Thoughts? Criticisms? Maybe my mana curve needs to be a bit more varied/ diversified... or maybe that's not too big of a concern?
A Long Way: Wording should be "remove the bottom two cards", see Gnomeferatu. That being said, I don't see any other cards that remove cards from the bottom of your deck in your classic set, I don't remember your Basic set, sorry. If this is the only instance of removing cards, maybe bump up the rarity, seeing as Gnomeferatu is an Epic. After looking at your Basic Set, you have introduced a card that removed cards from the bottom of the deck, so this card can remain as a common, but the wording should still be changed. Mood: Joy: Seems fine. It's even technically, underpowered, as Coldlight Oracle gives you a 2/2 body for 1 extra mana, but this card is perfectly ok as it is. Preserve: Not bad. After looking at your Basic Set, you have a card called "Bury", which just seems a whole lot weaker in general. Just a note. Lone Survivor: Hmmm... 2/5 turn 2 is a bit back-breaking for some early game decks. It's probably ok, as your class prefers just one minion on board. Tough Love: Looks fine, maybe an art change would be nice. Lone Wolf: A bit weak. You're getting exact same stats as a Fire Elemental (Fire Ele deals 3 damage and has 11 stats, yours deals 4 and has 10 stats), but yours has a downside. And Fire Elemental can hit face with its damage, too. Detect Life: Hrmmm... I dunno about this card. I mean on paper it makes sense, and if we transpose it into *early* hearthstone it might hold up, but later down the road... no. Hearthstone is crazy now and basically every class can shuffle some cards into their deck, which means the deck is shuffled at that point. So, how would you Detect Life after your deck has been shuffled? I'm not sold on this one, even though it seems fundamentally sound. It just doesn't hold up in-game. Mood: Down: Perfect. Unbearable Solitude: Nice. Power of Friendship: Nice design. Sentimental Junkbot: It's... alright. It's technically a 5 mana 3/5 that doesn't actually do anything, though, maybe bump it's stats a bit. At this point, I looked through your Basic Set to see if you have strong Preserve synergy. Other than out-fatiguing your opponent, I see no real Preserve synergy, is thisintended? Childish Playbot: Hmmmm. It's strong, but fine. It promotes it to be used as removal. Lonely Aftermath: Fine, but wording is odd. "Destroy all minion, except the one with the lowest Attack. (chosen randomly)" I am following Brawl. Antisocial Golem: Looks fine, not sure how good it would be in the control matchup, and this card might be too slow against tempo. (just my thoughts, the card is solid. After all, Baron Geddon saw play.) Uuk: Erm... So you never fatigue? I think one person said having an infinite card in the Classic Set, which stays forever, it not a good idea. I agree. Maybe make it a conditional Preserve, so you have to work for it.
Closing remarks: Your class is pretty solid and the flavour is strong. Seems a little bit too much concentrated on anti-fatigue, though. You also have: 8 spells, 1 weapon, and 6 minions. If you plan on removing a card in the future *consider* adding a weapon. You also have 5 instances of Preserve, not counting "Preserved" from Detect Life. You are, of course, allowed to have as many instances of your keywords as you want, this is on the low side compared the Choose One, Combo, and Overload.
Hero Power: I'm sure you've been told this before by other people... but I think keywords just shouldn't be in a Hero Power. But it's too late to turn back and the voters like it so it's all good.
Wild Card: It is a very interesting design, I quite like it. It's a bit complex for a common card, though, even in the game's current state. Can of Wyrms: Looks good. Laughing Gas: Seems a bit weak compared to Pint-Size Potion, and I assume you used that card as a basis for yours, as your also used the "this turn only" wording, heh. Jitterbug: Solid. Nice name, too. In practical terms, though, it might be hard for this card to ever get more than 2 attack. In Joke: Nice. I don't get the flavour of the card, though, I guess you're hiding behind a Taunt for the inside joke? Invigorating Jig: Scary card. But I like it. Basically cements your board if you can build one up. Hmmm. Maybe giving 5 stats *is* a bit much... The Price of Fame: It's going to be fairly weak most of the time. Most cards have similar Cost and Attack. You have a few minions that are good targets, but I think this should cost 1 mana. Jack in the Box: Great. Running Joke: When is next turn? End of your turn? End of your opponent's turn? Start of your next turn? Charm: Hmmmm... this one is a pretty strong card. Hard to balance too. I think 3 is ok *and I tentatively suggest 4*. Dead Pan Delivery: Alright. Quite strong, this card. Rubber Duck: Looks good. Extremely annoying if taunted. Side Splitting: Hmmm. It's a Crushing Walls that hits your own board for a 2-mana reduction. Dunno. Does your class benefit from having a small board? Masked Assassin: Extremely weak. Let's say he took out a 2/3, his punchline activates, and now he's a 7/3. If he tried to take on something bigger, the he goes down even smaller. He needs a big stat buff, which in turn makes him very hard to balance. Hilarity: 10/10 name. Solid effect, too.
