I think 2/3 is at least balanced given defender of argos, saronite, Dark Iron etc on 4. But I'm wondering if it's an upgrade on any of these, or even kings? The mech requirement will always, at some point, be a drawback. So, if I had the option when deck building, I think I'd prefer to be safe and go for one of the above.
So I still have my Pit Crewman idea, but with Iser's card, it has the risk of being too similar while being less powerful. There's also the updates to my other two ideas...
I rebalanced Denton to not be a bigger body than his boss, so that just leaves the question of 1) Is the Lifesteal effect strong enough, and 2) Is the Spell Restriction cost too high? (the idea is Kangor's Endless Army +2 others but that might be too restrictive) For the Time Traveler, shuffling a copy of one minion was too slow and too much like a trash card (Baleful Banker) and a decent card (Manic Soulthief) already in print, so why not go the full mile, basically Dead Man's Hand your entire board (or, at least, however many friendly mechs you have in play). The question for that is, as it's worded does that mean that if it shuffles, say, an Upgradeable Framebot that a Wargear has magnetized to, do you just get a 1/5 Framebot, or a 6/10 shuffled into your deck. It is a copy.
(Here's the updated Pit Crewman for thematic purposes, but possibly dropped to make room for Iser's Upgrade Mechanic)
See, it's a play on...Medic and...Mechanic... Maybe dropping it in favour of Denton or the Engineer IS for the best.
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
So i tinkered a bit with the towers idea. I abandoned the wow connection and made it so you summon all towers at once. Having all 4 on the board gives your opponent a lot of way to approach the situation. Each tower buffs eachother, as they are all mechs, and all the mechs you have on the board. Choosing what to attack first is complicated.
Augmentation towers:
Put your spoiler her
On the simpler side of things, i made this:
Arcanite Reaper would give +5/+2 for example. Weapons would yransfer their effects to the minion and trigger when he attacks. Woecleaver would recruit after the minion attacks, Eagle horn Bow would give +1 health after your secrets trigger etc. Weapons with battlecries i think should have their battlecry trigger as if the minions does the battlecry (after the stats increase, before you can attack).
My first idea was for a name first, and I came up with two effects based around it. Which of these seems better and/or not broken?
The first version fits with the flavor of Warlocks in Boomsday, experimenting with and using souls to empower other cards. The other essentially turns your Magnetic Mechs into Void Terrors, and is similarly meant to let you convert a wide board into a tall board, with the drawback of losing the pseudo-charge you gain from Magnetizing normally, which feels very Warlock.
My other idea is this, but I'm not sure if it's technically legal:
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
I believe that these cards are supposed to be able to be incorporated in Standard. Never have I seen a wild card made in a Design Competition.
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
I believe that these cards are supposed to be able to be incorporated in Standard. Never have I seen a wild card made in a Design Competition.
It happens more often than you think. We don't have a Standard-only policy, but creating a Wild card can add its own concerns; namely, the paradox of retroactively introducing future elements to an old set. As long as people are mindful of that, we're cool with Wild cards.
That is, unless the theme of the week says otherwise...
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
So I still have my Pit Crewman idea, but with Iser's card, it has the risk of being too similar while being less powerful. There's also the updates to my other two ideas...
I rebalanced Denton to not be a bigger body than his boss, so that just leaves the question of 1) Is the Lifesteal effect strong enough, and 2) Is the Spell Restriction cost too high? (the idea is Kangor's Endless Army +2 others but that might be too restrictive) For the Time Traveler, shuffling a copy of one minion was too slow and too much like a trash card (Baleful Banker) and a decent card (Manic Soulthief) already in print, so why not go the full mile, basically Dead Man's Hand your entire board (or, at least, however many friendly mechs you have in play). The question for that is, as it's worded does that mean that if it shuffles, say, an Upgradeable Framebot that a Wargear has magnetized to, do you just get a 1/5 Framebot, or a 6/10 shuffled into your deck. It is a copy.
(Here's the updated Pit Crewman for thematic purposes, but possibly dropped to make room for Iser's Upgrade Mechanic)
See, it's a play on...Medic and...Mechanic... Maybe dropping it in favour of Denton or the Engineer IS for the best.
OK so for your two designs (I won't comment on your first idea as I believe this idea is way too similar to Iser's design). Firstly Denton sounds like a nice idea, though if a Mech has Lifesteal than the effect is not that important. However I would say that because this is a Legendary, give Denton some Health.
