I see that the deadline for submitting is Friday march 9th. That means there's only one weekend for me to work on my cards, since I barely got time during working days. Any chance the deadline might be postponed to Sunday march 11th?
I feel like only showcasing five cards for two entire expansions is not enough. This basically means we have to show a theme for one of both expansions with two cards max. Is there a possibility to increase the number of showcase cards to six, so that we can show both expansions with three cards?
When we choose to showcase our Quest, can we showcase the Reward as well (not behind a spoiler as a token)? I ask this, because seeing a Quest without its reward is useless. And I doubt everyone always opens up the spoiler when checking out the cards in the final poll. If not, I think I might choose not to use the Quest as a showcase card.
Thanks in advance!
I can answer the first question as it has been already discussed internally (also because Tox and I are still in the comp :3) and we came to the conclusion that it will most likely be extended when we come close to the (current) deadline!
I see that the deadline for submitting is Friday march 9th. That means there's only one weekend for me to work on my cards, since I barely got time during working days. Any chance the deadline might be postponed to Sunday march 11th?
I feel like only showcasing five cards for two entire expansions is not enough. This basically means we have to show a theme for one of both expansions with two cards max. Is there a possibility to increase the number of showcase cards to six, so that we can show both expansions with three cards?
When we choose to showcase our Quest, can we showcase the Reward as well (not behind a spoiler as a token)? I ask this, because seeing a Quest without its reward is useless. And I doubt everyone always opens up the spoiler when checking out the cards in the final poll. If not, I think I might choose not to use the Quest as a showcase card.
Thanks in advance!
I asked Shadowofverse simiar questions. My idea was that the Quest gets excluded from the limit of 5 cards of the showcase and make it obligatory to present it. And would be nice to show it with the reward next to it. Which looks like were exacly your ideas also.
I see that the deadline for submitting is Friday march 9th. That means there's only one weekend for me to work on my cards, since I barely got time during working days. Any chance the deadline might be postponed to Sunday march 11th?
I feel like only showcasing five cards for two entire expansions is not enough. This basically means we have to show a theme for one of both expansions with two cards max. Is there a possibility to increase the number of showcase cards to six, so that we can show both expansions with three cards?
When we choose to showcase our Quest, can we showcase the Reward as well (not behind a spoiler as a token)? I ask this, because seeing a Quest without its reward is useless. And I doubt everyone always opens up the spoiler when checking out the cards in the final poll. If not, I think I might choose not to use the Quest as a showcase card.
Thanks in advance!
I can answer the first question as it has been already discussed internally (also because Tox and I are still in the comp :3) and we came to the conclusion that it will most likely be extended when we come close to the (current) deadline!
Nice! But cant we like.. make that call now? During these busy weeks I really have to plan every hour. If friday is the deadline, I’d have to finish about 90% of my set this weekend.
I would if it was up to me... literary no other fc mod is online now... and I'm like really unsure if I can do it while I'm still a competitor...
*Checks if any other mod is online* >.>... welp... I'd say we extend it to at least Sunday (11.03) same time. I'll go and change it in the sub thread.
P.s. if Deathwing burns my backpart off it'll be your fault.
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
Explanations and Insights:
Dunebringer (pun of "Doombringer") basically speaks for itself. It makes Quick-Time effects easier to activate and it's an Elemental. Pretty good, am I right?
Wandering Timemage probably requires more explanation. Card generation has always been a theme of Time Traveler and has gained several cards that do this over the course of the competition and class development. This basically allows specific synergy with said cards to grow stronger. Compared to Open the Waygate or Leyline Manipulator, it does use different wording. This was done to prevent The Coin from buffing this card as it counts for the Quest. As to how a sandmage found its way to Un'Goro? Let's just say that he wander to there from Tanaris, but he knows where he's going. After all, not all who wander are lost!
Tar Shaping is interesting. It may look out of place for the class at first, but it's actually a nice way to weave the primordial themes of Un'Goro and the time themes together being that each minion now gains a Tar Creeper boost on your opponent's turn. Attack during your opponent's turn isn't as useful when you can't control where you attack, so that's why it's cheap. I used Sunfury Protector as reference for balancing a "Give all friendly minions Taunt" effect.
Element Energy (the name isn't that good in my opinion, but I can think of something later) is a card to help Elementals and synergize with them in a way besides the traditional "if you played an Elemental last turn" effect. It tutor Elementals, yay! Good for just general deck-thinning, but also really good for the Quest. It becomes even better if you can get the Quick-Time effect off. Refer to Small-Time Recruits for balance.
You have to wonder how a land of primordial wonders and sights ends up in a much more modernized world, Azeroth, especially when dinosaurs became extinct 65 million years ago (relative to today, not sure about when WoW is supposed to take place). The answer is easy, they used a Dimension Vortex and crossed dimensions, traveled through time and space and landed up where they are. All minions on the board will feel the same thing, also traveling through time and space to land back on top of your deck in a random order which is actually pretty important because your opponent has an idea as to what they might draw. You of course can just use your Hero Power. As expected, this doesn't trigger Deathrattles. It just puts everything on top of their owner's deck with a random order.
Dunebringer: Agree with Schlauchneid's wording. Not sure how sand stuff would fit Un'Goro tbh (but I'm not good at WoW lore).
Wandering Timemage: I think the wording is off and that it should be just "that didn't start in your deck". I understand you did this to prevent the coin from triggering it. I not a fan of that, because if you really have to make the wording unconventional, the effect might not be that good after all. Also, I don't feel like it fits Un'Goro.
Tar Shaping: I think this card is fine, but like you said yourself, might not fit your class that well.