Closing remarks: Your card names are spot on. Just a few things here and there to tweak. And honestly, the only thing that bothers me is that Hero Power. :/ The Classic set is looking great.
Hero Power: I'm sure you've been told this before by other people... but I think keywords just shouldn't be in a Hero Power. But it's too late to turn back and the voters like it so it's all good.
Wild Card: It is a very interesting design, I quite like it. It's a bit complex for a common card, though, even in the game's current state. Can of Wyrms: Looks good. Laughing Gas: Seems a bit weak compared to Pint-Size Potion, and I assume you used that card as a basis for yours, as your also used the "this turn only" wording, heh. Jitterbug: Solid. Nice name, too. In practical terms, though, it might be hard for this card to ever get more than 2 attack. In Joke: Nice. I don't get the flavour of the card, though, I guess you're hiding behind a Taunt for the inside joke? Invigorating Jig: Scary card. But I like it. Basically cements your board if you can build one up. Hmmm. Maybe giving 5 stats *is* a bit much... The Price of Fame: It's going to be fairly weak most of the time. Most cards have similar Cost and Attack. You have a few minions that are good targets, but I think this should cost 1 mana. Jack in the Box: Great. Running Joke: When is next turn? End of your turn? End of your opponent's turn? Start of your next turn? Charm: Hmmmm... this one is a pretty strong card. Hard to balance too. I think 3 is ok *and I tentatively suggest 4*. Dead Pan Delivery: Alright. Quite strong, this card. Rubber Duck: Looks good. Extremely annoying if taunted. Side Splitting: Hmmm. It's a Crushing Walls that hits your own board for a 2-mana reduction. Dunno. Does your class benefit from having a small board? Masked Assassin: Extremely weak. Let's say he took out a 2/3, his punchline activates, and now he's a 7/3. If he tried to take on something bigger, the he goes down even smaller. He needs a big stat buff, which in turn makes him very hard to balance. Hilarity: 10/10 name. Solid effect, too.
Closing remarks: Your card names are spot on. Just a few things here and there to tweak. And honestly, the only thing that bothers me is that Hero Power. :/ The Classic set is looking great.
I take what you're saying about the Hero Power but you are actually the first person that's mentioned to me about the Keyword being on it. As you say it is what it is at this point but I'm quite happy that it should be balanced at least.
laughing Gas is supposed to be pseudo removal because you will often have loads of weak tokens. If you give them 0 Attack you could clear a big minion and preserve your board.
The flavour of In Joke is supposed to be that minion knows something you don't know so is taunting you.
I will look at the balancing of invigorating Jig. I was thinking of changing it to 1/3 because of the interaction with Void Ripper.
The price of fame is supposed to become more useful later. There are certain high cost minions with 1 Attack which will become high Attack with 1 cost and there will be cards that for example adapt your 1-cost minions. It could also be early game debuffs.
With running Joke my intention was for it to work like the rogue's head crack.
side Splitting is supposed to be a drawback killing your own minions to use it because you want a big board as a Jester. I want to make you want to have to rely on the hero power.
masked Assassin I will look at. Ideally it needs buffs to be any good but my thoughts were it could get carried away if it got say a bonemare buff. Plus you control if or when it's stats swap.
Glad you like Hillary Tee. She will be the focus of my next lore instalment for those that may be interested in that.
Okay, so I was gone for a while, but I'm working on my submission post now. I decided on Vault Keeper as the Common to showcase. So how does this look?
My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class, Quick-Time. Quick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Classic cards that showcase some aspects of the Time Traveler class.
Vault Keeper is a simple minion that plays into the Quick-Time keyword (and the "Playing Off-Key" challenge). It starts out as a 3/4 for 3, which is a standard statline for 3 mana with an upside. It gets stronger as you keep activating Quick-Time effects, encouraging you and rewarding you for planning ahead properly.