As for Time Travel Engineer I like this idea a lot. Would it be competitive? I don't think so. But that said, I really think this would be a card with some really cool intro effects. However let's get back to the design of the card. On the one hand, you can get a lot of Mechs to play with, which can be helpful if you use a lot of mechs. However at the same time the minions you would get copies of is the Mechs on the board, which means you would have to avoid using Magnetic at times because they wouldn't be copied otherwise.
Still that said, some nice ideas, but Denton looks like the better choice out of the two.
So i tinkered a bit with the towers idea. I abandoned the wow connection and made it so you summon all towers at once. Having all 4 on the board gives your opponent a lot of way to approach the situation. Each tower buffs eachother, as they are all mechs, and all the mechs you have on the board. Choosing what to attack first is complicated.
Augmentation towers:
Put your spoiler her
On the simpler side of things, i made this:
Arcanite Reaper would give +5/+2 for example. Weapons would yransfer their effects to the minion and trigger when he attacks. Woecleaver would recruit after the minion attacks, Eagle horn Bow would give +1 health after your secrets trigger etc. Weapons with battlecries i think should have their battlecry trigger as if the minions does the battlecry (after the stats increase, before you can attack).
OK so with the towers... I can see what you trying to do and in some way I think the idea is OK. But the problem is that you have Merix and four towers on the board at the same time. And for only 7 mana... I can see a number of classes using this card in a way it wasn't meant to be used and because of that I think this would need some major changes.
As for Magnetisation Specialist, I think this idea is good. But again there are some weapons that could be used that would make this very dangerous. For example, Kingsbane. You would get a Kingsbane for when you used Magnetic on a minion, as it would be destroyed and when the minion died, you would get another Kingsbane. Now have one Kingsbane is one big problem, but having lot of copies of that weapon... that would be a nightmare. To me if were to transfer just the stats, you would have a more balanced card. But when you transfer the effects as well... it causes some big problems.
My first idea was for a name first, and I came up with two effects based around it. Which of these seems better and/or not broken?
The first version fits with the flavor of Warlocks in Boomsday, experimenting with and using souls to empower other cards. The other essentially turns your Magnetic Mechs into Void Terrors, and is similarly meant to let you convert a wide board into a tall board, with the drawback of losing the pseudo-charge you gain from Magnetizing normally, which feels very Warlock.
My other idea is this, but I'm not sure if it's technically legal:
So with Soularizer Vaerthix, the first idea is really cool, especially if you have a lot of mechs on the board and I also like that it would be discarded if you don't use it, so with something like this would need to plan on when and how to use it, which I like a lot.
As for the second idea... I'm right in saying the effect is a mech version of Void Terror? If that's the case, that's really nice. However I think trying to set this up would be a bit harder, but on the plus side that also means you can do something with no other class can do... to be honest I like both versions.
However to answer you thought on the Glowstone Refurbisher, the rules say:
Because of the word FOR and FROM, it looks like to me that the effect must have a 'present' effect on the Mech. So I would stay away from that idea for this week just to be safe.
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
You know what I do like the idea. The only problem (aside from the Wild factor), if you used this on a Mechwarper, this would really annoying to see you opponent play out their hand. But if you had a board clear, I guess that would even it out a bit. Still that said, I do like the idea, it would have been nice to use the Spare Parts to create more mechs.
OK so with the towers... I can see what you trying to do and in some way I think the idea is OK. But the problem is that you have Merix and four towers on the board at the same time. And for only 7 mana... I can see a number of classes using this card in a way it wasn't meant to be used and because of that I think this would need some major changes.
As for Magnetisation Specialist, I think this idea is good. But again there are some weapons that could be used that would make this very dangerous. For example, Kingsbane. You would get a Kingsbane for when you used Magnetic on a minion, as it would be destroyed and when the minion died, you would get another Kingsbane. Now have one Kingsbane is one big problem, but having lot of copies of that weapon... that would be a nightmare. To me if were to transfer just the stats, you would have a more balanced card. But when you transfer the effects as well... it causes some big problems.
To be honest kingsbane is the least of my worries. Keep in mind the text on the weapins is transfered fully. Kingsbane's descriptions says "shuffle this into your deck". Magnetizing it would make you shuffle the minion it it attached to into your deck and it would keep any buffs. Like a better Malorne. Plus the weapons aren't destroyed when tou would play them like buffs, just as magnetic minions with deathrattle don't trigger their's if you stick them to something. Candleshot i think would be the most op.
