Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur. Thought Young King Arthur himself isn't created by the story card, he is important to the story, so I felt including him here was necessary.
A Marriage of Life and Death - you get 8-10 Armor just for putting this card in your deck and it can even be used to remove minions or burst damage i am sorry but start of game effects have to be either random or requiring to build a deck around them
Wish of the Queen - Same thing you get Cards and even though those cards are OK these are still cards you can play and after all of them are played you get a Very Good Card
Midnight Getaway - Same thing again thought this one is probs the most balanced because if your opponent kills it you get left with 2 Dead Cards
Arabian Night - Again you get a Card for free just for spending 1600 or buying packs thought again this one is a bit balanced as the Two out of 1001 Tales shuffled can mess up your game plan
Mjornir - Spirit Claws should probs nerf it to 2 mana
the best way (I think) to fix these cards is to make them shuffle these cards into your deck
I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"
New way (Flags)
The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!
I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"
New way (Flags)
The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!
Old way (Rings)
Which is best ?
(will review everyone's shit later)
Rings are easier to understand, though I think they should be weapons as spells don't make much sense.
Faction Points, though seem cool and have a lot of potential for card design, should be better presented. Have a visual demonstration of how can you see your faction points, maybe show other cards that can earn you faction points; Is there a limit to how many of these you can hold?
Both are nice ideas, but you should explain FPs more throughly.
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur. Thought Young King Arthur himself isn't created by the story card, he is important to the story, so I felt including him here was necessary.
Priest
Story tokens:
Other tokens:
True Love Kiss is also created by a Neutral card, hence why it's a Neutral token.
Right, since I hadn't actually read through all this before and you've clearly done a lot, I thought I'd give out a little review. Obviously the first thing I want to address is the biggest part of the expansion, which are the Start of Game legendaries. They are, by a significant margin, the most badly thought out cards in the set thus it's important to talk about them the most.
Start of Game
If you look at all the current Start of Game cards in Hearthstone, you'll notice something. Prince Malchezar's effect is neutral, mainly detrimental even, and Baku/Genn have a purely positive effect though it only comes through severely limiting deckbuilding decisions. YOUR Start of Game cards all do something for you without any conditions whatsoever, and the effect is always almost purely positive, the only exception being some limiting your board size to 6 for a potentially long time, which is at most only a minor negative. A card that gives you a benefit at all that requires no sacrifice, not in mana, not in deck and not in draw is a card that's always going to be broken, unhealthy for the game and distant from any reasonable design philosophy. A card where said benefit is three guaranteed secrets that get you a broken card or a recurring 1 mana Drain Soul that ramps up in damage is so insanely overpowered that it boggles the mind.
Prince Charming
Also a few days ago I gave my opinion that Prince Charming was a mundane form of support for these Start of Game cards as the interesting aspect of said Start of Game cards happened at the start of the game and thus the remaining card to be left over would be less interesting. Demon pointed out that they had other effects so I apologized having not seen the actual Start of Game cards by that time. Now that I've actually seen them I'm gonna take it back. If I'm playing in a theoretical world where Wish of the Queen or some other Start of Game card isn't hopelessly overpowered, the reason I've put it in my deck and built my deck around it because I want to use the secrets it gives me and then the permanent spell lifesteal effect. The reason I'm running it is not to use Prince Charming to draw a strictly worse Shadow Bolt/Fireball.
I'm saying without a shadow of a doubt that Prince Charming is an arbitrary, mundane edition of Countess Ashmore and The Curator. The Curator draws me three tribal cards, their connection to eachother is obvious. Tribes typically reward you for playing multiple minions of the same tribe, and thus this card that draws cards from three different ones is interesting, especially when Murlocs are typically small, Dragons are typically big and Beasts are very varied but mostly around the middle. Countess Ashmore draws me three types of cards also, one has Rush, one has Lifesteal, one has Deathrattle. One of these is a passive effect that goes on a minion, one is another passive effect that goes on any card but mostly minions, the other is a trigger that triggers after the cards death that can go on a minion or weapon but mostly minions. These three cards drawn don't have nearly as much connection as the Curator, Lifesteal and Rush are included because they're new and kinda thematic, and Deathrattle is included because it's thematic. Finally, we get onto Prince Charming. He draws three types of cards. Start of Game is a one-time triggered effect that already happened before you played this, Elusive is a passive keyword that goes on a minion, Legacy is a triggered keyword that goes on a card but mostly minions. Just as many thematic connections as Countess Ashmore, but even less mechanical ones, even if you disregard the fact that Start of Game means absolutely nothing on a card when you draw it. With Countess Ashmore or The Curator, you expect a common result from their effect; The Curator will draw three tribal minions, typically one big, one small, one medium and Countess Ashmore will draw a card that heals you, one that does something when it dies and one that has an immediate effect. When you play Prince Charming, you draw a card that counters spells, one that does something when you play cards which could be literally anything, and then... Uhhhh, probably a spell that does something? Draws cards? Maybe it does damage? Maybe it draws a strict upgrade over Twisting Nether for the class with the weakest board clears in the game?
Mjolnir & Legend of Camelot
For some of the individual cards, why have you printed Mjolnir? Have you not learned from Spirit Claws' mistakes? That thing was infamous for being a 1 mana weapon that had 3 durability and three attack a quarter of the time when you hero power. This has three attack every time you hero power. This thing's nuts. Legend of Camelot is one of the most parasitic and dumb cards here. Imagine unpacking this or getting it as your free legendary card of the expansion. Actually needing other cards to make this card functional is dumb. Oh well, now that I do have this parasitic and over-complicated card I guess I'll go find some way to activate it. I'll just need to go to the collection and get King Arthur huh? Awww, he costs 1600 dust, I don't have that. I guess instead of getting a 6 mana 4/4 with multiple Equality effects strapped to it with insane synergy with Excalibur itself that could lock my opponent out of the game, I'll instead go buy the 40 dust filth-ridden f2p hobo option of a fucking 5 mana Wisp that doesn't even have any purpose unless you own this legendary card. Sure is a sad day to be poor huh, guess this is what the story of the Sword in the Stone was all about.
