Sweet, mech's do as well with magnetic so it's probably fine. Decided I'm dropping the secrets as text size is gonna make it too hard to do them well and make them distinct. Might use the occasional weapon instead as it's looking like the class may be menagerie themed and that'd help make pirates viable.
I also changed the legendary, here's the rework:
He fits his purpose of cleaning out your salvage pool a lot better and now also helps you stay alive to do whatever you're doing with your newly cleaned pool. Also way more interesting deck building wise. Still not worded 100% clear with the salvage keyword, but discover is just as bad for that so I'm happy with it. I should probably do the hero power next lol.
Edit: Decided on a hero power:
Note if your opponent has no minions it will still deal 1 damage to them. It's particularly useful when your behind which is helpful in recovering from setup plays.
Also made a weapon and a pirate to go with it.
These two are probably gonna be the only classic pirate cards (other one is boomsday due to rush), but these alone will allow for pirates to be early game minions you can easily clear from your pool.
Edit 2: Had an eyeball of the recent CCC stuff, and I've decided I should probably use an initiate set too instead of doing each expansion. Balance wise I'm thinking of removing the mech requirement form Inspired Schematic as the class isn't gonna have as many mechs as I was originally expecting. Also 50/50 on Part Pillager getting the health ontop of his, rather than being set to their health. Probably fine as is if I'm doing things the initiate route.
Downside of initiate set is I don't get to play around with all the keywords to make stuff like this:
Hé's kinda a rework of my alchemists boomsday legendary (that set gave me the mechromancer idea). I may just poach magnetic as a class theme given salvage is similar thematically.
Update: Was thinking of having Volter as one of the initiate cards but I'm dropping him entirely as he would make it so I couldn't use salvage on any mechs as then he could endlessly salvage himself.
Also removed the mech requirement of Inspired Schematic and changed it from 3 mana to 4 (it's dangerous so I'd rather it be on the underpowered side).
Made a few new cards too. I am doing things the initiate set route but I'm using the classic watermark atm as I already have cards with it. I'll change them eventually... Probably :P
If only one of the things hit by your hero power are alive, it will target that and another random enemy. Can go for the gumble or wait until you know it's gonna do what you want by hitting stuff with your hero power first.
Note that this replaces his stats (Attack and Health), but his base stats are what's used if he's salvaged. Good for salvaging big minions if you've cleared small ones out of the pool.
Similar in use to Pet Project, but it also allows you to make use of any tribe. Can also be used on enemy minions if you have something in your pool of it's type.
I don't want to do many more salvage cards but I still need more to make it consistent so I'm gonna have to be creative lol.
Edit: Made another weapon (the only other one the class will get in basic/initiate). Salvage payout is starting to look decent. I want 1 really big payout card, and maybe 2 more general use clearing cards that aren't horrible if you salvage the wrong thing like this weapon. That should hopefully be enough salvage cards.
Edit 2: Finished my salvage cards!
The first two are the general use ones and networked giant is a more specific pool clearing one with a solid payoff. After some thinking I think Mechoner of Evil + Inspired Schematic is gonna be a big enough salvage payoff combo as is so I don't really need anything else. I did buff The Sucker of Souls though just to push menagerie a little bit more:
He's down 1 mana, and deals damage equal to the cards attack rather than cost which should be better overall, and make for more interesting deck building.
This guy sums up this classes beasts really well. Whereas pirates are early minions you can easily clear from the pool, beasts are mostly minions that are really good to have in your pool for their cost. Finally, mechs have your best effects but aren't great in the pool.
Much like class beasts, cards like Ancient Watcher are great in your pool for their cost. This guy is support for that.
Strong support for menagerie, especially decks that go all out with it.
This is a bit of an odd one. Minions you get from this will most likely have negative health and will die immediately so you want to use it with strong battlecrys and deathrattles (Mechoner of Evil is the main win condition of exact copy cards atm as he can "collect" extra card text over time). Things that salvage health will also be able to survive if they go above 0 health through the salvage. I don't think this interaction is a thing in the game as is, but if heroes can survive going below 0 health due to things like Truesilver Champion + Explosive Trap, then minions should be able to as well.
I am going to be tweaking the spell, minion, and hero border for the motherboard border. Just a heads up in case you planned to do more.