As a Time Traveler, you don't just go forward and backwards through time, but also through different dimensions parallel to yours as well. This is represented by the card Parallel Dimensions where you get rid of your current hand in exchange for a new one. If you have a bunch of expensive cards in the early game or situational cards when you don't need them right now, you can play this to put those cards back in and get something more useful right now when it matters. You can also use it to shuffle Quick-Time cards which didn't get their effects active and put them back in so you can activate their effects. You'll also draw a lot of cards from this so you have a good chance of activating Quick-Time effects of cards drawn by this as well.
One notable aspect with Time Traveler is the top of your deck, being able to see and change them as you wish. Your Hero Power and quite a few class cards give you this ability. A card with flexibility and good planning is Chrono Prophet which has an effect based on what type of card is on top of your deck. If it's a minion, you get a 5 mana 4/5 with Windfury (1 mana cheaper Windfury Harpy). If it's something else (which includes spells, the DK hero and the Legendary weapon), you get a 5 mana 4/6 with Taunt (Druid of the Claw in Bear Form). An interesting design that will be seen again in the future.
Being that space is related to time, some Time Travelers also have a little bit of an astral side to them, not a lot of it, but it does show up every once in a while. Black Hole being a notable part of this as well as a good showcase for the Quick-Time keyword. Without it, it's a 9 mana Twisting Nether, but with proper planning and getting the Quick-Time off, it can be 9 mana to simply just destroy your opponent's whole board while leaving your own board alive.
The Classic Legendary for Time Travelers is Kara Shellen, a powerful chronomancer with a simple but interesting effect. If you look at most of the other Classic Legendaries, most of them fall under the category of "simple, but interesting" so it only makes sense. On the battlefield, it's a 4/8 for 6 so it has the capability of surviving and utilizing its effect. Every single time you play a card, ANY CARD, you put a copy of it into your deck allowing you to potentially draw and use them again.
Remaining Classic Cards:
Basic cards:
Fun Fact: The Classic Legendary Kara Shellen appears in the artwork for Done That.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Difficult Child: It should be 'costs' not 'cost'. Besides that, I feel like it's really bad. You generally wanna be roasting cards in a more tempo-aggro deck, and this'll just keep failing on you. Deviate Delight: 'Deviant Delight'? Orgy: no. Call it something else. Also I'm not sure why your class needs this.
Burning Whelp: May or may not be OP. Curving this into Stormwind Chef is like insane levels of crazy. Well Fed: I like 'Fully heal a minion and give it +2/+2'. Compulsive Slacker: I really want to make a deck based on using this to roast your entire deck while you have two Burning Whelps on the board. Inconsistent AF, but hilarious. Legendary: The Rags are meh - but if you want, save them for WTG. Myra Tyrngaarde is OK, since it could be useful in a fatigue grind or something, but would probably not work in a Roast deck similar to how Blood Queen Lana'thel doesn't work. Bethany should probably sort from small on top so the less useful cards get roasted first. It'd be really cool to have a Clutchmother Zavas kinda card though. Or something that gives you back your roasted cards.
General Comment: Roast is like discard - it works in a aggro/tempo deck, but not in a control deck. So having a lot of your Roast synergy be restoring health to your hero is like trying to make a control discardlock work. It won't. (This applies to a lot of your cards).
That's all I got for now. There are some other cards I don't particularly like but class is starting and I'm running out of time xD.
Also, just gonna bump this here as well (if anyone has time):
Commons (6 of 6):
I'm on the fence about making the Jester summon Cultists, buff minions, or both.
Rares (5 of 5):
Ring of Fire should say 'Give a character +2 Attack this turn'.
Is Bloodrage Berserker still OP?
Cursed Child might get an art change at some point.
Epics (3 of 3):
I am aware that the stats of the Colossus token is wrong. It's supposed to be a 6/8 like the card says. Is she OP?
Maybe I'll make her effect Revelry instead of Deathrattle. Along with Immortal Devil, I'm hoping that it can make a sort of grinder/fatigue Harbinger deck - something other than 'Broken Smorc'.
Maybe Crimson Sceptre should cost 6.
Legendary (1 of 1):
I'm not sure how strong she is TBH. Especially with weapons available she can easily come down and clear stuff on 5. I'm tempted to buff her stats like McF4rtson suggested but I'm still not quite sure. I'm also considering giving her 'Revelry: Charge' or something.
/!\ THERE'S A SHIT TON OF CARDS UNDER THIS SPOILER OPEN IT AT YOUR OWN RISK
Commons
Don't pay attention to the absence of gems and border of some cards.
My class WILL have both Dragon and Elemental synergy, relevant for the first two cards.