Final Notes
The perplexing thing about this is that both of you have been making cards for a long time. Hell, Demon even came in the semi-finals in the class competition earlier on this year. The reason I'm commenting on this is BECAUSE I know both of you are better than this, there were loads of terrible submissions in the first phase of the competition and I didn't care, not everyone's good at this, a lot of people are new. But to me this feels like getting Da Vinci and Raphael into the room and watching them work together to make a 7 year olds art project, it's legitimately confusing to see it happen. I'm being as harsh as possible about this because I've decided I don't want to just sit around and wait for you guys to spend a whole load of time and effort making something that's not fantastic. Screw not fantastic, terrible. I don't hate either of you guys, that's a dumb thing to do when the conflict is imaginary cards, and you still have your other two expansions to go through. If you guys could turn this expansion around though, that'd be genuinely great. I wouldn't even be criticizing here if I didn't think you guys could do that, this has taken some significant time here to write. And hell, I'm not right about everything, not even most things, but I'm not going to back away from this due to doubt. I understand if you're mad.
I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"
New way (Flags)
The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!
Old way (Rings)
Which is best ?
(will review everyone's shit later)
Rings are easier to understand, though I think they should be weapons as spells don't make much sense.
Faction Points, though seem cool and have a lot of potential for card design, should be better presented. Have a visual demonstration of how can you see your faction points, maybe show other cards that can earn you faction points; Is there a limit to how many of these you can hold?
Both are nice ideas, but you should explain FPs more throughly.
I don't plan to have a limit to Faction points, you're unlikely to have that many in a game anyway. The visual would look like The Darkness but with no max value (I tried to find a screenshot of Darkness so I can MSPaint my card on it but I didn't find any, and I don't want to craft it just for that).
As for the rings, I thought about making them "dormant" weapons (i.e. weapons with no attack symbol, just the durability one) but I didn't find a symbol-less template to do it. I saw a weapon card with no attack symbol recently but I can't find it anymore, very frustrating :(
I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"
New way (Flags)
The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!
Old way (Rings)
Which is best ?
(will review everyone's shit later)
Oh that's cool, I like that. I think a couple of changes could be made, main one being a name change. Faction Points is pretty long and doesn't sound very interesting. How about something like Prestige or Loyalty? I think something like that conveys more, something that makes you sound respected or noble. I definitely agree with Vile that these should have some UI considerations posted, something elegant to show all this would really solidify this system in well. I prefer it over rings, it has more potential as said. I do like that the Flags are free but don't give you any benefit by themselves, meaning the synergy cards like the Elekk are basically cards you choose the conditions for.
I'll give general impression only. Won't review card by card.
@teknician
I thought Treasures could be non-legendary cards too? I think you should do a couple of non-legendary ones too. I'm waiting for more Treasure fetching cards. Your Treasures seems very unequal in terms of power level, even when taking their cost into account. I think you should make them powerful enough to build a deck around them.
your other cards are alright, though I don't like Time to Collect, it's too complicated.
@Tomerick88
Your Paladin card has Phase but your textbox says Fate. I'm not sure I already said that, but the Fate mechanic alone is light for an expansion. It lacks a buildaround mechanic.
@Demon&Shatter
First, the Legacy mechanic is intrinsically to classes that can play a shit ton of small stuff in a turn (Rogue, Priest; to a lesser extent Druid, Mage). Second, not a fan of the general flavor. Now I'm gonna comment on each Start of game leggy spells since they're apparently the buildarounds.
Druid - Broken. Five of those 0-cost cards is too good in aggro/tempo decks like Token Druid. Sure, TD is sad when it draws the leggy spell itself, but it's only one bad card for a huge early-game gain. Baku the Mooneater, a 9mana 7/8, sees play because of that.
Hunter - Not a fan of the flavor again, the effect, too is very complicated and I'm not exactly sure of what it does.
Mage - Too many tokens.
Paladin - Ok, that one's mechanic is just WTF. I mean, I get the flavor but...
Priest - That one makes slightly more sense, though it's weird to see the knight as less powerful than Cindirella, also still to many tokens.
Rogue - OP
Shaman - Azeroth is a planet, seeing her as a 5/5 minion is too weird for me. Mechanically, it's probably the least bad of all.
Warlock - That one is underpoweed. Baba Yaga is going to be removed immediately.
Warrior - I remember that effect from a small comp.
Those cards have waaaay too many tokens associated to them...
@Vilegloom
You know what I think about the Enlist mechanic. As for Muster, get rid of it. It makes your expansion complicated and it's not significantly shorter than "Battlecry: If you control a X,..". Individually, your cards are nice; but it needs more buildaround cards.
@linkblade91
Druid - OK
Hunter - OK
Mage - The reward is greater than the burden. I don't like the idea of giving mages the ability to go face even faster.
Paladin - Ok.
Priest - Face Priest? Yes please/
Rogue - I don't like this one, too complicated.
Shaman - Again, too good.
Warlock - This one looks very bad. Card draw is never a problem for Warlock. Survivability is.
Warrior - Looks very bad too, but at least it makes sense
First, the Legacy mechanic is intrinsically to classes that can play a shit ton of small stuff in a turn (Rogue, Priest; to a lesser extent Druid, Mage). Second, not a fan of the general flavor. Now I'm gonna comment on each Start of game leggy spells since they're apparently the buildarounds.