Element Energy: I like this card, but it might get cooler if you give your class specific Elementals a Quick-Time effect.
Dimension Vortex: This is a cool card. It's basically a Psychic Scream that is even more disrupting, and could potentially trigger your cards Quick-Time more easily. I think 8 mana is good.
What I got out of sand and Un'Goro would be that Tanaris and Uldum are both right next to Un'Goro (and Un'Goro is pretty close to Gadgetzan too for that matter), so I supposed maybe a sand elemental and sand mage wandered into Un'Goro from one of the nearby deserts. That's how I suppose Tol'vir got into Un'Goro. I don't think Tol'vir really fit Un'Goro at all, yet they got quite a few Tol'vir cards (Tol'vir Stoneshaper, Mirage Caller, Tol'vir Warden, Sunkeeper Tarim).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I have my last Rare card. It took a while to find the art, and even longer to find the effect. In the end though, I actually really like what I made.
I think the card pretty much speaks for itself, but you can get a spell you cast this game and cast it with what target you want (like Theatre Symphonist from my Karazhan set). You can even choose itself if you can to re-roll your options.
I also made another version of Wandering Timemage:
I will probably need to change my Quest, but other than that, I've got this done as of now.
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Click the image to go to my custom Time Traveler class.
We're standing the in the unfortuneate situation, on being unable to decide if we should go for a custom MSOG gang, and what mechanic we should use, if we choose to make one.
Also, the flavor of the gang is still to be worked on, so please judge these entirely from how interesting they are standalone.
First: Deckbuilding theme.
This is a theme that we got inspired by when we saw Seeping Oozeling, it generally revolves around building your deck in a way to get the best desirable outcome from a card. Somewhat like Shadow Visions. So the first card: (please ignore the quality, theyre just clay prototypes)
Example Ideas.
Short explanations:
Srm: (its a class card btw :/) A cool niche take on battlecries, similiar to Shadow Visions but can result in a more powerfull outcome when coupled with strong Battlecries like Reno Jackson, N'Zoth, C'Thun or virtually any other that you desire.
TOMFOGT: A strong minion that can replicate it self if you build your deck around it, in a heavy spell deck this can help you have board precense. The low Health makes it easier to remove than something like that forgetable druid epic
Hbi: Just a card with the sole purpose of the theme in mind; you have less spells in your deck and therefore you are more likely to cast the one you desire (notice it doesnt say 'Cast a copy of a spell') this is intended to work like Grand Archivist.
Second: Anti-curse system.
This system is all about putting cards into your hand, that provides a small bonus. It takes up a bit of handspace, and they can be played for 0 Mana, without doing anything. Just like the Curse from Curse of Rafaam.
There would be 5 anti-curses, or "Relics", and these are examples on how the curses could look, and how cards that interact with them could look.
Example Ideas
Example of how a Token could look.
Example of how cards that generate them looks.
Third. Shuffling Mechanic
This would be all about shuffling a specific card into either one, or both players deck. Possibly with cards that can pull them out of the decks.
Note: It might end up being just one of the versions. Meaning there would only be shuffled cards into either your, or the opponents deck. The effects on the shuffled cards are currently placeholders.
Hey! We, Tox and I are kinda struggling with comming up with a sufficient gang theme. Currently we have 3 subpar underdeveloped ideas we'd want to hear your opinion about. Also, im going to watch Black Panther today (i kno its a little late but whatevs) but when i come back ill do a review of everyone who submits their stuff here! Anywho, onto the first theme.
This is a theme that we got inspired by when we saw Seeping Oozeling, it generally revolves around building your deck in a way to get the best desirable outcome from a card. Somewhat like Shadow Visions. So the first card: (please ignore the quality, theyre just clay prototypes)
Tox will take this from here :D
Some random minion - What are the other 2 classes in your gang (assuming this is a tri-class card)? You should also specify if the target for the Battlecry is chosen randomly or not. I didn't specify when I made Theatre Symphonist for my Karazhan set and people assumed it was random, but it was intended to be chosen, so I specified that you choose it. You should do the same here. Seeing as how the Rare of your gang is supposed to be "Discover a ___, ___ or ___ card", having multiple Discover cards within your three tri-class cards doesn't feel right to me. Also, Battlecry should be bolded.
ThisOtherMinionForOtoGangTheme - Well you avoid fatigue, but you also shuffle 4 mana 5/3s into your deck. Not sure how I feel about this.
HalfBakedIdea - Weirdly enough, that name sounds perfect for Cheese's Chef class. Well, I like that you specified the targets are chosen randomly and it does occupy the same role as Grand Archivist, which has proven to be playable. So I suppose this would be too, however maybe consider making it a Discover effect instead.
We're standing the in the unfortuneate situation, on being unable to decide if we should go for a custom MSOG gang, and what mechanic we should use, if we choose to make one.
Also, the flavor of the gang is still to be worked on, so please judge these entirely from how interesting they are standalone.
First: Deckbuilding theme.
This is a theme that we got inspired by when we saw Seeping Oozeling, it generally revolves around building your deck in a way to get the best desirable outcome from a card. Somewhat like Shadow Visions. So the first card: (please ignore the quality, theyre just clay prototypes)
Example Ideas.
Short explanations:
Srm: (its a class card btw :/) A cool niche take on battlecries, similiar to Shadow Visions but can result in a more powerfull outcome when coupled with strong Battlecries like Reno Jackson, N'Zoth, C'Thun or virtually any other that you desire.
TOMFOGT: A strong minion that can replicate it self if you build your deck around it, in a heavy spell deck this can help you have board precense. The low Health makes it easier to remove than something like that forgetable druid epic
Hbi: Just a card with the sole purpose of the theme in mind; you have less spells in your deck and therefore you are more likely to cast the one you desire (notice it doesnt say 'Cast a copy of a spell') this is intended to work like Grand Archivist.