Rares
Yes, "Brigade de cuisine" exists in English
"Compulsive Snacker" will have the full Roast (= card removed) animation for each card, contrary to cards like Hemet, Azari or Geist.
There's a minion you never want to target with Lava Soup, I let you guess which one.
Epic
Legendary
Will give more feedback tomorrow, maybe.
I promised to review more stuff, let's start with this.
Love the class themes, very fun idea, lots of potential for good flavour, they keyword's a little hard to judge, because your cards clearly roast a LOT of cards at once and you have lots of draw, but some cards to fill your deck. I get the idea, but it feels like an odd balancing act and it becomes hard to evaluate the cards without proper testing. Not fond of the hero power, but it's balanced enough.
Cards you're pretty sure you want to include:
Stormwind Chef: This is definately potent, but the stat distribution's are odd. It could probably sacrifice some attack for some health, 6 attack isn't much more relevant than 3 or 4 against aggro. It doesn't seem like a card you want to play against control though... I'm unsure, something just feels off about it.
Roast: Having a card with exactly the same name as your keyword feels a little odd, but whatever. This feels like it's probably staple removal for Chef, quite familiar feeling to Soulfire. Probably not overpowered, just a solid card.
Unsatisfied Customer: Feels like a card that would make more sense for the class if it only roasted one dish at a time. The card feels like a card you play as a way of saving cards that you might accidently roast, but with cards being roasted in groups, you can't quite do that reliably, so it just ends up being a card you throw down for a pseudo-draw. I'm just still trying to come to terms with how the class works to be honest. I tried to make a class with this kind of a mechanic once before, but I never got it to work quite right.
Difficult Child: So it's a card you want to play in a high mana cost deck usually. Seems like a kid that you'll hate eating your other children and supply caravans. Decent early game for a deck that's not gonna have good early game, but it's gonna leave some games to the dice.
Deviate Delight: Feels odd, rng based transformation. When you're actually using this, it probably won't be game deciding rng, but with the class already doing mass Roasting with cards that you're clearly gonna have to rely upon to lose your entire deck, I can't see control chefs being all that reliable.
Butcher's Cleaver: Seems balanced enough? Cleaving weapons are probably a little dangerous, but this comes out pretty late and against decks that will actually fear this, you'll probably be pretty low by then.
Supply Caravan: In any other class, this would be really awkward and usually pretty bad. Obviously fits this class well, but again, unsure of how this is gonna save your deck when you're only using 10% of the deck and roasting the rest.
Orgy: The chef, devourer of delectables, burner of broths and of course, connoisseur of carnal pleasures... Coming soon to a card game made to be suitable for 10 year olds. I don't know what you were thinking when you decided to throw an orgy card into Hearthstone, but I'm unsure of how intoxicated or serious you are right now, so I'll just give you some time to reflavour this. Actual card works well with the classes theme of not having a deck and can be seriously valuable.
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS.
"Orgy" doesn't necessarely imply that there is sex involved. And for sure this was not his intent. In ancient Rome and Greece it was about feasting and drinking.
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS.
"Orgy" doesn't necessarely imply that there is sex involved. And for sure this was not his intent. In ancient Rome and Greece it was about feasting and drinking.
Correct, it was a sort of party that involved feasting and getting drunk in honor of some god, I think. But still it's hard not to draw parallels between the two as they both share the same word. Mabe something along the lines of 'All-you-can-eat' could work just fine.
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS.
"Orgy" doesn't necessarely imply that there is sex involved. And for sure this was not his intent. In ancient Rome and Greece it was about feasting and drinking.
Orgy in the modern sense does. The greek and roman traditions you're talking about were an old use of the term that were rites in which you'd sing, eat and dance while drunk in worship of deities, pretty much always Bacchus or Dionysus.
Nowadays, an orgy is a wild party characterized by sexual intercourse. Even if the intended use of the term wasn't the one that was about sex parties, but rather the one that only applied specifically during the days the ancient greeks and romans were around, it's still inappropriate terminology for a kids game.
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS.
"Orgy" doesn't necessarely imply that there is sex involved. And for sure this was not his intent. In ancient Rome and Greece it was about feasting and drinking.
Maybe he could change it to Feast for Kings or something along those lines, I mean Maxlot said it, Its a children card game at the end of the day.
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS.
"Orgy" doesn't necessarely imply that there is sex involved. And for sure this was not his intent. In ancient Rome and Greece it was about feasting and drinking.