Druid - Broken. Five of those 0-cost cards is too good in aggro/tempo decks like Token Druid. Sure, TD is sad when it draws the leggy spell itself, but it's only one bad card for a huge early-game gain. Baku the Mooneater, a 9mana 7/8, sees play because of that.
Hunter - Not a fan of the flavor again, the effect, too is very complicated and I'm not exactly sure of what it does.
Mage - Too many tokens.
Paladin - Ok, that one's mechanic is just WTF. I mean, I get the flavor but...
Priest - That one makes slightly more sense, though it's weird to see the knight as less powerful than Cindirella, also still to many tokens.
Rogue - OP
Shaman - Azeroth is a planet, seeing her as a 5/5 minion is too weird for me. Mechanically, it's probably the least bad of all.
Warlock - That one is underpoweed. Baba Yaga is going to be removed immediately.
Warrior - I remember that effect from a small comp.
Those cards have waaaay too many tokens associated to them...
Yeah. The Druid reward was nerfed to 1 mana and each spells were slightly made stronger (OK, a lot stronger) to compensate. I still think that it need to be nerfed farther. The tokens part are unavoidable since we are trying to tell a story through them. Just remember how many token Kazakus generated.
First, the Legacy mechanic is intrinsically to classes that can play a shit ton of small stuff in a turn (Rogue, Priest; to a lesser extent Druid, Mage). Second, not a fan of the general flavor. Now I'm gonna comment on each Start of game leggy spells since they're apparently the buildarounds.
Druid - Broken. Five of those 0-cost cards is too good in aggro/tempo decks like Token Druid. Sure, TD is sad when it draws the leggy spell itself, but it's only one bad card for a huge early-game gain. Baku the Mooneater, a 9mana 7/8, sees play because of that.
Hunter - Not a fan of the flavor again, the effect, too is very complicated and I'm not exactly sure of what it does.
Mage - Too many tokens.
Paladin - Ok, that one's mechanic is just WTF. I mean, I get the flavor but...
Priest - That one makes slightly more sense, though it's weird to see the knight as less powerful than Cindirella, also still to many tokens.
Rogue - OP
Shaman - Azeroth is a planet, seeing her as a 5/5 minion is too weird for me. Mechanically, it's probably the least bad of all.
Warlock - That one is underpoweed. Baba Yaga is going to be removed immediately.
Warrior - I remember that effect from a small comp.
Those cards have waaaay too many tokens associated to them...
Thank you for the feedback. I do appreciate how you were able to voice your criticisms without sounding like a despicable asshole (unlike one certain person). We did nerf the Druid's tokens from five 0-Cost tokens to three 1-Cost tokens with different effects.
That said, I brought this up because I honestly disagree when you say the Stories have too many tokens, specifically when you look at Rin, the First Disciple or Uther of the Ebon Blade. Uther produces a unique Hero Power, which itself produces 4 unique token minions + a weapon (6 unique tokens), and Rin produces the five seals of which also produce their own token minions + Azari (a whopping 11 unique tokens!). Conversely, Midnight Getaway produces the first form of Cinderella, the Slippers, the second form of Cinderella + the Knight (4 unique tokens, 5 if you count both of the Glass Slippers as their own separate tokens). Wish of the Queen then produces 3 Secrets and then Snow White (4 unique tokens).
You also didn't give a reason as to why Arabian Night is OP. You just said "OP" and left. How are we supposed to fix something when you don't tell us what's wrong with it? Personally, I don't believe that a Legendary Nourish without the Mana option and a slightly better Holy Smite is overpowered. Unlike Kingsbane which could be tutored by Cavern Shinyfinder, the token from Arabian Night doesn't have a tutor card.
Thank you for the feedback. I do appreciate how you were able to voice your criticisms without sounding like a despicable asshole (unlike one certain person).
Dude. It's not like I was keeping track but I spent around an hour or so writing that review. I'm sorry that I was harsh in my review but I have to ask why you think I actually left it? It's not like I was just mindlessly hating on your stuff, I made sure everything I said had a basis and GENUINELY am only saying it because I think there are issues with what you've made and that you can improve on it. There's a difference between hating on things and trying to be harsh with criticisms, I wasn't intending to pussyfoot around things. If you want I can just not speak fully honestly about my thoughts in reviews in future, if that's what you want. I'm gonna put emphasis on what I say if I want you to comprehend my thoughts, and I'm sorry if you don't want to deal with that.
Dude. It's not like I was keeping track but I spent around an hour or so writing that review. I'm sorry that I was harsh in my review but I have to ask why you think I actually left it? It's not like I was just mindlessly hating on your stuff, I made sure everything I said had a basis and GENUINELY am only saying it because I think there are issues with what you've made and that you can improve on it. There's a difference between hating on things and trying to be harsh with criticisms, I wasn't intending to pussyfoot around things. If you want I can just not speak fully honestly about my thoughts in reviews in future, if that's what you want. I'm gonna put emphasis on what I say if I want you to comprehend my thoughts, and I'm sorry if you don't want to deal with that.
So I realize what I said may have been in bad taste, but my point there was that Cheese gave his honest opinions in a well-respected manner. Just saying, but lines like these...
Legend of Camelot is one of the most parasitic and dumb cards here.
But to me this feels like getting Da Vinci and Raphael into the room and watching them work together to make a 7 year olds art project
I'm being as harsh as possible about this because I've decided I don't want to just sit around and wait for you guys to spend a whole load of time and effort making something that's not fantastic. Screw not fantastic, terrible.
...are the absolute worst possible way to give constructive criticism. The best constructive criticism is presented in a friendly way and 100% honest at the same time. The second part you nailed perfectly, but I can't say the same thing about the first part. Brutal honesty isn't really honesty, it's just a facetious way of saying "I can't properly give constructive criticism without sounding hurtful, so I'm just going to sound hurtful anyway".