Second: Anti-curse system.
This system is all about putting cards into your hand, that provides a small bonus. It takes up a bit of handspace, and they can be played for 0 Mana, without doing anything. Just like the Curse from Curse of Rafaam.
There would be 5 anti-curses, or "Relics", and these are examples on how the curses could look, and how cards that interact with them could look.
Example Ideas
Example of how a Token could look.
Example of how cards that generate them looks.
Third. Shuffling Mechanic
This would be all about shuffling a specific card into either one, or both players deck. Possibly with cards that can pull them out of the decks.
Example Ideas
Potential Tokens
Example cards
To comment on your other ideas:
The Relic cards should specify that you need to be holding them to work, again like the Cursed! card from Curse of Rafaam.
The shuffling idea seems okay, but having multiple cards that shuffle Repayments into your deck (especially multiple ones) might end up being a problem.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
P.s. I'll be reviewing everyone that posted here this evening (T - 6h) so post your cards peeps!
Tri-class is between Mewdrops, Broeck, and myself. Name is Cutthroat Cult.
For reference:
Cutthroat Cult:
Davy Jones tokens:
Thought process:
Cutthroat Cult - Headed by a huge "shark god".
As the Kabal focused on deck and value (singleton and potions), the Goons focused on hand advantage (handbuffing), while the Lotus focused on board + tempo (Jade Golems), the Cult focuses on the Hero and Hero Powers.
"Backstory": - Davy Jaws is a ghostly pirate that has taken over the Gadgetzan harbour. Three classes that are well known for their shady dealings and powerful magic have rallied around him to boost their powers.
Card generalization - Short term replacement Hero Powers; Essentially one use HPs or temporary ones, based on minions onboard or weapons. We previously worked on this in Crusade's a Burnin' if you need ideas or wan to see how we thought they should be balanced. - Inspire synergy is probably minimal - The boss is a Jaraxxus style minion; The preferred idea is a hero power similar to that of the upgraded shaman power, where you can pick one of three choices each time you use the hero power: deal 4 dmg randomly split among enemies, summon a 0/4 taunt, or somethig with healing. Due to future DK's this shark boss hero is temporary. When he dies, you revert back to your hero whatever it was before you transformed. - Pirates are possible but not a necessity; Illusionist has no weapons ATM (if anything, they will be beasts since it's a bunch of sharks)
This should say "Battlecry: Discover a Harbinger, Illusionist or Sea Witch card." If you look at Grimestreet Informant, Kabal Courier and Lotus Agents, they all mention their gang classes in alphabetical order and in the case of Grimestreet Informant and Lotus Agents, the tri-class banner does not reflect this order.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
WASSUP B*TCHES I've been working on my card and I have slightly more stuff to show you.
1/ QUEST REWARD
I'm still not set on which reward is best, here are the different possibilities I isolated below.
NOTE: Imagine that Kitchenlord costs (5).
2/ GANG EFFECT
I separated the gang flavor from the effects so that I can do any combination. I have 5 options.
a) Join Scribber and Dancer for a gang
Otovent posted some ideas above so just look at his post to see whether these ideas are better than mine.
b) Untargeted damage synergy
NOTE: For all the options, the 3rd card will be the discover one so I didn't bother making the same card for each class.
I want to include some untaregeted damage synergy at some point in my class because of my hero power. The "Gucca Gang" says the common is broken because it's Frothing Berserker on steroids, it's still only a big minion though.
c) Spell Damage synergy
My class has strong damaging spells and Spell Damage is an underexploited mechanic currently in HS.
I forgot to bold "Spell Damage" on the common.
d) Universal tribe synergy
This gang can be used in ANY deck featuring a good amount of tribal synergy, regardless of the tribe! Do note that the 1/3 effect is written in italics, because this information is actually contained purely on the "wild card" tribal tag. It is NOT affected by silence!
e) Don't bother with a custom gang and join the Grimy Goons
...However I would exploit the handbuff mechanic in a very unique way. Rather than buff stats, my cards would give effects!
I plan to have 4 Gang slots in my MSOG sets, so here are the cards I would do if I choose Grimy Goons
3/ GANG FLAVOR
Although some gang effects would fit better into some gang flavors, pretty much any combination is possible.
a) Casino-themed gang
Erin Djee = RNG. BECAUSE IT"S CASINO LOLOLOLOLOLOLOLOL
b) Circus-themed gang
c) Poaching-themed gang
d) Pyromania-themed gang
The idea is that they would be like some sort of punk/anarchist group that loves to burn stuff.
e) Whatever Scribber & Dancer do, again.
3/ THE REST OF MY SHIT
Besides 4 MSoG slots I'm saving for Gang synergy and the Quest reward, my sets are complete (I think)
MSG
(4 slots for Gang synergy)
UN'GORO
I just noticed Red Proto-Whelp is the Scribbler's hero power. Oh well.
Hey, in the spoiler below, you'll find my first attempt at the Journey to Un'Goro set. If you have a few minutes, a review would be appreciated.
A quick reminder of the class and the keyword:
The cards
The Quest
The Arcan'dor is a dormant minion (which cannot be removed). It holds a minion spot without ever being able to do damage, but in return grants you 10 extra mana crystals. When you play the spell, your maximum number of mana crystals increases to 20 and you get 10 full mana crystals. Hence, when you'd play the spell at turn 5 (would be pretty insane since the quest can hardly be achieved in four turns, but anyway), you'd boost your mana crystals to 15 (of which 5 are used for the spell). Next turn, you'd start with 16 mana crystals. On turn 10 you'd have the maximum number: 20.