Orgy in the modern sense does. The greek and roman traditions you're talking about were an old use of the term that were rites in which you'd sing, eat and dance while drunk in worship of deities, pretty much always Bacchus or Dionysus.
Nowadays, an orgy is a wild party characterized by sexual intercourse. Even if the intended use of the term wasn't the one that was about sex parties, but rather the one that only applied specifically during the days the ancient greeks and romans were around, it's still inappropriate terminology for a kids game.
Thanks everyone for the feedback. I went through and updated a few cards and added some new ones! Let me know what you think! And sorry I haven't given much feedback yet, I'm hoping to this week. 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. However, you will know which effect is active when you play it. It'll be similar to Shifter Zerus. Maybe I'll photoshop an image for it later.
All 15 cards... so far!
Changes and Notes
Disgusting Oozeling - Instead of gaining Health, this may now summon a copy of itself. Strengthening Tonic - Nerfed to 2 damage or 2 health, but the health and give taunt. Indecisive Chemist - Unchanged, Playing Off-Key challenge Unlabeled Tonic - Unchanged Patchwork Golem - Thanks for the name suggestion. Otherwise unchanged. Hulking Monstrosity - Unchanged Anatomy - New card! Not sure how to balance with Getaway Kodo and Ancestral Spirit. Monstercraft - Unchanged Malpractitioner - Buffed stats, now damages or heals instead of buffing itself or minions. Outbreak - Unchanged Reckless Researcher - New Card! Random challenge. Furnacefire Colossus for a single spell. Could damage / kill itself with the wrong cards! Mutagenic Tonic - Replaced Windfury with +1/+1. For Science! - New card! No idea about the balance but I love the effect. Patchwork Colossus - Unchanged. I want to move this to another set, but not sure what to replace it with. Master Faranell - Unchanged. Cast a 3 mana spell, summon a 3/3 Patchwork. Might nerf stats.
Cards I'm going to post below. EDIT - Ok, I should post a Mutate card...probably whatever will replace Patchwork Colossus. And Put Unlabeled Tonic in place of Monstercraft.
@Demonx95 - Your set looks awesome! Lots of cool and creative effects. I'm glad that you are using the word 'Rift' less! Some comments.
How exactly does the Hero Power work? When you select the first card, does that go to the top of the deck? The 3rd from the top?
There are only 4 Quick-Time cards. That's not many. I'd consider adding a few more and moving some ideas to later sets.
Path to Nowhere and Cube of Memories can get insane, especially if you can hit them with cost reductions. They look like good candidates for later sets, imo.
Mirror Match looks way too cheap, imo. It depends on the board, but you can immediately have the same as your opponent, plus whatever you already have. That's 2 mana more than Faceless Manipulator, which only copies one card.
@Demonx95 - Your set looks awesome! Lots of cool and creative effects. I'm glad that you are using the word 'Rift' less! Some comments.
How exactly does the Hero Power work? When you select the first card, does that go to the top of the deck? The 3rd from the top?
There are only 4 Quick-Time cards. That's not many. I'd consider adding a few more and moving some ideas to later sets.
Path to Nowhere and Cube of Memories can get insane, especially if you can hit them with cost reductions. They look like good candidates for later sets, imo.
Mirror Match looks way too cheap, imo. It depends on the board, but you can immediately have the same as your opponent, plus whatever you already have. That's 2 mana more than Faceless Manipulator, which only copies one card.
There's actually 5 Quick-Time cards but that still doesn't feel like too much. I see what you mean, especially when you have Vault Keeper dependent on them and when you look at Choose One, Combo and Overload in the Classic set (which has 10, 8 and 9 cards respectively).
My main plan with the Hero Power was to be able to drag the cards around and change their order (I did mention this for my Phase I post but forgot to all of the other times, a bit unfortunate). Cube of Memories I agree is probably the most dangerous card of the set. The setup needed might justify it a little bit, but I understand your concern. Moving it would make it safer to print and it would allow room for one more Quick-Time effect.
If you're looking to get another Mutate card in your showcase lineup, I would suggest swapping Reckless Researcher for Malpractitioner.
Thanks everyone for the feedback. I went through and updated a few cards and added some new ones! Let me know what you think! And sorry I haven't given much feedback yet, I'm hoping to this week. 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. However, you will know which effect is active when you play it. It'll be similar to Shifter Zerus. Maybe I'll photoshop an image for it later.
All 15 cards... so far!