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Dude. It's not like I was keeping track but I spent around an hour or so writing that review. I'm sorry that I was harsh in my review but I have to ask why you think I actually left it? It's not like I was just mindlessly hating on your stuff, I made sure everything I said had a basis and GENUINELY am only saying it because I think there are issues with what you've made and that you can improve on it. There's a difference between hating on things and trying to be harsh with criticisms, I wasn't intending to pussyfoot around things. If you want I can just not speak fully honestly about my thoughts in reviews in future, if that's what you want. I'm gonna put emphasis on what I say if I want you to comprehend my thoughts, and I'm sorry if you don't want to deal with that.
So I realize what I said may have been in bad taste, but my point there was that Cheese gave his honest opinions in a well-respected manner. Just saying, but lines like these...
Legend of Camelot is one of the most parasitic and dumb cards here.
But to me this feels like getting Da Vinci and Raphael into the room and watching them work together to make a 7 year olds art project
I'm being as harsh as possible about this because I've decided I don't want to just sit around and wait for you guys to spend a whole load of time and effort making something that's not fantastic. Screw not fantastic, terrible.
...are the absolute worst possible way to give constructive criticism. The best constructive criticism is presented in a friendly way and 100% honest at the same time. The second part you nailed perfectly, but I can't say the same thing about the first part. Brutal honesty isn't really honesty, it's just a facetious way of saying "I can't properly give constructive criticism without sounding hurtful, so I'm just going to sound hurtful anyway".
I'd defend the comment on Spirit Claws in comparison to Mjolnir because that's not meant to do anything aside from point out that this falls under a very similar issue that Spirit Claws met. However I'll concede that the next two were in poor taste. The first one was to further emphasize the fault of the mechanic still lying in the Start of Game cards in general while addressing another issue, however on reflection it just goes back into being adding unnecessary rude comments. The second thing was meant to be an exaggeration to try and get you to understand my confusion, but again, ended up just sounding rude. The fourth thing wasn't supposed to be a cheap jab, though it does definitely seem like one and I apologize. Back about a year ago I made the King class, people weren't honest about its faults, and I ended up looking back at it a year later with nothing but embarrassment. I know it sounds like a bad excuse but I'm not trying to be hateful in any of this and I don't want any actual conflict here, I just decided to avoid being soft in said review because I really wanted to get my point across. Of course I'm able to give constructive criticism without feeling hurtful, I've managed to do that quite consistently in other places where I'm active, it's just that I didn't want to here. And it's not like I don't feel any remorse or whatever for being hurtful, I have made sure to check with people to make sure I wasn't going TOO far in it and I've been worryingly anticipating your reaction to it ever since I posted it half a day ago. I've felt sick to my stomach since I saw your comment about it earlier and honestly I don't want to get into an argument right now on crudeness. From the start I've only cared about you seeing what I thought were the main issues with the expansion and talking about them so I could get your insights and maybe have a meaningful discussion. Sorry about the cruder of the comments, though well meaning maybe they went too far, if you could address the arguments I made in the review itself I think both of us would feel better about this.
To address the Spirit Claws comparison: The condition for Mjolnir to be active require you to attack, which is very likely to take away the Armor from your HP. Mjolnir also isn't active if you can't satisfy the condition, unlike Spirit Claws that can still be used as a ping. There's also the fact that if you choose to go face with Mjolnir, your opponent is now freely to attack you, taking away the Armor and then force you to HP again or used Armor gain cards (which are all poor in Tempo, as oppose to Spell Damage minions).
I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Mushu, Rock King work?
Once you play Mushu, it will become permanent.
---->
Like other permanent cards, such as Nether Portal and Mark Moonwalker from the Party Portals tavern brawl, it will not count as a minion anymore, will take up space int he battlefield, cannot attack or be targeted/destroyed, and will keep it's effect.
Some Notes:
Neutral Totems are coming, I just haven't figured out a cool design for them.
I'm thinking about whether Muster is actually necessary to include atm, as it kinda makes the expansion a bit more complex than it needs to be. Don't know if I can actually make such a change at this point of the comp.
I'm considering removing Mushu, Rock King. I just feel Totems don't need it and could be replaced with some kind of spell. That being said, I still like it, so maybe I won't end up doing that.
Considering making Racrook a neutral minion.
Speaking of which, Racrook's effect means that whatever weapon you steal, you will equip with whatever buffs and durability it had.
I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.
Factions
Rings
NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.
I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.
Factions
Rings
NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.
So, I'm supposing you want to choose one out of the two to use, like last time? If that's the case, definetely go for the Faction Points. They're much easier to understand now with the examples you've shown. They're also a quite nice idea. I'd change the name though, something like Influence/Honor, stuff like that. For example, a card could say "Gain (x) Honor". Just an idea.
All the cards seem fine, the do the job of showcasing what the factions are all about well. Nothing to say here, really.
@Vilegloom With removing Muster you mean just the keyword or the effects altogether? Will you just rewrite the text of your cards or make new ones? If it's the former, then it's fine, go for it. Otherwise, that depends on how much time you have to spare. Still two weeks to go, though, so it might not even matter unless you're having a creative block.
Also, I noticed you have a lot of minions and very few spells, much like myself. I'm only pointing that out 'cus this has been bothering me (in regard to my own set, of course) and you might have missed out, or you simply don't care. I wish I didn't but I'm getting a little obsessed with these things. It's not like it's a problem anyway, just, ah, I dunno. xD
Whatever, let's get down to it.
- Druid cards are fine, nothing really special about them. I'm not a big fan of the Legendary for some reason I can't seem to explain. The text seems a bit clunky, though.