Rallity Shift: A awesome card to trigger your keyword. I like it a lot! The Floor is Lava!: Very similiar to lava chamber dungeon boss... If you really want to keep it i'd change its cost to 3 :) Vivid Illusion: A very strong card if a good deck is build around it. Allowing you to have a copy of cards like Reno Jackson or other high value minons. With that in mind i think its fine at 2. Crystal Replicator: A very neat idea, obviously similiar to Grim Patron. I think its alright. Illsuion of Tranquility: An secret with a pretty popular effect the cost is pretty much ok. I personally enjoy such effects. Elementalizzard: A really cool take on the elemental synergy mechanic, and the text rolls off the tounge pretty nicely. A very good card for the epic spot! Absorbing Liquid:Convert on a minion, not that exciting. Feels kinda like one of these forgetabble epics. The Crater Cracks: A nice specific draw card, i think you could get by with it costing 7, specific card draws are generally cheaper so it nullifies your Alter bonus :) Grond, the Evergrowth: A really good addition to Deathrattle decks. Not much else to say. Quest: I like it, especially the reward a lot but, if the mana crystal refill (which i assume they do) isnt it just a better mage quest? Other from that, you'd need to be carefull with rest of your class so no potentially designs come up that can be very good with this. Again, feels like a better mage quest.
P.s. I'll be reviewing everyone that posted here this evening (T - 6h) so post your cards peeps!
Tri-class is between Mewdrops, Broeck, and myself. Name is Cutthroat Cult.
For reference:
Cutthroat Cult:
Davy Jones tokens:
Thought process:
Cutthroat Cult - Headed by a huge "shark god".
As the Kabal focused on deck and value (singleton and potions), the Goons focused on hand advantage (handbuffing), while the Lotus focused on board + tempo (Jade Golems), the Cult focuses on the Hero and Hero Powers.
"Backstory": - Davy Jaws is a ghostly pirate that has taken over the Gadgetzan harbour. Three classes that are well known for their shady dealings and powerful magic have rallied around him to boost their powers.
Card generalization - Short term replacement Hero Powers; Essentially one use HPs or temporary ones, based on minions onboard or weapons. We previously worked on this in Crusade's a Burnin' if you need ideas or wan to see how we thought they should be balanced. - Inspire synergy is probably minimal - The boss is a Jaraxxus style minion; The preferred idea is a hero power similar to that of the upgraded shaman power, where you can pick one of three choices each time you use the hero power: deal 4 dmg randomly split among enemies, summon a 0/4 taunt, or somethig with healing. Due to future DK's this shark boss hero is temporary. When he dies, you revert back to your hero whatever it was before you transformed. - Pirates are possible but not a necessity; Illusionist has no weapons ATM (if anything, they will be beasts since it's a bunch of sharks)
WASSUP B*TCHES I've been working on my card and I have slightly more stuff to show you.
1/ QUEST REWARD
I'm still not set on which reward is best, here are the different possibilities I isolated below.
NOTE: Imagine that Kitchenlord costs (5).
2/ GANG EFFECT
I separated the gang flavor from the effects so that I can do any combination. I have 5 options.
a) Join Scribber and Dancer for a gang
Otovent posted some ideas above so just look at his post to see whether these ideas are better than mine.
b) Untargeted damage synergy
NOTE: For all the options, the 3rd card will be the discover one so I didn't bother making the same card for each class.
I want to include some untaregeted damage synergy at some point in my class because of my hero power. The "Gucca Gang" says the common is broken because it's Frothing Berserker on steroids, it's still only a big minion though.
c) Spell Damage synergy
My class has strong damaging spells and Spell Damage is an underexploited mechanic currently in HS.
I forgot to bold "Spell Damage" on the common.
d) Universal tribe synergy
This gang can be used in ANY deck featuring a good amount of tribal synergy, regardless of the tribe! Do note that the 1/3 effect is written in italics, because this information is actually contained purely on the "wild card" tribal tag. It is NOT affected by silence!
e) Don't bother with a custom gang and join the Grimy Goons
...However I would exploit the handbuff mechanic in a very unique way. Rather than buff stats, my cards would give effects!
I plan to have 4 Gang slots in my MSOG sets, so here are the cards I would do if I choose Grimy Goons
3/ GANG FLAVOR
Although some gang effects would fit better into some gang flavors, pretty much any combination is possible.
a) Casino-themed gang
Erin Djee = RNG. BECAUSE IT"S CASINO LOLOLOLOLOLOLOLOL
b) Circus-themed gang
c) Poaching-themed gang
d) Pyromania-themed gang
The idea is that they would be like some sort of punk/anarchist group that loves to burn stuff.
e) Whatever Scribber & Dancer do, again.
3/ THE REST OF MY SHIT
Besides 4 MSoG slots I'm saving for Gang synergy and the Quest reward, my sets are complete (I think)
MSG
(4 slots for Gang synergy)
UN'GORO
I just noticed Red Proto-Whelp is the Scribbler's hero power. Oh well.
EDIT: Somehow, double space bar is a shortkey to post something on my laptop....
Two new questions!
1) McF4rtson (Sea Witch) and I (Illusionist) want to make a new crime family that rule the docks of gadgetzan. We want to find something that both the Sea Witch and Illusionist (and Harbinger because that's likely to be the third class) have in common. We were thinking about some kind of sea god or demon these classes worship, like they're some kind of religion fanatics. Is there anything we could dig up in wow lore? We can't find anything so far...
2) Does the wording on my Quest idea make sense?
