.
So, some questions:
Assuming the two on the fence cards make it, all I need is a Common and an Epic and I'm done.
Click the image to go to my custom Time Traveler class.
I want a new title, but Flux won't let me have one,
Wow this is going slowly. I know there aren't that many people left, but even then, this is unbelievably slow.
Click the image to go to my custom Time Traveler class.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
All right, so I have a quick question: I'm considering changing my keyword to something like this so it can work on spells and be slightly less OP:
It essentially works like Combo does, but with minion death instead of 'play a card'. Potentially, I could also add an additional (X) thing to it, which gives me a bit more flexibility with cards but might be a little bit too complex since most effects will be (1) anyway. Is this a good idea? Is it even allowed?
Original keyword for reference:
Why Rogue is my favourite class:
My submission for this week's card design competition.
Hey guys! I'm so happy to make it to PhaseIII! Here's what I have so far:
Recap of my Hero Power/Keyword
And a card that I'm not sure which iteration/path I should take:
Does it look good so far?
And which version of Rush should I use?
Please help me out, I'll gladly return the favor!!!
Now... for balance.
Elven Huntress is "balanced", but it will snowball. Since she also applies stealth to herself, it will be very difficult for some classes to deal with this perma-stealth she grants to your entire board. I would rather her be at slightly higher stats but doesn't apply stealth to herself. Also, that art looks suspicious like a male.
Sneak Attack is extremely weak compared to Corruption, to my understanding. I still don't fully understand "next turn", but either way, Corruption is miles better.
Sink Your Fangs is going to be very hard to balance. On one hand, destroy your own minion and then giving adjacent minions Poisonous probably isn't worth 4 mana. Errr, Unwilling Sacrifice is the closest thing and keep in mind, it's not played so it's probably worth a bit less that 3 mana. Unwilling trades 1 minion for 1 minion, albeit randomly. Yours trades 3 for 2, but you are blocked by taunts. Definitely not worth the 4 mana. On the other hand, if you blow up an enemy minion, yes, it's really good if they only had one target on board, but it's really, really bad if they have a board. I dunno about this card in general, tbh.
The Lost Blade is kind of meh. Charged Hammer
Clarification. What does Waystalker do when your opponent has two minions of the same Health?
As for Rush, I am inclined to the first if your class feels overly complex, but the second if you need complexity. However, the first Rush really is quite strong, maybe 3 damage to all. The second *might* be a touch weak, it's a bit hard to balance.
Last thoughts: Try to use Night Elf images, if you can. There are a metric ton of them.
Dumping some ideas before bed. Some class info below, the Basic set in the signature.
If you have no Patchworks, the hero power summons one. If you have 1, give it +1/+1. If you have 2, give the leftmost Patchwork +1/+1.
Mutate is like Choose One, but you can't pick. Its random which choice of active when you draw it, At the start of your turn, it changes.
Disgusting Oozeling - I love this guy's art. That's all.
Strengthening Tonic - Tonic just fits better than Potion. Simple buff card.
Indecisive Chemist - Playing Off-Key challenge, and gives more control to Mutate and plan ahead.
Unlabeled Tonic - Buff or removal.
Mutagenic Tonic - I love the idea of shoving an assortment of effects on something. This might need to cost more. Could be an OG card.
Patchwork Giant - Sticky minion. Compare with Harvest Golem. Very good with Monstercraft.
Patchwork Colossus - Super sticky minion, but very slow. Might be an OG or KotFT card.
Monstercraft - 4 mana 7/7. Might be too good?
Malpractitioner - I like his name. No other comment.
Outbreak - Too much removal when compared to Acid Bath in Basic? Maybe.
Hulking Monstrosity - You've seen that before. Also, potential 6 mana 4/8 taunt. Everyone has one of those now!
Master Faranell - Not sure about stats. Cast a 3 mana spell, summon a 3/3 Patchwork.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
@Demonxz95
Rift Blast: Excellent use of quick time, love it!
Temporal Golem: This guy is probably not a good idea as it makes your class completely immune to fatigue, not ideal for a classic card that's never gonna rotate out.
Turns out I don't really have much to say, everything looks pretty sweet!
@B1ackC1pher
Elven Huntress: Not really a fan since it has to be really weak to balance out how strong it is if it survives a turn. It's either really bad, or really good. Could call it a gamble but I think it'd be rather frustrating for both players. Balance is fine though.