- Maybe you're showing one too many 2-drops? Again, I've had a similar "problem" with Rogue and 1-Cost minions. It's not a critique, just a suggestion; you might want to diversify the set a bit more in terms of mana cost. The cards themselves are cool; the Murloc is a bit scary but I feel it's just irrational fear. lol
- Can I suggest changing Furnace Fire to 3 mana and lowering the damage accordingly? It just doesn't seem worthy running over Polymorph, but that might just be because you didn't show enough Mechs so far.
- I like UNITE! a lot, props for that. The Knight is kinda like a retroactive Vilefin Inquisitor; it seems decent, but definitely not stronger than Megasaur. Lightfury Drake has a somewhat weird wording; have you considered writing it like Demonfire?
- Dragontamer is pretty meh but to me that's fine 'cus I can't stand Dragon Priest anymore. Vyte is just too dangerous: turn 5 you can Velen/Maly + double Mind Blast them if you draw the nuts. But then, I don't remember what you HoF'd so what I said might just not be that relevant. Even then, in Wild tho...
- Rogue cards are nice, especially Racrook. I just love the idea of stealing an enemy weapon, and even though it could be neutral, it fits Rogue perfectly. I think the Legendary is just good enough to see play despite the statline, and it seems fun.
- Static Shock has a lot of potential, but so far, I haven't seem many Mechs to take advantage of it. Cannon is cool but the Totems feel kinda meh. Goblin Totem is just kinda pointless I think; usually it will Silence your Totems, then give them +1 Health, which isn't even necessarily good, and then again, there's not enough Mech synergy to justify playing it. Static Shock, for that matter, is completely counterproductive. Mushu is alright, I guess; I can't see it becoming a problem.
- Murkscale Ritualist is almost a reprint of Siltfin Spiritwalker. Not that interesting, really. The Legendary seems weak; there's not enough Pirates that are good by themselves worthy putting into your Demon deck so you can take advantage of the Pirate synergy if you don't draw this.
- Your Warrior cards are really cool and flavorful, I like them a lot. That being said, you might wanna change the name of the weapon. It's just too generic.
- Backstabber seems deceptively strong. I think this card might see much more Constructed play than we would have expected. Winds of War is nice, but seems a bit too slow at 5-mana. The Legendaries are all really interesting but I have no idea how to evaluate them. Junkwing though... the guy may actually break Big Druid.
@CheeseEtc First of all, someone back then suggested you change Faction Points to Loyalty or something else, and I think you should consider that.
You might also wanna build a custom example deck for each Faction so we can get an idea of how many Faction Points you could realistically generate in a single game to better evaluate the power of your cards. So far, I can't say anything for sure, and it would just take too much time and work to go through all the playable cards that interact with the mechanic.
The Rings are way easier to evaluate and they all seem pretty balanced, as well as the other cards. Aldor Ring looks like the one with the most potential, especially in Arena.
I made you a template for your rings. I'm not sure how you're supposed to edit it and it's still a bit crude, but it might just do the trick.
Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.
DRUID
I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.
TOKENS
HUNTER
MAGE
PALADIN
- "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.
- I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the Greyskull Castle board in a way that's very characteristic to their own class.)
PRIEST
- Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.
TOKENS
ROGUE
- I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.
SHAMAN
- I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.
- Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.
WARLOCK
WARRIOR
- You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.
DRUID
I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.
TOKENS
HUNTER
MAGE
PALADIN
- "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.
- I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the Greyskull Castle board in a way that's very characteristic to their own class.)
PRIEST
- Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.
TOKENS
ROGUE
- I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.
SHAMAN
- I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.
- Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.
WARLOCK
WARRIOR
- You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.
NEUTRAL
Thanks for the feedback! I'll be giving it some thought.
Your cards are pretty good. On that a few things:
I'd change Druid of the Dark Night into a Night Elf. Unless we're talking about Kul'Tirans, there're no human Druids.
Blue and Green Wranger look cluncky. They're too specific and don't apply to all their respective class secrets, which I personally don't like.
Fan Club is a bit overpriced. I feel it could cost either (7) or (8).
I get Mathias Shaw's effect, but even if your opponent gets to draw garbage it doens't seem that impactful. Not only that, but you have to build your deck around it for it to, probably, do nothing of that much importance rather than slowing your oppoent down. Maybe if, when our opponent draws it, it gets summoned on your side of the board?
Pirahnado definetely should be a Druid card imo.
When you mean you can summon War Horse as a weapon, how can you do it? Do you get to choose, if so, how? Or is it more like "If you're below 12 Health equip this as a weapon instead"?
I see you're trying to out-tribe me, my dude >:)
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Most of the Cards are cool
But they have a few problem
A Marriage of Life and Death - you get 8-10 Armor just for putting this card in your deck and it can even be used to remove minions or burst damage i am sorry but start of game effects have to be either random or requiring to build a deck around them
Wish of the Queen - Same thing you get Cards and even though those cards are OK these are still cards you can play and after all of them are played you get a Very Good Card
Midnight Getaway - Same thing again thought this one is probs the most balanced because if your opponent kills it you get left with 2 Dead Cards
Arabian Night - Again you get a Card for free just for spending 1600 or buying packs thought again this one is a bit balanced as the Two out of 1001 Tales shuffled can mess up your game plan
Mjornir - Spirit Claws should probs nerf it to 2 mana
the best way (I think) to fix these cards is to make them shuffle these cards into your deck
Check out my Custom Expansion
Blasted Lands
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/220269-blasted-lands-custom-expansion-4-classes-complete
I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"
New way (Flags)
The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!
Old way (Rings)
Which is best ?
(will review everyone's shit later)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Rings are easier to understand, though I think they should be weapons as spells don't make much sense.
Faction Points, though seem cool and have a lot of potential for card design, should be better presented. Have a visual demonstration of how can you see your faction points, maybe show other cards that can earn you faction points; Is there a limit to how many of these you can hold?
Both are nice ideas, but you should explain FPs more throughly.