There are some neutral cards that would trigger this quest: Faceless Manipulator, Barnes and Doppelgangster for example. Illusionist has some copy cards as well. I am asking this, because someone thought this Quest would work similar to Crystal Core, when just reading the card text as it is.
The wording is pretty difficult and takes some time and an explanation to understand, like what if a card says add a copy of a minion to your hand (Zola the Gorgon) count. At the same time i dont know if there is a better wording for it. It actually might be aight, the more i think about it the more it makes sense.
I've been thinking about my quest the last few days. I'm pretty set on the condition but I can't find a good reward.
NOTE: It says "add" rather than "shuffle" to account for cards that are put on top of the deck.
EDIT: Sorry the second one was meant to be "Shuffle this into your deck". It's corrected.
In addition, here are my first cards ideas (MSG and UNG mixed together).
Still thinking about the gang, but I have one Grimy Goon card just in case.
I like the two leftmost reward the most, maybe the deal 5 gain 5 one best. The second Feast of the Titans looks like it might be a bit on the weak side and Therazane looks like a very strong reward.
As for the cards
New Kitchen Tools: It's a very nice goon card, it gives more variation than the usual health&attack gain. A worty common. (if you dont want to join our familiy :3)
Kargath Butcherhand: a really nice late game minion, but maybe not the best pick as your prievous legendary also was a lategame 10/10 taunt.
Al Dente: A really nice removal card with very good flavour! Deffinetly a card that should be in your set.
Chat looks like it's dying a little bit so I'm just gonna put forward what little I've got for Un'Goro as of right now.
When I'm less busy, I have some opinions I want to share...
But now is not that time.
Monologist: Standard, simple, cool minion. Nothing much to say, a very good 2 drop that curves into a secret. Primordial Pebble: A nice way of using the invoke and adapt keyword in one, maybe making the invoke (1) and adapting the next minion would make for a better, more simple and believable card? Purrfect Tracker: A very good card that synergises well with your 0 mana invoke cards. I think it's okay as a 3/3 but could always be a 3/2 like Elven Minstrel
Double Potion: A cool card that synregieses with your deck manipulation theme, an okay early removal and a very nice buff but being limited by the fact that you cant know the order of your cards the first turns an play it at the same time makes this for a quite balanced card. Kabal Apprentice: A simple common minion that fits both your class and the kabal theme, not much else to say. it's ok. Cyber Punk: A very strong value card, it couples very good with the singleton legendaries like Reno, Kazakus or any other strong card like N'zoth or C'thun. I think you could change the wording to something like: "Add a copy of the last card you played to your hand" its a lot shorter and feels more simple.
Sry for not reviewing all of your cards, time flew and its suddendly almost 1 am here. I'll make sure to review them all by today after the night :)
Edit: Im terrible, sry that i didnt review the cards today :( I won't say that ill review them all tommorow just to come out as an ass again, but ill review them. Maybe one by one so i can fit it in between my stuffs. Sorry for not keeping up with what i promised :(
Primordial Peeble: This is too good compared to Evolving Spores. The Invoke cost needs to be raised.
Rebirth: "resummon it"
Primeval Pool: It's not bad per se, but it doesn't deserve to be epic. Also the art sucks.
Overall
I LOVE the Quest! The reward is super original while being flavorful and the quest condition makes sense in the class (the art for the tentacle is weird though...). The other cards are decent. I expect more secrets and secret synergy for the remaining cards of your Un'Goro set.
@Otovent
Oh well, I posted my own shit a few minutes too late apparently. You reviewed my first post haha
Deckbuilding gang - The problem I see with this is that it goes into all directions at once. Although you can build a deck around it (which is what a Gang is supposed to be about) you would probably not include all cards of the gang at once. I suggest to focus on either spells or minions. Also the first card is not functional if the copied Battlecry is a targeted one.
Anti-curse System - The "relics" need to be dormant minions rather than cards in hand, unless they also had an effect when played. Also, you can't build a deck around relics because each relic has an effect that is good in only one particular type of deck.
Shuffling Mechanic - Well, shuffling is the theme of my quest so this gang would be the most adapted for my class (if I join it). Howevern same comment as above. You likely can't build a deck around just [well, Quest Chef could but that's it] this unless the gang legendary justifies it.
Overall, the weakess of the 3 themes is that they lack deckbuilding power.
Primordial Peeble: This is too good compared to Evolving Spores. The Invoke cost needs to be raised.
Rebirth: "resummon it"
Primeval Pool: It's not bad per se, but it doesn't deserve to be epic. Also the art sucks.
Overall
I LOVE the Quest! The reward is super original while being flavorful and the quest condition makes sense in the class (the art for the tentacle is weird though...). The other cards are decent. I expect more secrets and secret synergy for the remaining cards of your Un'Goro set.
@Otovent
Oh well, I posted my own shit a few minutes too late apparently. You reviewed my first post haha
Deckbuilding gang - The problem I see with this is that it goes into all directions at once. Although you can build a deck around it (which is what a Gang is supposed to be about) you would probably not include all cards of the gang at once. I suggest to focus on either spells or minions. Also the first card is not functional if the copied Battlecry is a targeted one.
Anti-curse System - The "relics" need to be dormant minions rather than cards in hand, unless they also had an effect when played. Also, you can't build a deck around relics because each relic has an effect that is good in only one particular type of deck.
Shuffling Mechanic - Well, shuffling is the theme of my quest so this gang would be the most adapted for my class (if I join it). Howevern same comment as above. You likely can't build a deck around just [well, Quest Chef could but that's it] this unless the gang legendary justifies it.
Overall, the weakess of the 3 themes is that they lack deckbuilding power.