Panther Rider: This is rather scary as you can almost guarantee at least 9 damage on your opponent with it for 6 mana. Maybe make it a 5/3. Still mostly as strong but more vulnerable to AoE and random targeting cards.
Premeditated Attack: This seems really clunky. I don't get why the removing your own minions stealth part needs to be there as you'll usually just attack with your stealth minions before playing this, and it's really weird with Elven Huntress.
Sink Your Fangs: This card is gonna take a bite straight out of your design space. It's probably fine, but beware that things like this + Wild Pyromancer or Baron Geddon will make your class really good at wiping the board.
Sneak Attack: I assume this triggers at the start of your opponents next turn? You could word it "Choose a minion. Deal 6 damage at the end of this turn". It's basically the same but should be more clear.
Rush: I like the first one. More simple but still unique and cool!
@thepowerofcheese
Patchwork Colossus: I think this card is sticky enough to drive everyone slightly mad. It's probably balanced but I dunno. This would really hurt control decks and make silence almost mandatory.
Master Faranell: I would say this guy is OP but no more so than Archmage Antonidas so he's probably fine.
I will say that most of your mutate effects are just different ways to apply stat buffs. I'd try change it up a bit more.
I've already submitted but I'd still be happy to get any feedback if anyone has time. The link to my class submission is in my signature!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
All right, I guess I'm going to assume that the keyword change is allowed and move ahead! (btw Mods can any of you confirm whether it's OK?). These are just initial ideas that I haven't tried too hard to balance, and some may be a little OP as I tend to default to 'make it STRONG' over 'play it safe'. Some rarities are a little off since I made a couple of these cards in advance and can't be bothered to switch them around, so bear with that for a bit xD. Quite a few epics will end up becoming rares.
Class and Keyword Reminder:
Cards (just the ones I made):
The remaining cards will probably have Revelry as well as Token/Cultist synergy. Maybe I should include more Demon synergy, I'm not sure.
I'll try to return any feedback :D
Why Rogue is my favourite class:
My submission for this week's card design competition.
Alrighty then.
Soulsworn Acolyte: This is a tad weak at 1/2, but a little too good at 1/3. An option would be to have it 1/3 and gain +1/+1 when a friendly minion dies, though that does change the card entirely. If you want to play it safe, I'd go with the 1/2.
3-mana something: The problem with this one is that even counting strong cultist synergy, it's really weak if you can't get the Revelry off. I think 2-mana is better.
Blood Revelry: An interesting take on Innervate.
Soul Crush is probably ok at 5 mana, since you have to pay a cost for the +2 Attack anyways. Though, if you class is able to swarm really fast, then 6 mana is also ok.
Bloodfire Blade: This is pretty scary. If you have just two 1/1's and sacrificed them, you get a 6/3 on turn 4. This gets a complete no-go from me.
Cursed Child: Nice. I don't think the keyword for rarities existed yet. I know your rarities haven't been set in stone, but here's my suggestion: Swap this and Awakening's gems.
Ring of Fire: Solid.
Bloodrage Berserker: Nice.
Angel of Flame: Also nice, but may limit design space for weapons in the future.
Immortal Devil: Kind of weak. 4/5 Taunt, probably.
Awakening: See Cursed Shield. Other than that, it's fine, it's a Bite that fits the class way more.
9-mana something: Alright. Opposite of Lay on Hands. Sort of.
Fire Herald Azura: Effect is streamlined and simple, good. You could bump up her stats, seeing as other, er, "unique effects that require you to spend cards" legendaries like: Fandral is a 3/5, and Hallazeal is a 4/6, and even Lyra is a 3/5. You can base her stats depending on which legendary you think fits her power level. Personally, I like a 4/6.
Closing remarks: Don't forget to put a second weapon in there, and it needs to be an epic. Also, you're at 5 Revelry cards (not counting the 9-mana), try aiming for 8ish.
I'm almost ready with my stuff, I'll reply you with it in the near future.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Question: in the submission am I allowed to add a spoiler to discuss combos between my cards as well as the existing neutral cards?
Before I share my entire LONER set, I would like to get some opinions on which of the following two cards I should showcase as my Legendary:
OR
Reminder that the keyword Preserve means "shuffle a copy of a card to the bottom of your deck." Furthermore, please help me determine which card I should use as my legendary NOT based on the current balancing of the cards, but rather the concept/ flavor/ mechanics of the card overall.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Guys... How did you make your whole basic set so fast?
I have tons of ideas for mine, I'm not even done sorting everything.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)