@Noah_McGrath - Personal nitpick, but, the WoW/Ulduar connection was already tenuous, yet without it, it certainly lacks a lot of flavour and point. That it's a lot of stats is counterbalanced by the flooding of your own board, giving your opponent so many opportunities to just ignore them. And if the opponent can hit them all with one board clear, it loses so much of that potential power since they die before any Deathrattles go off. I'd just stick the Magnetization Specialist; simple, still flavourful and unique, but, given the snowball potential with a minion magnetized with Candleshot, I'd make it a Warrior or a Paladin minion, not Neutral.
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
Spare parts are really easy to get it, I think it would be really strong. Maybe there could be another way around, not sure what it is.
So I still have my Pit Crewman idea, but with Iser's card, it has the risk of being too similar while being less powerful. There's also the updates to my other two ideas...
I rebalanced Denton to not be a bigger body than his boss, so that just leaves the question of 1) Is the Lifesteal effect strong enough, and 2) Is the Spell Restriction cost too high? (the idea is Kangor's Endless Army +2 others but that might be too restrictive) For the Time Traveler, shuffling a copy of one minion was too slow and too much like a trash card (Baleful Banker) and a decent card (Manic Soulthief) already in print, so why not go the full mile, basically Dead Man's Hand your entire board (or, at least, however many friendly mechs you have in play). The question for that is, as it's worded does that mean that if it shuffles, say, an Upgradeable Framebot that a Wargear has magnetized to, do you just get a 1/5 Framebot, or a 6/10 shuffled into your deck. It is a copy.
(Here's the updated Pit Crewman for thematic purposes, but possibly dropped to make room for Iser's Upgrade Mechanic)
Maybe lifesteal can be abusable, you will live forever and that is really annoying, I suggest it to try it another way around as having 3 spells make it very weak especially when responding to heavy board control, atleast in my opinion. The other card feels too weak, I wish the card can create tempo instead of just making it value, because generally mechs are too weak.
So I still have my Pit Crewman idea, but with Iser's card, it has the risk of being too similar while being less powerful. There's also the updates to my other two ideas...
I rebalanced Denton to not be a bigger body than his boss, so that just leaves the question of 1) Is the Lifesteal effect strong enough, and 2) Is the Spell Restriction cost too high? (the idea is Kangor's Endless Army +2 others but that might be too restrictive) For the Time Traveler, shuffling a copy of one minion was too slow and too much like a trash card (Baleful Banker) and a decent card (Manic Soulthief) already in print, so why not go the full mile, basically Dead Man's Hand your entire board (or, at least, however many friendly mechs you have in play). The question for that is, as it's worded does that mean that if it shuffles, say, an Upgradeable Framebot that a Wargear has magnetized to, do you just get a 1/5 Framebot, or a 6/10 shuffled into your deck. It is a copy.
(Here's the updated Pit Crewman for thematic purposes, but possibly dropped to make room for Iser's Upgrade Mechanic)
See, it's a play on...Medic and...Mechanic... Maybe dropping it in favour of Denton or the Engineer IS for the best.
My favourite of your cards is definitively Time Travel Engineer, altough I also like Boomslab Mech-edic.
Not a fan of Denton, Kangor's Apprentice. I don't know, his effects seems unrelated. What do Mechs have to do with Lifesteal? And why is spells the limit. Overall, he doesn't seem very rounded.
My first idea was for a name first, and I came up with two effects based around it. Which of these seems better and/or not broken?
The first version fits with the flavor of Warlocks in Boomsday, experimenting with and using souls to empower other cards. The other essentially turns your Magnetic Mechs into Void Terrors, and is similarly meant to let you convert a wide board into a tall board, with the drawback of losing the pseudo-charge you gain from Magnetizing normally, which feels very Warlock.
My other idea is this, but I'm not sure if it's technically legal:
Soularizer Vaerthix shouldn't be a Warlock minion, as Warlock did not receive any Magnetic support in BDP. I know it's a bit tricky in the first version (which, by the way, is my favourite of the bunch), but maybe you could reword it as "Whenever a friendly Mech dies, add a Magnetic copy to your hand this turn only."
It's the same effect, but instead of discarding it, it would appear like Echo and Shadow Reflection copies.
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
Personally, I don't have any problem with Wild sets and mechanics, but I'm not a fan of the effect, it's a bit too complex IMO.
Anyway, here's my new card, which I think is miles better than my previous ones.
She allows you grow your board both wide and tall. Kinda like Fandral Staghelm for Magnetic cards.