Right, since I hadn't actually read through all this before and you've clearly done a lot, I thought I'd give out a little review. Obviously the first thing I want to address is the biggest part of the expansion, which are the Start of Game legendaries. They are, by a significant margin, the most badly thought out cards in the set thus it's important to talk about them the most.
Start of Game
If you look at all the current Start of Game cards in Hearthstone, you'll notice something. Prince Malchezar's effect is neutral, mainly detrimental even, and Baku/Genn have a purely positive effect though it only comes through severely limiting deckbuilding decisions. YOUR Start of Game cards all do something for you without any conditions whatsoever, and the effect is always almost purely positive, the only exception being some limiting your board size to 6 for a potentially long time, which is at most only a minor negative. A card that gives you a benefit at all that requires no sacrifice, not in mana, not in deck and not in draw is a card that's always going to be broken, unhealthy for the game and distant from any reasonable design philosophy. A card where said benefit is three guaranteed secrets that get you a broken card or a recurring 1 mana Drain Soul that ramps up in damage is so insanely overpowered that it boggles the mind.
Prince Charming
Also a few days ago I gave my opinion that Prince Charming was a mundane form of support for these Start of Game cards as the interesting aspect of said Start of Game cards happened at the start of the game and thus the remaining card to be left over would be less interesting. Demon pointed out that they had other effects so I apologized having not seen the actual Start of Game cards by that time. Now that I've actually seen them I'm gonna take it back. If I'm playing in a theoretical world where Wish of the Queen or some other Start of Game card isn't hopelessly overpowered, the reason I've put it in my deck and built my deck around it because I want to use the secrets it gives me and then the permanent spell lifesteal effect. The reason I'm running it is not to use Prince Charming to draw a strictly worse Shadow Bolt/Fireball.
I'm saying without a shadow of a doubt that Prince Charming is an arbitrary, mundane edition of Countess Ashmore and The Curator.
The Curator draws me three tribal cards, their connection to eachother is obvious. Tribes typically reward you for playing multiple minions of the same tribe, and thus this card that draws cards from three different ones is interesting, especially when Murlocs are typically small, Dragons are typically big and Beasts are very varied but mostly around the middle.
Countess Ashmore draws me three types of cards also, one has Rush, one has Lifesteal, one has Deathrattle. One of these is a passive effect that goes on a minion, one is another passive effect that goes on any card but mostly minions, the other is a trigger that triggers after the cards death that can go on a minion or weapon but mostly minions. These three cards drawn don't have nearly as much connection as the Curator, Lifesteal and Rush are included because they're new and kinda thematic, and Deathrattle is included because it's thematic.
Finally, we get onto Prince Charming. He draws three types of cards. Start of Game is a one-time triggered effect that already happened before you played this, Elusive is a passive keyword that goes on a minion, Legacy is a triggered keyword that goes on a card but mostly minions. Just as many thematic connections as Countess Ashmore, but even less mechanical ones, even if you disregard the fact that Start of Game means absolutely nothing on a card when you draw it. With Countess Ashmore or The Curator, you expect a common result from their effect; The Curator will draw three tribal minions, typically one big, one small, one medium and Countess Ashmore will draw a card that heals you, one that does something when it dies and one that has an immediate effect. When you play Prince Charming, you draw a card that counters spells, one that does something when you play cards which could be literally anything, and then... Uhhhh, probably a spell that does something? Draws cards? Maybe it does damage? Maybe it draws a strict upgrade over Twisting Nether for the class with the weakest board clears in the game?
Mjolnir & Legend of Camelot
For some of the individual cards, why have you printed Mjolnir? Have you not learned from Spirit Claws' mistakes? That thing was infamous for being a 1 mana weapon that had 3 durability and three attack a quarter of the time when you hero power. This has three attack every time you hero power. This thing's nuts. Legend of Camelot is one of the most parasitic and dumb cards here. Imagine unpacking this or getting it as your free legendary card of the expansion. Actually needing other cards to make this card functional is dumb. Oh well, now that I do have this parasitic and over-complicated card I guess I'll go find some way to activate it. I'll just need to go to the collection and get King Arthur huh? Awww, he costs 1600 dust, I don't have that. I guess instead of getting a 6 mana 4/4 with multiple Equality effects strapped to it with insane synergy with Excalibur itself that could lock my opponent out of the game, I'll instead go buy the 40 dust filth-ridden f2p hobo option of a fucking 5 mana Wisp that doesn't even have any purpose unless you own this legendary card. Sure is a sad day to be poor huh, guess this is what the story of the Sword in the Stone was all about.
Final Notes
The perplexing thing about this is that both of you have been making cards for a long time. Hell, Demon even came in the semi-finals in the class competition earlier on this year. The reason I'm commenting on this is BECAUSE I know both of you are better than this, there were loads of terrible submissions in the first phase of the competition and I didn't care, not everyone's good at this, a lot of people are new. But to me this feels like getting Da Vinci and Raphael into the room and watching them work together to make a 7 year olds art project, it's legitimately confusing to see it happen. I'm being as harsh as possible about this because I've decided I don't want to just sit around and wait for you guys to spend a whole load of time and effort making something that's not fantastic. Screw not fantastic, terrible. I don't hate either of you guys, that's a dumb thing to do when the conflict is imaginary cards, and you still have your other two expansions to go through. If you guys could turn this expansion around though, that'd be genuinely great. I wouldn't even be criticizing here if I didn't think you guys could do that, this has taken some significant time here to write. And hell, I'm not right about everything, not even most things, but I'm not going to back away from this due to doubt. I understand if you're mad.
I don't plan to have a limit to Faction points, you're unlikely to have that many in a game anyway. The visual would look like The Darkness but with no max value (I tried to find a screenshot of Darkness so I can MSPaint my card on it but I didn't find any, and I don't want to craft it just for that).