No worries, ill add your and McF4rtson's new cards when i review the rest today!
Primordial Peeble: This is too good compared to Evolving Spores. The Invoke cost needs to be raised.
Rebirth: "resummon it"
Primeval Pool: It's not bad per se, but it doesn't deserve to be epic. Also the art sucks.
Overall
I LOVE the Quest! The reward is super original while being flavorful and the quest condition makes sense in the class (the art for the tentacle is weird though...). The other cards are decent. I expect more secrets and secret synergy for the remaining cards of your Un'Goro set.
@Otovent
Oh well, I posted my own shit a few minutes too late apparently. You reviewed my first post haha
Deckbuilding gang - The problem I see with this is that it goes into all directions at once. Although you can build a deck around it (which is what a Gang is supposed to be about) you would probably not include all cards of the gang at once. I suggest to focus on either spells or minions. Also the first card is not functional if the copied Battlecry is a targeted one.
Anti-curse System - The "relics" need to be dormant minions rather than cards in hand, unless they also had an effect when played. Also, you can't build a deck around relics because each relic has an effect that is good in only one particular type of deck.
Shuffling Mechanic - Well, shuffling is the theme of my quest so this gang would be the most adapted for my class (if I join it). Howevern same comment as above. You likely can't build a deck around just [well, Quest Chef could but that's it] this unless the gang legendary justifies it.
Overall, the weakess of the 3 themes is that they lack deckbuilding power.
I disagree with Anti-curses and the Shuffling mechanic lacking deckbuilding power.
Anti-curses
Like with Curse of Rafaam, these objects would light up for your opponent, while they're in your hand. Furthermore, whenever they trigger, they would be revealed, like Curse of Rafaam does when it triggers.
The Anti-curses/Relics largely work like Handbuffs. Most decks can take advantage of them, atleast to a lesser degree. What gives them deck-building power however, would be cards that have synergy with them. Like Wickerflame Burnbrittle for Paladin.
Then in that way the sets would include cards, that have some sort of synergy, either with having a large hand (Which the Anti-curses help with), playing 0 cost spells or a whole third thing, which indeed requires deckbuilding.
Shuffling
Through some discussion, the conclusion ended up with only using one of the shufflers. Which would either be the one in the opponents deck, or one in your own deck.
This could also create proper deck-building, if executed correctly. You could create cards that pull these out your deck, some that has synergy with cast spells, or in the case of Interest, Coin synergy.
Or in your case, you could have the Shuffling cards trigger when they're Roasted, via some sort of card.
Hey, in the spoiler below, you'll find my first attempt at the Journey to Un'Goro set. If you have a few minutes, a review would be appreciated.
A quick reminder of the class and the keyword:
The cards
The Quest
The Arcan'dor is a dormant minion (which cannot be removed). It holds a minion spot without ever being able to do damage, but in return grants you 10 extra mana crystals. When you play the spell, your maximum number of mana crystals increases to 20 and you get 10 full mana crystals. Hence, when you'd play the spell at turn 5 (would be pretty insane since the quest can hardly be achieved in four turns, but anyway), you'd boost your mana crystals to 15 (of which 5 are used for the spell). Next turn, you'd start with 16 mana crystals. On turn 10 you'd have the maximum number: 20.
Reality Shift is awesome, can make for some cool plays with Alter cards.
Elementalizzard feels like ur trying a bit too hard in all aspects of the card.
Quest i do not like one bit, im too lazy to go looking for specifics, but having access to 20 mana in general, however hard it might be to get there, seems like an insane idea. Not to mention it instantly puts design restrictions on everything and anything you make, which might create even more work for you down the line. Not a great idea.
Hey, in the spoiler below, you'll find my first attempt at the Journey to Un'Goro set. If you have a few minutes, a review would be appreciated.
A quick reminder of the class and the keyword:
The cards
The Quest
The Arcan'dor is a dormant minion (which cannot be removed). It holds a minion spot without ever being able to do damage, but in return grants you 10 extra mana crystals. When you play the spell, your maximum number of mana crystals increases to 20 and you get 10 full mana crystals. Hence, when you'd play the spell at turn 5 (would be pretty insane since the quest can hardly be achieved in four turns, but anyway), you'd boost your mana crystals to 15 (of which 5 are used for the spell). Next turn, you'd start with 16 mana crystals. On turn 10 you'd have the maximum number: 20.
Reality Shift - I love this card, because I pretty much made it, lol. But it fits perfectly with your class and yeah, it's cool. The artwork is also REALLY awesome, I absolutely love it.
The Floor is Lava - I really like this card, though I don't know why you changed the wording. I liked the original wording better.
Vivid Illusion - Balanced, but it doesn't feel original as it's literally Stitched Tracker's Battlecry as a spell. Additionally, I think another class in this competition already has an identical card.
Crystal Replicator - Pretty cool, although it may or not be too powerful. Unsure, but it's good for your Quest.
Illusion of Tranquility - Although this is an awesome Secret, I do have one question. What happens if a minion is killed with a Hero Power? Would this trigger the Secret and then you get nothing, or would it simply just not trigger, similar to how Competitive Spirit doesn't trigger if you don't control any minions?
Elementalizaard - Well, this is interesting to say the least. I'm not really sure how I feel about this card. You need a card like this for the challenge, I know, although the effect is very weird and the Elemental would be played so it wouldn't trigger Elemental synergies. I kind of feel the same as Sinti does here. I love the name though.
Absorbing Liquid - Love the Dark Replication artwork, although it requires a lot of set-up to work. Not sure if both of your Epics should be minions requiring Elementals to work.
The Craters Crack - Oh hey, we both have Elemental tutors. That's really cool. Thought I feel this is overcosted when you consider that tutor cards are priced at less than their regular draw counterparts. Ice Fishing/Forge of Souls vs Arcane Intellect is one such example. Thus, I think you can make this cost 7, or maybe even 6.
Grond, the Evergrowth - I really like it and it reminds me of Time Twister in my class. It also makes a good Silence combo. Though it should say "Battlecry: Destroy all other minions". You're missing the "other".
The Highborne Journey - Unlike Sinti, I actually do like this Quest and a way to hold more than 10 mana is something I think Team 5 should legitimately experiment with. It could make some really cool decks (mostly Malygos combos, but just about anything could be possible with this). Although I do agree with Sinti in how it puts a design restriction on your class.
Unrelated note, but guess who finally got the Dungeon Run cardback today!
Rollback Post to RevisionRollBack
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Mod Working Reaaaaally Hardly
Mod Working Reaaaaally Hardly
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I have my last Rare card. It took a while to find the art, and even longer to find the effect. In the end though, I actually really like what I made.
I think the card pretty much speaks for itself, but you can get a spell you cast this game and cast it with what target you want (like Theatre Symphonist from my Karazhan set). You can even choose itself if you can to re-roll your options.
I also made another version of Wandering Timemage:
I will probably need to change my Quest, but other than that, I've got this done as of now.
Click the image to go to my custom Time Traveler class.
Allrighty ho.
We're standing the in the unfortuneate situation, on being unable to decide if we should go for a custom MSOG gang, and what mechanic we should use, if we choose to make one.
Also, the flavor of the gang is still to be worked on, so please judge these entirely from how interesting they are standalone.
First: Deckbuilding theme.
This is a theme that we got inspired by when we saw Seeping Oozeling, it generally revolves around building your deck in a way to get the best desirable outcome from a card. Somewhat like Shadow Visions. So the first card: (please ignore the quality, theyre just clay prototypes)
Example Ideas.
Short explanations:
Srm: (its a class card btw :/) A cool niche take on battlecries, similiar to Shadow Visions but can result in a more powerfull outcome when coupled with strong Battlecries like Reno Jackson, N'Zoth, C'Thun or virtually any other that you desire.
TOMFOGT: A strong minion that can replicate it self if you build your deck around it, in a heavy spell deck this can help you have board precense. The low Health makes it easier to remove than something like that forgetable druid epic
Hbi: Just a card with the sole purpose of the theme in mind; you have less spells in your deck and therefore you are more likely to cast the one you desire (notice it doesnt say 'Cast a copy of a spell') this is intended to work like Grand Archivist.
Second: Anti-curse system.
This system is all about putting cards into your hand, that provides a small bonus. It takes up a bit of handspace, and they can be played for 0 Mana, without doing anything. Just like the Curse from Curse of Rafaam.
There would be 5 anti-curses, or "Relics", and these are examples on how the curses could look, and how cards that interact with them could look.
Example Ideas
Example of how a Token could look.
Example of how cards that generate them looks.
Third. Shuffling Mechanic
This would be all about shuffling a specific card into either one, or both players deck. Possibly with cards that can pull them out of the decks.
Note: It might end up being just one of the versions. Meaning there would only be shuffled cards into either your, or the opponents deck. The effects on the shuffled cards are currently placeholders.
Example Ideas
Potential Tokens
Example cards
Mod Working Reaaaaally Hardly
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P.s. I'll be reviewing everyone that posted here this evening (T - 6h) so post your cards peeps!
Mod Working Reaaaaally Hardly
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Time Traveller is part of the Kabal.
Journey to Un'Goro
Future Sight is a Basic collectable card
Click the image to go to my custom Time Traveler class.
Mod Working Reaaaaally Hardly
Cutthroat Cult:
Davy Jones tokens:
Thought process:
Cutthroat Cult - Headed by a huge "shark god".
As the Kabal focused on deck and value (singleton and potions), the Goons focused on hand advantage (handbuffing), while the Lotus focused on board + tempo (Jade Golems), the Cult focuses on the Hero and Hero Powers.
"Backstory": - Davy Jaws is a ghostly pirate that has taken over the Gadgetzan harbour. Three classes that are well known for their shady dealings and powerful magic have rallied around him to boost their powers.
Card generalization - Short term replacement Hero Powers; Essentially one use HPs or temporary ones, based on minions onboard or weapons. We previously worked on this in Crusade's a Burnin' if you need ideas or wan to see how we thought they should be balanced.
- Inspire synergy is probably minimal
- The boss is a Jaraxxus style minion; The preferred idea is a hero power similar to that of the upgraded shaman power, where you can pick one of three choices each time you use the hero power: deal 4 dmg randomly split among enemies, summon a 0/4 taunt, or somethig with healing. Due to future DK's this shark boss hero is temporary. When he dies, you revert back to your hero whatever it was before you transformed.
- Pirates are possible but not a necessity; Illusionist has no weapons ATM (if anything, they will be beasts since it's a bunch of sharks)
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WASSUP B*TCHES I've been working on my card and I have slightly more stuff to show you.
1/ QUEST REWARD
I'm still not set on which reward is best, here are the different possibilities I isolated below.
NOTE: Imagine that Kitchenlord costs (5).
2/ GANG EFFECT
I separated the gang flavor from the effects so that I can do any combination. I have 5 options.
a) Join Scribber and Dancer for a gang
Otovent posted some ideas above so just look at his post to see whether these ideas are better than mine.
b) Untargeted damage synergy
NOTE: For all the options, the 3rd card will be the discover one so I didn't bother making the same card for each class.