What do you think? I'm not too sure of the cost and stats, however, so any suggestion is welcome.
Here's 2 options. I don't know if i should include or not the battlecry explination.
Examples: Arcanite Reaper gives +5/+2. Blood Razor gives +2/+2 then deals 1 to all minions. Eaglehorn Bow gives +3/+2 and +1 health after your secret is revealed. Perdition's Blade gives +2/+2 then deals 1 damage (2 if combo).
Just a couple of ideas I came up with right off the bat (yes I know Mech isn't capitalized when it should be i'll fix that in the final go)
Forgetful is the unnamed mechanic of 50% chance to attack the wrong enemy, I just couldn't put that on there without making the card look cluttered. Mech-Racer is probably too cheap for the bonus too, should probably either make him 3 mana or a 2 mana 2/1
Here's 2 options. I don't know if i should include or not the battlecry explination.
Examples: Arcanite Reaper gives +5/+2. Blood Razor gives +2/+2 then deals 1 to all minions. Eaglehorn Bow gives +3/+2 and +1 health after your secret is revealed. Perdition's Blade gives +2/+2 then deals 1 damage (2 if combo).
First off, it's obvious that you aren't using Hearthcards to make these cards. Wouldn't recommend it. Cards in Hearthcards look way better overall and allow for more features.
Besides that, I like the idea, but it's hard to understand how this would work out in terms of design. I don't see why it only affects weapons that cost (2) or more anyway. Not that there's very many 1-Cost weapons anyway (Light's Justice, Candleshot, Molten Blade), but I don't see the point.
Is something like this allowed? In one way it supports Mechs but it also slightly counters them?
I don't like this type of random. It either helps you or hurts you. No one would play it simply because of the 50% chance for it to destroy a friendly minion, leaving you with a 5 mana 4/4 with a drawback.
Just a couple of ideas I came up with right off the bat (yes I know Mech isn't capitalized when it should be i'll fix that in the final go)
Forgetful is the unnamed mechanic of 50% chance to attack the wrong enemy, I just couldn't put that on there without making the card look cluttered. Mech-Racer is probably too cheap for the bonus too, should probably either make him 3 mana or a 2 mana 2/1
I really like simple cards, so I quite like Crazed Mech-Racer. Unfortunately, I'm not sure how much of the community shares this same thought. I've gotten last place in the finals trying to use the "simple but interesting" tactic, but my one WCDC win was with it too.
Glitter Crew is cool, although it looks extremely weak. It can be thought of as a 5 mana 5/4 with a drawback, as Forgetful minions have a very small stat bonus to make up for it (Ogre Brute, Ogre Ninja), aside from the fact that Forgetful minions are unreliable. Trying to introduce a new keyword in a regular WCDC also usually doesn't work unless the competition is specifically designed to do that.
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Click the image to go to my custom Time Traveler class.
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Hi Iser:
I think 2/3 is at least balanced given defender of argos, saronite, Dark Iron etc on 4. But I'm wondering if it's an upgrade on any of these, or even kings? The mech requirement will always, at some point, be a drawback. So, if I had the option when deck building, I think I'd prefer to be safe and go for one of the above.
So I still have my Pit Crewman idea, but with Iser's card, it has the risk of being too similar while being less powerful. There's also the updates to my other two ideas...
I rebalanced Denton to not be a bigger body than his boss, so that just leaves the question of 1) Is the Lifesteal effect strong enough, and 2) Is the Spell Restriction cost too high? (the idea is Kangor's Endless Army +2 others but that might be too restrictive)
For the Time Traveler, shuffling a copy of one minion was too slow and too much like a trash card (Baleful Banker) and a decent card (Manic Soulthief) already in print, so why not go the full mile, basically Dead Man's Hand your entire board (or, at least, however many friendly mechs you have in play). The question for that is, as it's worded does that mean that if it shuffles, say, an Upgradeable Framebot that a Wargear has magnetized to, do you just get a 1/5 Framebot, or a 6/10 shuffled into your deck. It is a copy.
(Here's the updated Pit Crewman for thematic purposes, but possibly dropped to make room for Iser's Upgrade Mechanic)
See, it's a play on...Medic and...Mechanic... Maybe dropping it in favour of Denton or the Engineer IS for the best.
The Submission thread is now 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
Lol then to be able to NOT Magnetize a mech to another minion, you'd have to play Magnetic mechs on the right side of your board all the time.