As for the rings, I thought about making them "dormant" weapons (i.e. weapons with no attack symbol, just the durability one) but I didn't find a symbol-less template to do it. I saw a weapon card with no attack symbol recently but I can't find it anymore, very frustrating :(
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Oh that's cool, I like that. I think a couple of changes could be made, main one being a name change. Faction Points is pretty long and doesn't sound very interesting. How about something like Prestige or Loyalty? I think something like that conveys more, something that makes you sound respected or noble. I definitely agree with Vile that these should have some UI considerations posted, something elegant to show all this would really solidify this system in well. I prefer it over rings, it has more potential as said. I do like that the Flags are free but don't give you any benefit by themselves, meaning the synergy cards like the Elekk are basically cards you choose the conditions for.
Mass review
I'll give general impression only. Won't review card by card.
@teknician
I thought Treasures could be non-legendary cards too? I think you should do a couple of non-legendary ones too. I'm waiting for more Treasure fetching cards. Your Treasures seems very unequal in terms of power level, even when taking their cost into account. I think you should make them powerful enough to build a deck around them.
your other cards are alright, though I don't like Time to Collect, it's too complicated.
@Tomerick88
@Demon&Shatter
First, the Legacy mechanic is intrinsically to classes that can play a shit ton of small stuff in a turn (Rogue, Priest; to a lesser extent Druid, Mage). Second, not a fan of the general flavor. Now I'm gonna comment on each Start of game leggy spells since they're apparently the buildarounds.
Those cards have waaaay too many tokens associated to them...
@Vilegloom
You know what I think about the Enlist mechanic. As for Muster, get rid of it. It makes your expansion complicated and it's not significantly shorter than "Battlecry: If you control a X,..". Individually, your cards are nice; but it needs more buildaround cards.
@linkblade91
Overall most of them are good
Fuck it, it's 1 AM, I'll go to bed
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Yeah. The Druid reward was nerfed to 1 mana and each spells were slightly made stronger (OK, a lot stronger) to compensate. I still think that it need to be nerfed farther. The tokens part are unavoidable since we are trying to tell a story through them. Just remember how many token Kazakus generated.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Thank you for the feedback. I do appreciate how you were able to voice your criticisms without sounding like a despicable asshole (unlike one certain person). We did nerf the Druid's tokens from five 0-Cost tokens to three 1-Cost tokens with different effects.
That said, I brought this up because I honestly disagree when you say the Stories have too many tokens, specifically when you look at Rin, the First Disciple or Uther of the Ebon Blade. Uther produces a unique Hero Power, which itself produces 4 unique token minions + a weapon (6 unique tokens), and Rin produces the five seals of which also produce their own token minions + Azari (a whopping 11 unique tokens!). Conversely, Midnight Getaway produces the first form of Cinderella, the Slippers, the second form of Cinderella + the Knight (4 unique tokens, 5 if you count both of the Glass Slippers as their own separate tokens). Wish of the Queen then produces 3 Secrets and then Snow White (4 unique tokens).
You also didn't give a reason as to why Arabian Night is OP. You just said "OP" and left. How are we supposed to fix something when you don't tell us what's wrong with it? Personally, I don't believe that a Legendary Nourish without the Mana option and a slightly better Holy Smite is overpowered. Unlike Kingsbane which could be tutored by Cavern Shinyfinder, the token from Arabian Night doesn't have a tutor card.
Click the image to go to my custom Time Traveler class.
Dude. It's not like I was keeping track but I spent around an hour or so writing that review. I'm sorry that I was harsh in my review but I have to ask why you think I actually left it? It's not like I was just mindlessly hating on your stuff, I made sure everything I said had a basis and GENUINELY am only saying it because I think there are issues with what you've made and that you can improve on it. There's a difference between hating on things and trying to be harsh with criticisms, I wasn't intending to pussyfoot around things. If you want I can just not speak fully honestly about my thoughts in reviews in future, if that's what you want. I'm gonna put emphasis on what I say if I want you to comprehend my thoughts, and I'm sorry if you don't want to deal with that.
So I realize what I said may have been in bad taste, but my point there was that Cheese gave his honest opinions in a well-respected manner. Just saying, but lines like these...
...are the absolute worst possible way to give constructive criticism. The best constructive criticism is presented in a friendly way and 100% honest at the same time. The second part you nailed perfectly, but I can't say the same thing about the first part. Brutal honesty isn't really honesty, it's just a facetious way of saying "I can't properly give constructive criticism without sounding hurtful, so I'm just going to sound hurtful anyway".
Click the image to go to my custom Time Traveler class.
I'd defend the comment on Spirit Claws in comparison to Mjolnir because that's not meant to do anything aside from point out that this falls under a very similar issue that Spirit Claws met. However I'll concede that the next two were in poor taste. The first one was to further emphasize the fault of the mechanic still lying in the Start of Game cards in general while addressing another issue, however on reflection it just goes back into being adding unnecessary rude comments. The second thing was meant to be an exaggeration to try and get you to understand my confusion, but again, ended up just sounding rude. The fourth thing wasn't supposed to be a cheap jab, though it does definitely seem like one and I apologize. Back about a year ago I made the King class, people weren't honest about its faults, and I ended up looking back at it a year later with nothing but embarrassment. I know it sounds like a bad excuse but I'm not trying to be hateful in any of this and I don't want any actual conflict here, I just decided to avoid being soft in said review because I really wanted to get my point across. Of course I'm able to give constructive criticism without feeling hurtful, I've managed to do that quite consistently in other places where I'm active, it's just that I didn't want to here. And it's not like I don't feel any remorse or whatever for being hurtful, I have made sure to check with people to make sure I wasn't going TOO far in it and I've been worryingly anticipating your reaction to it ever since I posted it half a day ago. I've felt sick to my stomach since I saw your comment about it earlier and honestly I don't want to get into an argument right now on crudeness. From the start I've only cared about you seeing what I thought were the main issues with the expansion and talking about them so I could get your insights and maybe have a meaningful discussion. Sorry about the cruder of the comments, though well meaning maybe they went too far, if you could address the arguments I made in the review itself I think both of us would feel better about this.