Changes and Notes
Disgusting Oozeling - Instead of gaining Health, this may now summon a copy of itself. Strengthening Tonic - Nerfed to 2 damage or 2 health, but the health and give taunt. Indecisive Chemist - Unchanged, Playing Off-Key challenge Unlabeled Tonic - Unchanged Patchwork Golem - Thanks for the name suggestion. Otherwise unchanged. Hulking Monstrosity - Unchanged Anatomy - New card! Not sure how to balance with Getaway Kodo and Ancestral Spirit. Monstercraft - Unchanged Malpractitioner - Buffed stats, now damages or heals instead of buffing itself or minions. Outbreak - Unchanged Reckless Researcher - New Card! Random challenge. Furnacefire Colossus for a single spell. Could damage / kill itself with the wrong cards! Mutagenic Tonic - Replaced Windfury with +1/+1. For Science! - New card! No idea about the balance but I love the effect. Patchwork Colossus - Unchanged. I want to move this to another set, but not sure what to replace it with. Master Faranell - Unchanged. Cast a 3 mana spell, summon a 3/3 Patchwork. Might nerf stats.
Cards I'm going to post below. EDIT - Ok, I should post a Mutate card...probably whatever will replace Patchwork Colossus. And Put Unlabeled Tonic in place of Monstercraft.
Ooooh!, really nice cards dude. And a nice selection of cards to showcase. I only have little nick-picks with Anatomy and For Science!. The first one has a name that feels really boring, maybe You could add another word after like Anatomy Study/Basics/Tests/Essentials?. And with For Science! I believe that you could get away with making it 3 mana.
Mood: Joy: Seems fine. It's even technically, underpowered, as Coldlight Oracle gives you a 2/2 body for 1 extra mana, but this card is perfectly ok as it is.
Preserve: Not bad. After looking at your Basic Set, you have a card called "Bury", which just seems a whole lot weaker in general. Just a note.
Lone Survivor: Hmmm... 2/5 turn 2 is a bit back-breaking for some early game decks. It's probably ok, as your class prefers just one minion on board.
Tough Love: Looks fine, maybe an art change would be nice.
Lone Wolf: A bit weak. You're getting exact same stats as a Fire Elemental (Fire Ele deals 3 damage and has 11 stats, yours deals 4 and has 10 stats), but yours has a downside. And Fire Elemental can hit face with its damage, too.
Detect Life: Hrmmm... I dunno about this card. I mean on paper it makes sense, and if we transpose it into *early* hearthstone it might hold up, but later down the road... no. Hearthstone is crazy now and basically every class can shuffle some cards into their deck, which means the deck is shuffled at that point. So, how would you Detect Life after your deck has been shuffled? I'm not sold on this one, even though it seems fundamentally sound. It just doesn't hold up in-game.
Mood: Down: Perfect.
Unbearable Solitude: Nice.
Power of Friendship: Nice design.
Sentimental Junkbot: It's... alright. It's technically a 5 mana 3/5 that doesn't actually do anything, though, maybe bump it's stats a bit. At this point, I looked through your Basic Set to see if you have strong Preserve synergy. Other than out-fatiguing your opponent, I see no real Preserve synergy, is this intended?
Childish Playbot: Hmmmm. It's strong, but fine. It promotes it to be used as removal.
Lonely Aftermath: Fine, but wording is odd. "Destroy all minion, except the one with the lowest Attack. (chosen randomly)" I am following Brawl.
Antisocial Golem: Looks fine, not sure how good it would be in the control matchup, and this card might be too slow against tempo. (just my thoughts, the card is solid. After all, Baron Geddon saw play.)
Uuk: Erm... So you never fatigue? I think one person said having an infinite card in the Classic Set, which stays forever, it not a good idea. I agree. Maybe make it a conditional Preserve, so you have to work for it.
Closing remarks: Your class is pretty solid and the flavour is strong. Seems a little bit too much concentrated on anti-fatigue, though. You also have: 8 spells, 1 weapon, and 6 minions. If you plan on removing a card in the future *consider* adding a weapon. You also have 5 instances of Preserve, not counting "Preserved" from Detect Life. You are, of course, allowed to have as many instances of your keywords as you want, this is on the low side compared the Choose One, Combo, and Overload.
So here's what I've come up with so far. Would love some feedback so I can finish it off then I'll start doing the same for others.
Class reminder:
.
Wherever Riggs goes, Hillary Tee is sure to follow...
The Tokens are as follows and include Laughter from my basic set.
Wild Card: It is a very interesting design, I quite like it. It's a bit complex for a common card, though, even in the game's current state.
Can of Wyrms: Looks good.