So i tinkered a bit with the towers idea. I abandoned the wow connection and made it so you summon all towers at once. Having all 4 on the board gives your opponent a lot of way to approach the situation. Each tower buffs eachother, as they are all mechs, and all the mechs you have on the board. Choosing what to attack first is complicated.
Augmentation towers:
Put your spoiler her
On the simpler side of things, i made this:
Arcanite Reaper would give +5/+2 for example. Weapons would yransfer their effects to the minion and trigger when he attacks. Woecleaver would recruit after the minion attacks, Eagle horn Bow would give +1 health after your secrets trigger etc. Weapons with battlecries i think should have their battlecry trigger as if the minions does the battlecry (after the stats increase, before you can attack).
My first idea was for a name first, and I came up with two effects based around it. Which of these seems better and/or not broken?
The first version fits with the flavor of Warlocks in Boomsday, experimenting with and using souls to empower other cards. The other essentially turns your Magnetic Mechs into Void Terrors, and is similarly meant to let you convert a wide board into a tall board, with the drawback of losing the pseudo-charge you gain from Magnetizing normally, which feels very Warlock.
My other idea is this, but I'm not sure if it's technically legal:
I'm a bit worried about using Spare Parts given that it's an old mehcanic. I've used the GvG watermark, but not sure that it'll get attention (given that it's the old mechanic that it is). I, personally, like the flavor though.
I believe that these cards are supposed to be able to be incorporated in Standard. Never have I seen a wild card made in a Design Competition.
It happens more often than you think. We don't have a Standard-only policy, but creating a Wild card can add its own concerns; namely, the paradox of retroactively introducing future elements to an old set. As long as people are mindful of that, we're cool with Wild cards.
That is, unless the theme of the week says otherwise...
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
It's still kind of weird to do it though. Most of the in-crowd in fan creations frown upon it.
But when competitions go on the front page, you get some wildcards with wild effects on them in the final.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
OK so for your two designs (I won't comment on your first idea as I believe this idea is way too similar to Iser's design). Firstly Denton sounds like a nice idea, though if a Mech has Lifesteal than the effect is not that important. However I would say that because this is a Legendary, give Denton some Health.
As for Time Travel Engineer I like this idea a lot. Would it be competitive? I don't think so. But that said, I really think this would be a card with some really cool intro effects. However let's get back to the design of the card. On the one hand, you can get a lot of Mechs to play with, which can be helpful if you use a lot of mechs. However at the same time the minions you would get copies of is the Mechs on the board, which means you would have to avoid using Magnetic at times because they wouldn't be copied otherwise.
Still that said, some nice ideas, but Denton looks like the better choice out of the two.
OK so with the towers... I can see what you trying to do and in some way I think the idea is OK. But the problem is that you have Merix and four towers on the board at the same time. And for only 7 mana... I can see a number of classes using this card in a way it wasn't meant to be used and because of that I think this would need some major changes.
As for Magnetisation Specialist, I think this idea is good. But again there are some weapons that could be used that would make this very dangerous. For example, Kingsbane. You would get a Kingsbane for when you used Magnetic on a minion, as it would be destroyed and when the minion died, you would get another Kingsbane. Now have one Kingsbane is one big problem, but having lot of copies of that weapon... that would be a nightmare. To me if were to transfer just the stats, you would have a more balanced card. But when you transfer the effects as well... it causes some big problems.
So with Soularizer Vaerthix, the first idea is really cool, especially if you have a lot of mechs on the board and I also like that it would be discarded if you don't use it, so with something like this would need to plan on when and how to use it, which I like a lot.
As for the second idea... I'm right in saying the effect is a mech version of Void Terror? If that's the case, that's really nice. However I think trying to set this up would be a bit harder, but on the plus side that also means you can do something with no other class can do... to be honest I like both versions.
However to answer you thought on the Glowstone Refurbisher, the rules say:
Because of the word FOR and FROM, it looks like to me that the effect must have a 'present' effect on the Mech. So I would stay away from that idea for this week just to be safe.
You know what I do like the idea. The only problem (aside from the Wild factor), if you used this on a Mechwarper, this would really annoying to see you opponent play out their hand. But if you had a board clear, I guess that would even it out a bit. Still that said, I do like the idea, it would have been nice to use the Spare Parts to create more mechs.