Also a few things about you latest cards. Should be lose -3/-3, not gain. Mind infiltrator should specify add a copy first, before silencing. For neural link, maybe "Give your minions deathrattle: add a copy of this minion with all enchantments except this one to your hand" is shorter? Not sure. If it is longer just disregard this.
I have to redo most of them anyway as I'm using the classic watermark for my initiate set so that works out :P I've always been unsure on -X/-X cards as saying lose -X/-X feels like a double negative but it's probably clearer wording than it is now so I shall change it. Mind Infiltrator silences, then adds the exact copy to your hand, so the copy will be silenced too. Maybe I should clarify that it adds it afterwards though.
For Neural link, I want to use the "exact copy" wording since it's a class theme and it carries over damage as well enchantments.
Edit: New cards!
This solidifies the risk reward of salvage as your only decent removal (not just this card) requires a beefy salvage, but you'll often clear out your big guys making power plays, leaving you defenseless if things go wrong.
Slower Arcane Intellect but you get something to salvage, and the cards a decent demon which is a pretty big deal for the class.
Gives you a good salvage early while also acting as a pseudo heal.
Finished Mechromancer's basic and initiate set! Here's the class as a whole. Gonna touch up a lot of the wording when I do them with proper watermarks.
THE MECHROMANCER
Necromancers use magic to bring back the dead, mechromancers use machines!
Themes: Menagerie. Cards that refer to "exact" copies of minions (meaning keeping all enchantments and damage). Minion buffs.
Strengths: Power plays using Salvage. Strong board presence and minion synergy. Clearing medium sized boards.
Weaknesses: Weak or limited removal against big minions. Limited healing options. Best removal cards are dependent on Salvage. Weak playing zoo decks as your Salvage pool gets clogged. Poor direct damage.
Notes: - Minions with "Can't be Salvaged" aren't added to your salvage pool when they die. - Unlike Mechoner of Evil, Skeletal Cyborg replaces his effect with the salvaged minion (an effect vs the effect) so you can't double up on effects through exact copy cards. - Void Iron Abductor prevents deathrattles and cards like Cult Master, and stops things getting put in your salvage pool.
Combining card text has been done by deathknight rexxar, though the pool of beasts had text on the simpler side.
Sweet, mech's do as well with magnetic so it's probably fine.
Decided I'm dropping the secrets as text size is gonna make it too hard to do them well and make them distinct. Might use the occasional weapon instead as it's looking like the class may be menagerie themed and that'd help make pirates viable.
I also changed the legendary, here's the rework:
He fits his purpose of cleaning out your salvage pool a lot better and now also helps you stay alive to do whatever you're doing with your newly cleaned pool. Also way more interesting deck building wise. Still not worded 100% clear with the salvage keyword, but discover is just as bad for that so I'm happy with it.
I should probably do the hero power next lol.
Edit: Decided on a hero power:
Note if your opponent has no minions it will still deal 1 damage to them. It's particularly useful when your behind which is helpful in recovering from setup plays.
Also made a weapon and a pirate to go with it.
These two are probably gonna be the only classic pirate cards (other one is boomsday due to rush), but these alone will allow for pirates to be early game minions you can easily clear from your pool.
Edit 2: Had an eyeball of the recent CCC stuff, and I've decided I should probably use an initiate set too instead of doing each expansion. Balance wise I'm thinking of removing the mech requirement form Inspired Schematic as the class isn't gonna have as many mechs as I was originally expecting. Also 50/50 on Part Pillager getting the health ontop of his, rather than being set to their health. Probably fine as is if I'm doing things the initiate route.
Downside of initiate set is I don't get to play around with all the keywords to make stuff like this:
Hé's kinda a rework of my alchemists boomsday legendary (that set gave me the mechromancer idea). I may just poach magnetic as a class theme given salvage is similar thematically.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Update:
Was thinking of having Volter as one of the initiate cards but I'm dropping him entirely as he would make it so I couldn't use salvage on any mechs as then he could endlessly salvage himself.
Also removed the mech requirement of Inspired Schematic and changed it from 3 mana to 4 (it's dangerous so I'd rather it be on the underpowered side).
Made a few new cards too. I am doing things the initiate set route but I'm using the classic watermark atm as I already have cards with it. I'll change them eventually... Probably :P
If only one of the things hit by your hero power are alive, it will target that and another random enemy. Can go for the gumble or wait until you know it's gonna do what you want by hitting stuff with your hero power first.