I want to include some untaregeted damage synergy at some point in my class because of my hero power. The "Gucca Gang" says the common is broken because it's Frothing Berserker on steroids, it's still only a big minion though.
c) Spell Damage synergy
My class has strong damaging spells and Spell Damage is an underexploited mechanic currently in HS.
I forgot to bold "Spell Damage" on the common.
d) Universal tribe synergy
This gang can be used in ANY deck featuring a good amount of tribal synergy, regardless of the tribe! Do note that the 1/3 effect is written in italics, because this information is actually contained purely on the "wild card" tribal tag. It is NOT affected by silence!
e) Don't bother with a custom gang and join the Grimy Goons
...However I would exploit the handbuff mechanic in a very unique way. Rather than buff stats, my cards would give effects!
I plan to have 4 Gang slots in my MSOG sets, so here are the cards I would do if I choose Grimy Goons
3/ GANG FLAVOR
Although some gang effects would fit better into some gang flavors, pretty much any combination is possible.
a) Casino-themed gang
Erin Djee = RNG. BECAUSE IT"S CASINO LOLOLOLOLOLOLOLOL
b) Circus-themed gang
c) Poaching-themed gang
d) Pyromania-themed gang
The idea is that they would be like some sort of punk/anarchist group that loves to burn stuff.
e) Whatever Scribber & Dancer do, again.
3/ THE REST OF MY SHIT
Besides 4 MSoG slots I'm saving for Gang synergy and the Quest reward, my sets are complete (I think)
MSG
(4 slots for Gang synergy)
UN'GORO
I just noticed Red Proto-Whelp is the Scribbler's hero power. Oh well.
Other cool cards I might shove in my sets
Yeah, I know it's a lot :(
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
The Floor is Lava!: Very similiar to lava chamber dungeon boss... If you really want to keep it i'd change its cost to 3 :)
Vivid Illusion: A very strong card if a good deck is build around it. Allowing you to have a copy of cards like Reno Jackson or other high value minons. With that in mind i think its fine at 2.
Crystal Replicator: A very neat idea, obviously similiar to Grim Patron. I think its alright.
Illsuion of Tranquility: An secret with a pretty popular effect the cost is pretty much ok. I personally enjoy such effects.
Elementalizzard: A really cool take on the elemental synergy mechanic, and the text rolls off the tounge pretty nicely. A very good card for the epic spot!
Absorbing Liquid: Convert on a minion, not that exciting. Feels kinda like one of these forgetabble epics.
The Crater Cracks: A nice specific draw card, i think you could get by with it costing 7, specific card draws are generally cheaper so it nullifies your Alter bonus :)
Grond, the Evergrowth: A really good addition to Deathrattle decks. Not much else to say.
Quest: I like it, especially the reward a lot but, if the mana crystal refill (which i assume they do) isnt it just a better mage quest? Other from that, you'd need to be carefull with rest of your class so no potentially designs come up that can be very good with this. Again, feels like a better mage quest.
Primordial Pebble: A nice way of using the invoke and adapt keyword in one, maybe making the invoke (1) and adapting the next minion would make for a better, more simple and believable card?
Purrfect Tracker: A very good card that synergises well with your 0 mana invoke cards. I think it's okay as a 3/3 but could always be a 3/2 like Elven Minstrel
Kabal Apprentice: A simple common minion that fits both your class and the kabal theme, not much else to say. it's ok.
Cyber Punk: A very strong value card, it couples very good with the singleton legendaries like Reno, Kazakus or any other strong card like N'zoth or C'thun. I think you could change the wording to something like: "Add a copy of the last card you played to your hand" its a lot shorter and feels more simple.
Sry for not reviewing all of your cards, time flew and its suddendly almost 1 am here. I'll make sure to review them all by today after the night :)
Edit: Im terrible, sry that i didnt review the cards today :( I won't say that ill review them all tommorow just to come out as an ass again, but ill review them. Maybe one by one so i can fit it in between my stuffs. Sorry for not keeping up with what i promised :(
Mod Working Reaaaaally Hardly
@maxlot
Individual cards
Overall
I LOVE the Quest! The reward is super original while being flavorful and the quest condition makes sense in the class (the art for the tentacle is weird though...). The other cards are decent. I expect more secrets and secret synergy for the remaining cards of your Un'Goro set.
@Otovent
Oh well, I posted my own shit a few minutes too late apparently. You reviewed my first post haha
Overall, the weakess of the 3 themes is that they lack deckbuilding power.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Mod Working Reaaaaally Hardly
Like with Curse of Rafaam, these objects would light up for your opponent, while they're in your hand. Furthermore, whenever they trigger, they would be revealed, like Curse of Rafaam does when it triggers.
The Anti-curses/Relics largely work like Handbuffs. Most decks can take advantage of them, atleast to a lesser degree. What gives them deck-building power however, would be cards that have synergy with them. Like Wickerflame Burnbrittle for Paladin.
Then in that way the sets would include cards, that have some sort of synergy, either with having a large hand (Which the Anti-curses help with), playing 0 cost spells or a whole third thing, which indeed requires deckbuilding.
Shuffling
Through some discussion, the conclusion ended up with only using one of the shufflers. Which would either be the one in the opponents deck, or one in your own deck.
This could also create proper deck-building, if executed correctly. You could create cards that pull these out your deck, some that has synergy with cast spells, or in the case of Interest, Coin synergy.
Or in your case, you could have the Shuffling cards trigger when they're Roasted, via some sort of card.
I want a new title, but Flux won't let me have one,
- Click Here To Join Us On Discord! -
Unrelated note, but guess who finally got the Dungeon Run cardback today!
Click the image to go to my custom Time Traveler class.