My Entry for this week's Card Design Competition - Season 8.16:
To be honest kingsbane is the least of my worries. Keep in mind the text on the weapins is transfered fully. Kingsbane's descriptions says "shuffle this into your deck". Magnetizing it would make you shuffle the minion it it attached to into your deck and it would keep any buffs. Like a better Malorne. Plus the weapons aren't destroyed when tou would play them like buffs, just as magnetic minions with deathrattle don't trigger their's if you stick them to something. Candleshot i think would be the most op.
@Noah_McGrath - Personal nitpick, but, the WoW/Ulduar connection was already tenuous, yet without it, it certainly lacks a lot of flavour and point. That it's a lot of stats is counterbalanced by the flooding of your own board, giving your opponent so many opportunities to just ignore them. And if the opponent can hit them all with one board clear, it loses so much of that potential power since they die before any Deathrattles go off. I'd just stick the Magnetization Specialist; simple, still flavourful and unique, but, given the snowball potential with a minion magnetized with Candleshot, I'd make it a Warrior or a Paladin minion, not Neutral.
-
I like elementals and totems.
Spare parts are really easy to get it, I think it would be really strong. Maybe there could be another way around, not sure what it is.
Maybe lifesteal can be abusable, you will live forever and that is really annoying, I suggest it to try it another way around as having 3 spells make it very weak especially when responding to heavy board control, atleast in my opinion. The other card feels too weak, I wish the card can create tempo instead of just making it value, because generally mechs are too weak.
I like elementals and totems.
My favourite of your cards is definitively Time Travel Engineer, altough I also like Boomslab Mech-edic.
Not a fan of Denton, Kangor's Apprentice. I don't know, his effects seems unrelated. What do Mechs have to do with Lifesteal? And why is spells the limit. Overall, he doesn't seem very rounded.
Soularizer Vaerthix shouldn't be a Warlock minion, as Warlock did not receive any Magnetic support in BDP. I know it's a bit tricky in the first version (which, by the way, is my favourite of the bunch), but maybe you could reword it as "Whenever a friendly Mech dies, add a Magnetic copy to your hand this turn only."
It's the same effect, but instead of discarding it, it would appear like Echo and Shadow Reflection copies.
Personally, I don't have any problem with Wild sets and mechanics, but I'm not a fan of the effect, it's a bit too complex IMO.
Anyway, here's my new card, which I think is miles better than my previous ones.
She allows you grow your board both wide and tall. Kinda like Fandral Staghelm for Magnetic cards.
What do you think? I'm not too sure of the cost and stats, however, so any suggestion is welcome.
Here's 2 options. I don't know if i should include or not the battlecry explination.
Examples: Arcanite Reaper gives +5/+2. Blood Razor gives +2/+2 then deals 1 to all minions. Eaglehorn Bow gives +3/+2 and +1 health after your secret is revealed. Perdition's Blade gives +2/+2 then deals 1 damage (2 if combo).
What about this? Seems balanced?
Just a couple of ideas I came up with right off the bat (yes I know Mech isn't capitalized when it should be i'll fix that in the final go)
Forgetful is the unnamed mechanic of 50% chance to attack the wrong enemy, I just couldn't put that on there without making the card look cluttered. Mech-Racer is probably too cheap for the bonus too, should probably either make him 3 mana or a 2 mana 2/1
Weekly Card Design Competition 10.15
First off, it's obvious that you aren't using Hearthcards to make these cards. Wouldn't recommend it. Cards in Hearthcards look way better overall and allow for more features.
Besides that, I like the idea, but it's hard to understand how this would work out in terms of design. I don't see why it only affects weapons that cost (2) or more anyway. Not that there's very many 1-Cost weapons anyway (Light's Justice, Candleshot, Molten Blade), but I don't see the point.
Slight bit clunky, but pretty cool.
I don't like this type of random. It either helps you or hurts you. No one would play it simply because of the 50% chance for it to destroy a friendly minion, leaving you with a 5 mana 4/4 with a drawback.
I really like simple cards, so I quite like Crazed Mech-Racer. Unfortunately, I'm not sure how much of the community shares this same thought. I've gotten last place in the finals trying to use the "simple but interesting" tactic, but my one WCDC win was with it too.
Glitter Crew is cool, although it looks extremely weak. It can be thought of as a 5 mana 5/4 with a drawback, as Forgetful minions have a very small stat bonus to make up for it (Ogre Brute, Ogre Ninja), aside from the fact that Forgetful minions are unreliable. Trying to introduce a new keyword in a regular WCDC also usually doesn't work unless the competition is specifically designed to do that.
Click the image to go to my custom Time Traveler class.