Note that this replaces his stats (Attack and Health), but his base stats are what's used if he's salvaged. Good for salvaging big minions if you've cleared small ones out of the pool.
Similar in use to Pet Project, but it also allows you to make use of any tribe. Can also be used on enemy minions if you have something in your pool of it's type.
I don't want to do many more salvage cards but I still need more to make it consistent so I'm gonna have to be creative lol.
Edit: Made another weapon (the only other one the class will get in basic/initiate). Salvage payout is starting to look decent. I want 1 really big payout card, and maybe 2 more general use clearing cards that aren't horrible if you salvage the wrong thing like this weapon. That should hopefully be enough salvage cards.
Edit 2: Finished my salvage cards!
The first two are the general use ones and networked giant is a more specific pool clearing one with a solid payoff. After some thinking I think Mechoner of Evil + Inspired Schematic is gonna be a big enough salvage payoff combo as is so I don't really need anything else. I did buff The Sucker of Souls though just to push menagerie a little bit more:
He's down 1 mana, and deals damage equal to the cards attack rather than cost which should be better overall, and make for more interesting deck building.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
A few new cards:
This guy sums up this classes beasts really well. Whereas pirates are early minions you can easily clear from the pool, beasts are mostly minions that are really good to have in your pool for their cost. Finally, mechs have your best effects but aren't great in the pool.
Much like class beasts, cards like Ancient Watcher are great in your pool for their cost. This guy is support for that.
Strong support for menagerie, especially decks that go all out with it.
This is a bit of an odd one. Minions you get from this will most likely have negative health and will die immediately so you want to use it with strong battlecrys and deathrattles (Mechoner of Evil is the main win condition of exact copy cards atm as he can "collect" extra card text over time). Things that salvage health will also be able to survive if they go above 0 health through the salvage. I don't think this interaction is a thing in the game as is, but if heroes can survive going below 0 health due to things like Truesilver Champion + Explosive Trap, then minions should be able to as well.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I am going to be tweaking the spell, minion, and hero border for the motherboard border. Just a heads up in case you planned to do more.
Also a few things about you latest cards. Should be lose -3/-3, not gain. Mind infiltrator should specify add a copy first, before silencing. For neural link, maybe "Give your minions deathrattle: add a copy of this minion with all enchantments except this one to your hand" is shorter? Not sure. If it is longer just disregard this.
I have to redo most of them anyway as I'm using the classic watermark for my initiate set so that works out :P
I've always been unsure on -X/-X cards as saying lose -X/-X feels like a double negative but it's probably clearer wording than it is now so I shall change it. Mind Infiltrator silences, then adds the exact copy to your hand, so the copy will be silenced too. Maybe I should clarify that it adds it afterwards though.
For Neural link, I want to use the "exact copy" wording since it's a class theme and it carries over damage as well enchantments.
Edit: New cards!
This solidifies the risk reward of salvage as your only decent removal (not just this card) requires a beefy salvage, but you'll often clear out your big guys making power plays, leaving you defenseless if things go wrong.
Slower Arcane Intellect but you get something to salvage, and the cards a decent demon which is a pretty big deal for the class.
Gives you a good salvage early while also acting as a pseudo heal.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Finished Mechromancer's basic and initiate set! Here's the class as a whole. Gonna touch up a lot of the wording when I do them with proper watermarks.
THE MECHROMANCER
Necromancers use magic to bring back the dead, mechromancers use machines!
Themes: Menagerie. Cards that refer to "exact" copies of minions (meaning keeping all enchantments and damage). Minion buffs.
Strengths: Power plays using Salvage. Strong board presence and minion synergy. Clearing medium sized boards.
Weaknesses: Weak or limited removal against big minions. Limited healing options. Best removal cards are dependent on Salvage. Weak playing zoo decks as your Salvage pool gets clogged. Poor direct damage.
Keyword: Salvage
Basic Set:
Tokens:
Initiate Set:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Finished mechromancers darkmoon faire set!
Notes:
- Minions with "Can't be Salvaged" aren't added to your salvage pool when they die.
- Unlike Mechoner of Evil, Skeletal Cyborg replaces his effect with the salvaged minion (an effect vs the effect) so you can't double up on effects through exact copy cards.
- Void Iron Abductor prevents deathrattles and cards like Cult Master, and stops things getting put in your salvage pool.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!