Laughing Gas: Seems a bit weak compared to Pint-Size Potion, and I assume you used that card as a basis for yours, as your also used the "this turn only" wording, heh.
Jitterbug: Solid. Nice name, too. In practical terms, though, it might be hard for this card to ever get more than 2 attack.
In Joke: Nice. I don't get the flavour of the card, though, I guess you're hiding behind a Taunt for the inside joke?
Invigorating Jig: Scary card. But I like it. Basically cements your board if you can build one up. Hmmm. Maybe giving 5 stats *is* a bit much...
The Price of Fame: It's going to be fairly weak most of the time. Most cards have similar Cost and Attack. You have a few minions that are good targets, but I think this should cost 1 mana.
Jack in the Box: Great.
Running Joke: When is next turn? End of your turn? End of your opponent's turn? Start of your next turn?
Charm: Hmmmm... this one is a pretty strong card. Hard to balance too. I think 3 is ok *and I tentatively suggest 4*.
Dead Pan Delivery: Alright. Quite strong, this card.
Rubber Duck: Looks good. Extremely annoying if taunted.
Side Splitting: Hmmm. It's a Crushing Walls that hits your own board for a 2-mana reduction. Dunno. Does your class benefit from having a small board?
Masked Assassin: Extremely weak. Let's say he took out a 2/3, his punchline activates, and now he's a 7/3. If he tried to take on something bigger, the he goes down even smaller. He needs a big stat buff, which in turn makes him very hard to balance.
Hilarity: 10/10 name. Solid effect, too.
Ok, here's my class
Basic set reminder:
Cards I'm pretty sure I want to include:
Commons
Rares
Epic
Cards I'm not sure about
/!\ THERE'S A SHIT TON OF CARDS UNDER THIS SPOILER OPEN IT AT YOUR OWN RISK
Commons
Rares
Epic
Legendary
Will give more feedback tomorrow, maybe.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Click the image to go to my custom Time Traveler class.
Okay, so I was gone for a while, but I'm working on my submission post now. I decided on Vault Keeper as the Common to showcase. So how does this look?
Click here to go back to my Phase I post.
Click here to go back to my Phase II post.
My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class, Quick-Time. Quick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Classic cards that showcase some aspects of the Time Traveler class.
Vault Keeper is a simple minion that plays into the Quick-Time keyword (and the "Playing Off-Key" challenge). It starts out as a 3/4 for 3, which is a standard statline for 3 mana with an upside. It gets stronger as you keep activating Quick-Time effects, encouraging you and rewarding you for planning ahead properly.
As a Time Traveler, you don't just go forward and backwards through time, but also through different dimensions parallel to yours as well. This is represented by the card Parallel Dimensions where you get rid of your current hand in exchange for a new one. If you have a bunch of expensive cards in the early game or situational cards when you don't need them right now, you can play this to put those cards back in and get something more useful right now when it matters. You can also use it to shuffle Quick-Time cards which didn't get their effects active and put them back in so you can activate their effects. You'll also draw a lot of cards from this so you have a good chance of activating Quick-Time effects of cards drawn by this as well.
One notable aspect with Time Traveler is the top of your deck, being able to see and change them as you wish. Your Hero Power and quite a few class cards give you this ability. A card with flexibility and good planning is Chrono Prophet which has an effect based on what type of card is on top of your deck. If it's a minion, you get a 5 mana 4/5 with Windfury (1 mana cheaper Windfury Harpy). If it's something else (which includes spells, the DK hero and the Legendary weapon), you get a 5 mana 4/6 with Taunt (Druid of the Claw in Bear Form). An interesting design that will be seen again in the future.
Being that space is related to time, some Time Travelers also have a little bit of an astral side to them, not a lot of it, but it does show up every once in a while. Black Hole being a notable part of this as well as a good showcase for the Quick-Time keyword. Without it, it's a 9 mana Twisting Nether, but with proper planning and getting the Quick-Time off, it can be 9 mana to simply just destroy your opponent's whole board while leaving your own board alive.
The Classic Legendary for Time Travelers is Kara Shellen, a powerful chronomancer with a simple but interesting effect. If you look at most of the other Classic Legendaries, most of them fall under the category of "simple, but interesting" so it only makes sense. On the battlefield, it's a 4/8 for 6 so it has the capability of surviving and utilizing its effect. Every single time you play a card, ANY CARD, you put a copy of it into your deck allowing you to potentially draw and use them again.
Remaining Classic Cards:
Basic cards:
Fun Fact: The Classic Legendary Kara Shellen appears in the artwork for Done That.
Click the image to go to my custom Time Traveler class.
Deviate Delight: 'Deviant Delight'?
Orgy: no. Call it something else. Also I'm not sure why your class needs this.
Well Fed: I like 'Fully heal a minion and give it +2/+2'.
Compulsive Slacker: I really want to make a deck based on using this to roast your entire deck while you have two Burning Whelps on the board. Inconsistent AF, but hilarious.
Legendary: The Rags are meh - but if you want, save them for WTG. Myra Tyrngaarde is OK, since it could be useful in a fatigue grind or something, but would probably not work in a Roast deck similar to how Blood Queen Lana'thel doesn't work. Bethany should probably sort from small on top so the less useful cards get roasted first. It'd be really cool to have a Clutchmother Zavas kinda card though. Or something that gives you back your roasted cards.
Commons (6 of 6):
I'm on the fence about making the Jester summon Cultists, buff minions, or both.
Rares (5 of 5):
Ring of Fire should say 'Give a character +2 Attack this turn'.
Is Bloodrage Berserker still OP?
Cursed Child might get an art change at some point.
Epics (3 of 3):
I am aware that the stats of the Colossus token is wrong. It's supposed to be a 6/8 like the card says. Is she OP?
Maybe I'll make her effect Revelry instead of Deathrattle. Along with Immortal Devil, I'm hoping that it can make a sort of grinder/fatigue Harbinger deck - something other than 'Broken Smorc'.
Maybe Crimson Sceptre should cost 6.
Legendary (1 of 1):
I'm not sure how strong she is TBH. Especially with weapons available she can easily come down and clear stuff on 5. I'm tempted to buff her stats like McF4rtson suggested but I'm still not quite sure. I'm also considering giving her 'Revelry: Charge' or something.
Why Rogue is my favourite class:
My submission for this week's card design competition.
I mean if Asterix and Obelix uses the term then its fine for HS I think. ;)
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!) •
So guys, to get back on topic, what do you think about my submission post a few posts above?
Click the image to go to my custom Time Traveler class.
Thanks everyone for the feedback. I went through and updated a few cards and added some new ones! Let me know what you think! And sorry I haven't given much feedback yet, I'm hoping to this week. 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. However, you will know which effect is active when you play it. It'll be similar to Shifter Zerus. Maybe I'll photoshop an image for it later.
All 15 cards... so far!
Changes and Notes
Disgusting Oozeling - Instead of gaining Health, this may now summon a copy of itself.
Strengthening Tonic - Nerfed to 2 damage or 2 health, but the health and give taunt.
Indecisive Chemist - Unchanged, Playing Off-Key challenge
Unlabeled Tonic - Unchanged
Patchwork Golem - Thanks for the name suggestion. Otherwise unchanged.
Hulking Monstrosity - Unchanged
Anatomy - New card! Not sure how to balance with Getaway Kodo and Ancestral Spirit.
Monstercraft - Unchanged
Malpractitioner - Buffed stats, now damages or heals instead of buffing itself or minions.
Outbreak - Unchanged
Reckless Researcher - New Card! Random challenge. Furnacefire Colossus for a single spell. Could damage / kill itself with the wrong cards!
Mutagenic Tonic - Replaced Windfury with +1/+1.
For Science! - New card! No idea about the balance but I love the effect.
Patchwork Colossus - Unchanged. I want to move this to another set, but not sure what to replace it with.
Master Faranell - Unchanged. Cast a 3 mana spell, summon a 3/3 Patchwork. Might nerf stats.
Cards I'm going to post below.
EDIT - Ok, I should post a Mutate card...probably whatever will replace Patchwork Colossus. And Put Unlabeled Tonic in place of Monstercraft.
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
@Demonx95 - Your set looks awesome! Lots of cool and creative effects. I'm glad that you are using the word 'Rift' less! Some comments.
How exactly does the Hero Power work? When you select the first card, does that go to the top of the deck? The 3rd from the top?
There are only 4 Quick-Time cards. That's not many. I'd consider adding a few more and moving some ideas to later sets.
Path to Nowhere and Cube of Memories can get insane, especially if you can hit them with cost reductions. They look like good candidates for later sets, imo.
Mirror Match looks way too cheap, imo. It depends on the board, but you can immediately have the same as your opponent, plus whatever you already have. That's 2 mana more than Faceless Manipulator, which only copies one card.
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
Click the image to go to my custom Time Traveler class.