To address the Spirit Claws comparison: The condition for Mjolnir to be active require you to attack, which is very likely to take away the Armor from your HP. Mjolnir also isn't active if you can't satisfy the condition, unlike Spirit Claws that can still be used as a ping. There's also the fact that if you choose to go face with Mjolnir, your opponent is now freely to attack you, taking away the Armor and then force you to HP again or used Armor gain cards (which are all poor in Tempo, as oppose to Spell Damage minions).
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Mushu, Rock King work?
Once you play Mushu, it will become permanent.
---->
Like other permanent cards, such as Nether Portal and Mark Moonwalker from the Party Portals tavern brawl, it will not count as a minion anymore, will take up space int he battlefield, cannot attack or be targeted/destroyed, and will keep it's effect.
Some Notes:
I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.
Factions
Rings
NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
So, I'm supposing you want to choose one out of the two to use, like last time? If that's the case, definetely go for the Faction Points. They're much easier to understand now with the examples you've shown. They're also a quite nice idea. I'd change the name though, something like Influence/Honor, stuff like that. For example, a card could say "Gain (x) Honor". Just an idea.
All the cards seem fine, the do the job of showcasing what the factions are all about well. Nothing to say here, really.
@Vilegloom With removing Muster you mean just the keyword or the effects altogether? Will you just rewrite the text of your cards or make new ones? If it's the former, then it's fine, go for it. Otherwise, that depends on how much time you have to spare. Still two weeks to go, though, so it might not even matter unless you're having a creative block.
Also, I noticed you have a lot of minions and very few spells, much like myself. I'm only pointing that out 'cus this has been bothering me (in regard to my own set, of course) and you might have missed out, or you simply don't care. I wish I didn't but I'm getting a little obsessed with these things. It's not like it's a problem anyway, just, ah, I dunno. xD
Whatever, let's get down to it.
- Druid cards are fine, nothing really special about them. I'm not a big fan of the Legendary for some reason I can't seem to explain. The text seems a bit clunky, though.
- Maybe you're showing one too many 2-drops? Again, I've had a similar "problem" with Rogue and 1-Cost minions. It's not a critique, just a suggestion; you might want to diversify the set a bit more in terms of mana cost. The cards themselves are cool; the Murloc is a bit scary but I feel it's just irrational fear. lol
- Can I suggest changing Furnace Fire to 3 mana and lowering the damage accordingly? It just doesn't seem worthy running over Polymorph, but that might just be because you didn't show enough Mechs so far.
- I like UNITE! a lot, props for that. The Knight is kinda like a retroactive Vilefin Inquisitor; it seems decent, but definitely not stronger than Megasaur. Lightfury Drake has a somewhat weird wording; have you considered writing it like Demonfire?
- Dragontamer is pretty meh but to me that's fine 'cus I can't stand Dragon Priest anymore. Vyte is just too dangerous: turn 5 you can Velen/Maly + double Mind Blast them if you draw the nuts. But then, I don't remember what you HoF'd so what I said might just not be that relevant. Even then, in Wild tho...
- Rogue cards are nice, especially Racrook. I just love the idea of stealing an enemy weapon, and even though it could be neutral, it fits Rogue perfectly. I think the Legendary is just good enough to see play despite the statline, and it seems fun.
- Static Shock has a lot of potential, but so far, I haven't seem many Mechs to take advantage of it. Cannon is cool but the Totems feel kinda meh. Goblin Totem is just kinda pointless I think; usually it will Silence your Totems, then give them +1 Health, which isn't even necessarily good, and then again, there's not enough Mech synergy to justify playing it. Static Shock, for that matter, is completely counterproductive. Mushu is alright, I guess; I can't see it becoming a problem.
- Murkscale Ritualist is almost a reprint of Siltfin Spiritwalker. Not that interesting, really. The Legendary seems weak; there's not enough Pirates that are good by themselves worthy putting into your Demon deck so you can take advantage of the Pirate synergy if you don't draw this.
- Your Warrior cards are really cool and flavorful, I like them a lot. That being said, you might wanna change the name of the weapon. It's just too generic.
- Backstabber seems deceptively strong. I think this card might see much more Constructed play than we would have expected. Winds of War is nice, but seems a bit too slow at 5-mana. The Legendaries are all really interesting but I have no idea how to evaluate them. Junkwing though... the guy may actually break Big Druid.
@CheeseEtc First of all, someone back then suggested you change Faction Points to Loyalty or something else, and I think you should consider that.
You might also wanna build a custom example deck for each Faction so we can get an idea of how many Faction Points you could realistically generate in a single game to better evaluate the power of your cards. So far, I can't say anything for sure, and it would just take too much time and work to go through all the playable cards that interact with the mechanic.
The Rings are way easier to evaluate and they all seem pretty balanced, as well as the other cards. Aldor Ring looks like the one with the most potential, especially in Arena.
I made you a template for your rings. I'm not sure how you're supposed to edit it and it's still a bit crude, but it might just do the trick.
Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.
DRUID
I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.
TOKENS
HUNTER
MAGE
PALADIN
- "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.
- I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the
Greyskull Castleboard in a way that's very characteristic to their own class.)PRIEST
- Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.
TOKENS
ROGUE
- I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.
SHAMAN
- I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.
- Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.
WARLOCK
WARRIOR
- You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.
NEUTRAL
The Submission thread is open!
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the feedback! I'll be giving it some thought.
Your cards are pretty good. On that a few things: