Oh wow, this is a lot! Props to you for all the work you have done, this class is looking great. I'm going to comment on just a couple things, but overall I think this is a very well thought out class.
The first thing is your Keyword. Signature is a really interesting mechanic, one that promotes innovation and experimentation, so I love it. However, there's a very little thing I'd like to mention. Without a card that generates Signature spells, cards that interact with Signature will be textless when used by other classes. And well, I guess that if a rogue, for example, manages to play a card that creates Signature spells, Bananass will be used in place of them, am I right? I guess I like it so much that this doesn't seem like that big of a problem, but you might want to mention this special cases.
The second thing is more subjective and mainly just flavor, and that is that I'm not really seeing how a Ringleader, reckless and authorative in my mind, is linked to healing. Just asking here, it felt kind of odd. The interactions and overall synergies are cool though. Also, there is a couple cards I'm not feeling so sure of. The whole "set a minion's Attack to 1" bundle reminds me a lot of Paladin, with Humility and Aldor Peacekeeper. Oh, and compare Jaunty Tune to Force of Nature. Maybe two 3/3s instead, to make them more different?
Finally, I really like that you have created both the classic and basic sets already, just to have a bigger sample of the class. However, for this phase I think you should try to push the boundaries of the class a bit more, foreshadowing possible mechanics of future sets like you did with Finale Architect. This is also personal opinion though.
So yeah, really cool class you have there. Very interesting and flavorful! I think you will do well. Take a look at my Chronicler from last page if you have the time!
"Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature." was added to my original post a little bit afterwards, but when it comes to the submission post, I'll definitely elaborate on it, yeah. It's probably fine, since any class that's stealing some of your cards is probably gonna steal quite a few, and they'll hopefully hit a Seeker, Draft or Planning eventually, and'll have charged up a pretty large banana over time hopefully. Brutal Tango is a complete miss unfortunately though, alike Glacial Mysteries and other such cards.
I think you and I think of different things when we think of Ringleaders. Sure, they're the authority of the circus, its face and its ruler, but a Ringleader doesn't necessarily have to be too authoritarian. The class takes good care of its performers, it's important for them to do so. That said, despite that, most of the healing cares more about you healing yourself anyway. The class was originally going to have weapons which would be stuff like whips and all that but I dropped it due to art concerns, but maybe in an alternate timeline Ringleader might've been more commanding. Think of the class as the circus as a whole rather than as a Ringleader specifically.
I am also a little unsure on Jaunty Tune but since Doppelgangster exists I feel that Force of Nature might just not really be an actual card, but the remains of one. I do have some cards started for later sets, now that you mention it, I just only recently finished my classes border and only basic/classic/Architect have been updated. I could definitely throw out some more stuff later, though I wanna keep some behind my back, don't wanna spoil too much. Thanks for your thoughts in general, I'll be sure to check out Chronicler in a second.
I now want to try to get a Banana Ringmaster to work just because of the phrase "and'll have charged up a pretty large banana over time hopefully". Regarding what was discussed, yeah I think it's okay if you explain it. I didn't remember reading it in your post so sorry! It may come from my hatred of getting Glacial Mysteries as a rogue or Deadly Poison as a priest. About the Ringmaster itself and healing, reading your perspective convinced, so I'm alright with that now. I already said that I liked the interactions themselves, so not gonna comment more on that.
It's true that Force of Nature looks really bland and out of place now, but just to distinguish yourself a bit more I'd consider the change. It's not very important though, just a pet peeve. And well, I don't have much else to say! Your sets are really good. Upon further inspection I love how you tailored the spells that can abuse Bungling Busker to hit only minions, except the combo machine that is Brutal Tango. Balance wise I don't see any obvious problems, so there you are. I love the class. Definitely one of the more original ones I've seen.
Hey guys! I have finally finished my first pass on my class, the Chronicler. It is based on historians, explorers and lorekeepers, the like of Lorewalker Cho, Brann Bronzebeard and a bit of story magic. I'm gonna post it below, using some spoilers so as not to clutter the thread. I hope you like it! I'd love some feedback on my keyword, hero power and preview cards. Thanks in advance!
The Chronicler
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on.
Karnik, one of the most important members of the Explorer's League, is also in charge of keeping the Great Library of Ironforge in order. However, he is no ordinary archivist. As adventurous as any other member of the Guild, he has travelled the world, personally adding dozens or hundreds of new entries to the library. With a basic knowledge of arcane magic, he has travelled through Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Hero Power tokens
This Hero Power functions in a very similar way to the Shaman Hero Power. This means that, when you use it, a Scroll that you don't already have is added to your hand. So, the probabilities of getting the Scroll you want improve every time you use it without casting the others. However, you can't have more than one of each, so once yo have all four you must cast one before being able to use the Hero Power again. This exactly how the Shaman Hero Power works. Improving your Hero Power makes it so that you choose which Scroll you add to your hand, and you can now have duplicates. Once again, this behaviour is exactly the same as Shaman's improved Hero Power.
Some cards will interact with your Scrolls in different ways. Some minions add an specific Scroll to your hand, others transform them. These are just some of the many things a Chronicler can do with their archives.
Preview
Westfall Settler is an example of a simple Recall minion. If you play it on curve you are likely to lose its effect, but if planned correctly it can heal you without you doing anything special. In dire situations it could also be played directly for the heal, making it a {3} mana 1/2 that heals you for 3 and gives you a Scroll.
On the other end of the spectrum, Nether Storm is a really powerful spell, with most of its weight in its Recall effect. The powers of the Nether tamper with all magic, silencing all minions. But that is the calm before the storm. A storm you can recreate when you check your narration of the event.
Cartographer Merian is the Fandral Staghelm or Brann Bronzebeard of Recall. As long as she lives, you will be able to relive any event any number of times, increasing the value of any Recall card considerably.
Prophecy is an example of the Chronicler's draw engines. Its methodical and studious nature makes them very precise, making you play around their predictable outcome. This card acts as a potent refuel for the more aggro or tempo archetypes of the Chronicler, at the cost of considerable tempo.
But the Chronicler doesn't just study. Mountain's Gift is an example of the relationship between Battlecries and this class, having an abundance of them and some cards that synergize directly with them.
Other cards
Alternate Hero and Improved Hero Power
Hope you like it! Any comments are welcome.
I definitely like this class, it's been handled really well. The class concept feels a lot fresher than stuff like Tinkers and Alchemists which show up each year (Not that they're bad though), and you've done a good job describing said concept. I'm often turned off by random token hero powers, they're often hard to manage and suffer from the same RNG issue as shaman. While it's still technically true for this, there's a lot less reliance on the RNG due to the way they're stored in the hand and can't stack. Good job there. Recall is a fantastic keyword. Generally applicable, fits the class well, lots of design space, etc etc. Reminds me a lot of Combo in it being a simple battlecry alternative trigger.
Westfall Settler is a really nice simple 1 drop for the class. It definitely does a good job of showing off the keyword; Voodoo Doctor is often a wasteful turn 1 play because the healing is wasted, yet Recall allows this to put that healing in the fridge for later. Definitely include it in the showcase.
Nether Storm is playable as a 9 mana silence and destroy all minions, yet the card is a lot more than that. I'd definitely recommend keeping recall effects more towards the low end of the scales, but having exceptions is fine. Chronicler so far seems like it's a little slow naturally, and though it works well like that, I'd avoid making it much slower than it has to be.
Cartographer Merrian is a card I have a few problems with. To preface this, I'd like to go over her status as the Fandral Staghelm or Brann Bronzebeard for the class. At first, while I was working on Ringmaster, my classic legendary was this dude: (Mind the old border)
He was intended to fill a similar role, and I'm still unsure on his design in general but regardless of how good he is for the class, the spot he'd belong simply isn't classic. I feel similarly about Merrian. Fandral Staghelm also isn't the classic druid legendary, and there's a few reasons for all this. The classic legendary for the class is quite important to get right. Classic as a whole is meant to be rather simple, but the legendary for each of the non-warlock classes are especially so, despite being in the rarity that holds the most potential for complexity. King Krush has one word in the text, Grommash Hellscream is that same word with an Enrage effect, Tirion Fordring was two keywords and a big stick, etc etc. The classic legendary should be a simple, yet extreme version of the fundamental principle of the class. Hunter has a bunch of scary beasts and to smack you with the beasts, thus the legendary is a really big one. Warrior has angry guys and punches his own guys in the face which makes them angrier, thus they get a really big one. Shaman's a mess and therefore their legendary is a really big one. Mage's entire principle is spells so they gave their legendary a condition of play spell with a reward of get spell. Classic Legendaries are intended to be cards that often lead to the game finishing when they hit the board, which is why a third of them have charge, a couple of them are exploitable otk fuel, Tirion represents 15 damage you can't really deal with, Edwin is an all in card that gives you a minion your opponent literally can't deal with at such an early stage of the game and Jaraxxus is borderline impossible to sustain yourself against in classic.
That was all a bit long-winded but hopefully my point's clear enough. The classic legendary best fits the set when it's simple, extreme and causes your opponent to die soon after. That said, as for the card itself, it feels like it could probably reduce design space for Recall effects, but not really much else.
Prophecy is a card that I'm happy exists but might need some tuning down. A lot of people making classes, I feel, like to make their class a "control" class with no considerations for anything else. Drawing 7 for 5 is a lot though, golly. If you have 3 cards in hand, it's still a draw 4, so I think maybe it could go down to 6. That said, it's power is, moreso than most dependant on the power of other cards that enable more aggressive or tempo focused iterations of chronicler to exist. Keep this card in the back of your head at all times I suppose.
Mountain's Gift, I feel, is a bad card to showcase. Showing off that you have battlecry synergies is nice, but there aren't any other battlecry cards in the showcase. For highly synergistic card like this, my first thought is to think of what cards I could use it with obviously, yet since this is my first sight of the class, that pool of cards that I could use this on is dry. I'm a little skeptical of battlecry chronicler in general regardless, because their recall keyword typically means that they'll actually have a lower than average battlecry count unless you go out of your way to make sure otherwise.
On a side note, happy with the art you've used for all of your cards mostly, only real outliers are Merrian being too zoomed in, and perhaps Nether Storm not looking destructive enough. In the other cards shown, I'm mostly happy with them but have a couple of criticisms. Trauma feels quite strong, being 1 damage off of vanilla damage spells and having an attached boardwide freeze. Gilnean Reveler and Oblivious Ruin and both quite cool but their text is very filled out, the presentation of the cards could be better.
I think the class overall is great, easily in the top 3 other classes I've seen in the comp so far, I mostly just don't like Merrian, that's about it.
First of all, thank for the kind words. I take very long breaks between participating in Card and Class Design Competition and I feared I may have gotten rusty. You are really encouraging.
I totally get what you are saying about Cartographer Merian, and I may even have to rethink its design. I guess with a spell and a minion both with Recall in the showcase, she isn't that needed. Oh, by the way, I intended her to be Un'goro's legendary. I've thought a bit about your Classic class Legendary design, and have come with something, I think, may be better suited for a showcase and the Classic set. It may be a bit busted, I'm sleepy. Oh, and an alternative Nether Storm art, in case you like it better.
Regarding Prophecy, in my head I thought about the possible aggressive Chronicler decks pushing more for quantity than quality with regards to minions. That's why I thought the cost might be alright. I want to think a bit more about the possible implications of Odd and Even Chronicler decks before settling on its cost, but I may end up raising it to 6 just for it's mad refuel value. Also, I think you may be right about Battlecry Chronicler and Gift of the Mountain. I will think about possible archetype alternatives these next few days, even if I like this buff very much, or at least ways to make it feel less forced.
Bumping Trauma up to 4 mana sounds reasonable, and I understand what you say about the other two. They feel cluttered, but those were the product of me going really crazy with the design space and theme of the Witchwood. I may discard one of them, maybe the Gilnean Reveler, just to keep the overall complexity down.
Anyone have a problem with including a natural keyword in the Hero Power?
I don't, as I'm using Freeze in my Hero Power. Some take issue with Keywords in Hero Powers but in my opinion, the Shaman's Spell Damage and Taunt Totems undermine those arguments *shrugs*
Sounds good. Right then here's what I have for the class so far.
The Enchanter
A spell-casting, weapon-using, secretive class.
The Enchanter is about change; altering, transforming, improving. The Enchanter's basic and classic cards set up several potential playstyles. Spell Damage, buffs, spell positioning, token creation, Secrets, mana manipulation, and weapons.
The Enchanter has two potential major tribe synergies: Dragons, and Demons. Demons will be explored as an archetype from K&C onwards, while Dragons will have their day in Un'Goro, KFT, and Witchwood.
The Enchant and Enchanted keywords function similarly, but their triggers are slightly different. Think of it kind of like what Choose Twice is to Choose One. Enchant will be used more often, as a triggered effect that does something when targeted with an enchantment (e.g with Shattered Sun Cleric), and can be activated multiple times. Enchanted will be used for aura effects, that is activated while the card has an enchantment—whether it is targeted, or granted by an aura (e.g. Dire Wolf Alpha), for an aura effect.
The Enchanter doesn't have good healing or survival by default, but they have exceptional spell damage synergy, albeit with a limited selection of damaging spells. Each expansion will help the Enchanter to survive or find a new win condition. Secret synergy does not exist in classic, but these 2 mana Secrets provide some measure of defence that circumvents armor or healing.
One win condition in classic is the 'machine gun' tactic that involves Mistveil Drake and other left-most card synergies, playing cards out all at once.
≻—— BASIC ——≺
Token:
≻—— CLASSIC ——≺
≻—— Other Cards ——≺
That's what I have for now. I need some advice on a few things:
1) Are there enough damage dealing spells to justify/render useful the Hero Power? 2) Are the buff spells/enchant effects too strong? 3) Is the class too aggro? 4) Is the hand-positioning idea intuitive enough? It may not have the most amazing synergy so far, but the idea is to plan ahead with your hand (see The Grave Keeper). 5) Does the class have enough draw? Does it need more? 6) Does it need more survivability? 7) Is Nightwell Tome OP? 8) Am I going in the right direction here?
Thanks!
I know you already know this, but the Hero Power will limit AoE design space, but just be careful about that.
Inscribed Slate is really neat. Although I fail to see the point of Leyline Control if Inscribed Slate exists. It's simply just better. It costs the same, gives you a weapon and the Spell Damage is permanent. I guess spell synergy and targeting your hero is a thing.
I like Flamebreath. It's simple, but has interesting Spell Damage synergy.
Arcane Spikes is the fourth iteration of this exact card I've seen in this competition. It's easy to think of, and it may very well have been intentional, so keep it.
Whimsical Witch could be very powerful, stronger than Zerek, Master Cloner. Nice idea though.
Summoner's Tome is a weird Secret, but it's balanced.
Ooohhh, Magic Dependence is interesting. Is this going to be a recurring thing?
I don't understand Nightwell Tome.
Arcanist Valtrois looks really cool, but it's probably too powerful right now. Remember Zentimo?
Primordial Portal l should just say "Summon it", like Eternal Servitude and Free From Amber. Unless the intention was that you get a copy on board AND your hand, in which case, it should say "Summon a copy of it."
I don't think stealing is very appreciating, so Enchanter Necra might not be too well liked.
What is the purpose of Echoing Elemental?
Overall, everything looks great. Maybe could have more draw, as many of the cards you have just generate cards and not actually go through your deck.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Wow I found out about this late. Oh well. A couple notes: one, in my haste to get this posted, balance isn't where I want it to be, but I opted not to wait too long. Also, I swear this was the first thing that came to mind. Don't ask why. Anyway, here goes, and thanks for any advice.
The Magical Girl
The Magical Girl is not a traditional fighter. Far from a hulking brute or wizened mage, she is a normal girl who, when evil rears its head, transforms into a powerful warrior who wields great power in the service of all that is good and pure. Unfortunately, it turns out that high-school girls aren’t exactly disposed to long drag-out brawls. Thus, the Magical Girl must conserve her strength, trusting in her friends to support her and waiting for the right time to unleash her power in a single burst that no evil can stand before.
The Magical Girl’s keyword, and unique mechanic, is Transform. She starts the game in her civilian form, but whenever she plays a card with transform, she-and her portrait-change into her costumed form (or back, if she was costumed). This doesn’t give her any new powers, per se, but several Magical Girl cars get more powerful based on which form she’s in. Generally, her spells become more power while Costumed, and she can better help her minions as a Civilian.
The Magical Girl has a couple of gameplay themes, but mostly she tends towards control/combo, biding her time until she can unleash a big play that ends the game in swift order. She isn’t the best at pure control, and she won’t do the best turbo-combo, but many of her cards are versatile, able to switch roles as needed.
Her primary theme depends heavily on spells, which she generally tries to make more powerful, either through her hero power, or with set cards like Dramatic Power-Up which gives a single big burst of power to be deployed as needed. It also transforms her, which allows her to get the full power out of Star-Shot (hopefully closing out the game).
The Magical Girl is also supported by her classmates, a new tribe that buffs both each other and help the Magical Girl shape the game to her favor (and definitely aren’t those other magical girls she keeps seeing). Though Classmates are heavily tribal-focused and give the Magical Girl a more proactive option, they aren’t aggressive. Most, like the Student Council President, are much slower, either buying the Magical Girl time or helping to set up her other combos. Alternatively, they can all band together with the Power of Friendship and win by themselves.
Even cards outside of the main playstyles are influenced by them. The Monster of the Week sure isn’t winning the game on his own, but he does keep on coming back, and back, and…
The Magical Girl plans for a long game, using her hero power and buffs from her classmates to make her spells more and more powerful until she can blow her opponents away is a single, suitably flashy, blast. She definitely needs helps from her classmates to win, but what would a magical girl be if she couldn’t win through tactical application of friendship?
My main questions:
1) How should I tweak the values of the spell buffs? I'm not sure how to value the ability to build-up damage over time with the hero power
2) Also, the numbers of the Monster. He's not supposed to be super strong (he is the monster of the week), but her certainly shouldn't be worthless
Anyone have a problem with including a natural keyword in the Hero Power?
I don't, as I'm using Freeze in my Hero Power. Some take issue with Keywords in Hero Powers but in my opinion, the Shaman's Spell Damage and Taunt Totems undermine those arguments *shrugs*
Sounds good. Right then here's what I have for the class so far.
The Enchanter
A spell-casting, weapon-using, secretive class.
The Enchanter is about change; altering, transforming, improving. The Enchanter's basic and classic cards set up several potential playstyles. Spell Damage, buffs, spell positioning, token creation, Secrets, mana manipulation, and weapons.
The Enchanter has two potential major tribe synergies: Dragons, and Demons. Demons will be explored as an archetype from K&C onwards, while Dragons will have their day in Un'Goro, KFT, and Witchwood.
The Enchant and Enchanted keywords function similarly, but their triggers are slightly different. Think of it kind of like what Choose Twice is to Choose One. Enchant will be used more often, as a triggered effect that does something when targeted with an enchantment (e.g with Shattered Sun Cleric), and can be activated multiple times. Enchanted will be used for aura effects, that is activated while the card has an enchantment—whether it is targeted, or granted by an aura (e.g. Dire Wolf Alpha), for an aura effect.
The Enchanter doesn't have good healing or survival by default, but they have exceptional spell damage synergy, albeit with a limited selection of damaging spells. Each expansion will help the Enchanter to survive or find a new win condition. Secret synergy does not exist in classic, but these 2 mana Secrets provide some measure of defence that circumvents armor or healing.
One win condition in classic is the 'machine gun' tactic that involves Mistveil Drake and other left-most card synergies, playing cards out all at once.
≻—— BASIC ——≺
Token:
≻—— CLASSIC ——≺
≻—— Other Cards ——≺
That's what I have for now. I need some advice on a few things:
1) Are there enough damage dealing spells to justify/render useful the Hero Power? 2) Are the buff spells/enchant effects too strong? 3) Is the class too aggro? 4) Is the hand-positioning idea intuitive enough? It may not have the most amazing synergy so far, but the idea is to plan ahead with your hand (see The Grave Keeper). 5) Does the class have enough draw? Does it need more? 6) Does it need more survivability? 7) Is Nightwell Tome OP? 8) Am I going in the right direction here?
Thanks!
Gonna critique the class as a whole in its first functional state before everything else, so basic and classic. Fortunately for me, the first question you ask is about the hero power. And I gotta say, no, you don't have enough damage spells even slightly to make the hero power good. The hero power already suffers from a few issues in not doing anything by itself and thus being useless on turn 2, revolves around the composition of your deck, it needs to be played preemptively before cards and thus only really activates when you can invest quite a lot of mana in one turn etc, but it doesn't really help any of those issues to include two spells in basic and one in classic that do damage. If I play an Enchanter and actually intend to use my hero power a single time that game, I HAVE to include Flamebreath, Immolate and/or Arcane Spikes. If it just gave my hero spell damage that turn, maybe I could ALSO use it with the singular classic weapon out of two total available to the class, but right now the hero power gives between three spells +1 damage when casted after it that turn. I'd suggest just going with something else for the hero power.
While I was making summoner, which you may remember, may not, I ran into an issue. It had both a class keyword and secrets! I didn't realise when I was first concepting it and I honestly regret it now, but this forced me into dividing up the class pretty awkwardly. In classic, out of 15, Druid has 10 Choose One cards, Shaman has 9 Overload cards and Rogue has 8 Combo cards. Additionally, Mage had 6 Secrets, Hunter had 5 and Paladin had 4. I couldn't attach my keyword to a secret either, and I needed to give my keyword and secrets both adequete room in the class, yet I've started redoing the entire thing because to this day I still only have 6 keyword cards in there. Where this all leads is to a very narrow point. You have a keyword, TWO keywords even, weapons, secrets, buffs and spell damage synergy. You've only ended up with 4 cards with a class keyword on them and the keyword barely has a presence in classic. You only have two weapons, you have 3 damage dealing spell cards and no cards in classic that provide any kind of spell damage. I'm not even sure how you could be concerned that Nightwell Tome would be OP when the only ways of turning it on are Inscribed Slate and Leyline Control, one which is another weapon and would break the book, the other which only lasts a turn. After that point you need to start throwing out Ogre Magis and Kobold Geomancers in order to attack with it, and need to maintain Spell Damage +2 throughout the entire process for it to even be above the par of Assassin's Blade.
Essentially, the class it so split up at its core that it ends up doing a lot of different things which demand a lot of cards invested towards them, cards it can't afford to provide, to the point where a large amount of the elements of the class are genuinely nonfunctional. Before wondering about balance of specific cards and the classes survivability, I really think you need to cut off some of the elements of the class because it's looking pretty messy right now.
Hey guys, so i thinking about making a "gunner" class, relate it to artillery and positioning stuff, i struggling to make an interesting yet balance hero power, what do you think about something like this:
also, is the wording ok? you can understand what the hero power do?
edit: omg still problems with the imgs afters six months :(
Oh wow, this is a lot! Props to you for all the work you have done, this class is looking great. I'm going to comment on just a couple things, but overall I think this is a very well thought out class.
The first thing is your Keyword. Signature is a really interesting mechanic, one that promotes innovation and experimentation, so I love it. However, there's a very little thing I'd like to mention. Without a card that generates Signature spells, cards that interact with Signature will be textless when used by other classes. And well, I guess that if a rogue, for example, manages to play a card that creates Signature spells, Bananass will be used in place of them, am I right? I guess I like it so much that this doesn't seem like that big of a problem, but you might want to mention this special cases.
The second thing is more subjective and mainly just flavor, and that is that I'm not really seeing how a Ringleader, reckless and authorative in my mind, is linked to healing. Just asking here, it felt kind of odd. The interactions and overall synergies are cool though. Also, there is a couple cards I'm not feeling so sure of. The whole "set a minion's Attack to 1" bundle reminds me a lot of Paladin, with Humility and Aldor Peacekeeper. Oh, and compare Jaunty Tune to Force of Nature. Maybe two 3/3s instead, to make them more different?
Finally, I really like that you have created both the classic and basic sets already, just to have a bigger sample of the class. However, for this phase I think you should try to push the boundaries of the class a bit more, foreshadowing possible mechanics of future sets like you did with Finale Architect. This is also personal opinion though.
So yeah, really cool class you have there. Very interesting and flavorful! I think you will do well. Take a look at my Chronicler from last page if you have the time!
"Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature." was added to my original post a little bit afterwards, but when it comes to the submission post, I'll definitely elaborate on it, yeah. It's probably fine, since any class that's stealing some of your cards is probably gonna steal quite a few, and they'll hopefully hit a Seeker, Draft or Planning eventually, and'll have charged up a pretty large banana over time hopefully. Brutal Tango is a complete miss unfortunately though, alike Glacial Mysteries and other such cards.
I think you and I think of different things when we think of Ringleaders. Sure, they're the authority of the circus, its face and its ruler, but a Ringleader doesn't necessarily have to be too authoritarian. The class takes good care of its performers, it's important for them to do so. That said, despite that, most of the healing cares more about you healing yourself anyway. The class was originally going to have weapons which would be stuff like whips and all that but I dropped it due to art concerns, but maybe in an alternate timeline Ringleader might've been more commanding. Think of the class as the circus as a whole rather than as a Ringleader specifically.
I am also a little unsure on Jaunty Tune but since Doppelgangster exists I feel that Force of Nature might just not really be an actual card, but the remains of one. I do have some cards started for later sets, now that you mention it, I just only recently finished my classes border and only basic/classic/Architect have been updated. I could definitely throw out some more stuff later, though I wanna keep some behind my back, don't wanna spoil too much. Thanks for your thoughts in general, I'll be sure to check out Chronicler in a second.
I now want to try to get a Banana Ringmaster to work just because of the phrase "and'll have charged up a pretty large banana over time hopefully". Regarding what was discussed, yeah I think it's okay if you explain it. I didn't remember reading it in your post so sorry! It may come from my hatred of getting Glacial Mysteries as a rogue or Deadly Poison as a priest. About the Ringmaster itself and healing, reading your perspective convinced, so I'm alright with that now. I already said that I liked the interactions themselves, so not gonna comment more on that.
It's true that Force of Nature looks really bland and out of place now, but just to distinguish yourself a bit more I'd consider the change. It's not very important though, just a pet peeve. And well, I don't have much else to say! Your sets are really good. Upon further inspection I love how you tailored the spells that can abuse Bungling Busker to hit only minions, except the combo machine that is Brutal Tango. Balance wise I don't see any obvious problems, so there you are. I love the class. Definitely one of the more original ones I've seen.
Hey guys! I have finally finished my first pass on my class, the Chronicler. It is based on historians, explorers and lorekeepers, the like of Lorewalker Cho, Brann Bronzebeard and a bit of story magic. I'm gonna post it below, using some spoilers so as not to clutter the thread. I hope you like it! I'd love some feedback on my keyword, hero power and preview cards. Thanks in advance!
The Chronicler
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on.
Karnik, one of the most important members of the Explorer's League, is also in charge of keeping the Great Library of Ironforge in order. However, he is no ordinary archivist. As adventurous as any other member of the Guild, he has travelled the world, personally adding dozens or hundreds of new entries to the library. With a basic knowledge of arcane magic, he has travelled through Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Hero Power tokens
This Hero Power functions in a very similar way to the Shaman Hero Power. This means that, when you use it, a Scroll that you don't already have is added to your hand. So, the probabilities of getting the Scroll you want improve every time you use it without casting the others. However, you can't have more than one of each, so once yo have all four you must cast one before being able to use the Hero Power again. This exactly how the Shaman Hero Power works. Improving your Hero Power makes it so that you choose which Scroll you add to your hand, and you can now have duplicates. Once again, this behaviour is exactly the same as Shaman's improved Hero Power.
Some cards will interact with your Scrolls in different ways. Some minions add an specific Scroll to your hand, others transform them. These are just some of the many things a Chronicler can do with their archives.
Preview
Westfall Settler is an example of a simple Recall minion. If you play it on curve you are likely to lose its effect, but if planned correctly it can heal you without you doing anything special. In dire situations it could also be played directly for the heal, making it a {3} mana 1/2 that heals you for 3 and gives you a Scroll.
On the other end of the spectrum, Nether Storm is a really powerful spell, with most of its weight in its Recall effect. The powers of the Nether tamper with all magic, silencing all minions. But that is the calm before the storm. A storm you can recreate when you check your narration of the event.
Cartographer Merian is the Fandral Staghelm or Brann Bronzebeard of Recall. As long as she lives, you will be able to relive any event any number of times, increasing the value of any Recall card considerably.
Prophecy is an example of the Chronicler's draw engines. Its methodical and studious nature makes them very precise, making you play around their predictable outcome. This card acts as a potent refuel for the more aggro or tempo archetypes of the Chronicler, at the cost of considerable tempo.
But the Chronicler doesn't just study. Mountain's Gift is an example of the relationship between Battlecries and this class, having an abundance of them and some cards that synergize directly with them.
Other cards
Alternate Hero and Improved Hero Power
Hope you like it! Any comments are welcome.
I definitely like this class, it's been handled really well. The class concept feels a lot fresher than stuff like Tinkers and Alchemists which show up each year (Not that they're bad though), and you've done a good job describing said concept. I'm often turned off by random token hero powers, they're often hard to manage and suffer from the same RNG issue as shaman. While it's still technically true for this, there's a lot less reliance on the RNG due to the way they're stored in the hand and can't stack. Good job there. Recall is a fantastic keyword. Generally applicable, fits the class well, lots of design space, etc etc. Reminds me a lot of Combo in it being a simple battlecry alternative trigger.
Westfall Settler is a really nice simple 1 drop for the class. It definitely does a good job of showing off the keyword; Voodoo Doctor is often a wasteful turn 1 play because the healing is wasted, yet Recall allows this to put that healing in the fridge for later. Definitely include it in the showcase.
Nether Storm is playable as a 9 mana silence and destroy all minions, yet the card is a lot more than that. I'd definitely recommend keeping recall effects more towards the low end of the scales, but having exceptions is fine. Chronicler so far seems like it's a little slow naturally, and though it works well like that, I'd avoid making it much slower than it has to be.
Cartographer Merrian is a card I have a few problems with. To preface this, I'd like to go over her status as the Fandral Staghelm or Brann Bronzebeard for the class. At first, while I was working on Ringmaster, my classic legendary was this dude: (Mind the old border)
He was intended to fill a similar role, and I'm still unsure on his design in general but regardless of how good he is for the class, the spot he'd belong simply isn't classic. I feel similarly about Merrian. Fandral Staghelm also isn't the classic druid legendary, and there's a few reasons for all this. The classic legendary for the class is quite important to get right. Classic as a whole is meant to be rather simple, but the legendary for each of the non-warlock classes are especially so, despite being in the rarity that holds the most potential for complexity. King Krush has one word in the text, Grommash Hellscream is that same word with an Enrage effect, Tirion Fordring was two keywords and a big stick, etc etc. The classic legendary should be a simple, yet extreme version of the fundamental principle of the class. Hunter has a bunch of scary beasts and to smack you with the beasts, thus the legendary is a really big one. Warrior has angry guys and punches his own guys in the face which makes them angrier, thus they get a really big one. Shaman's a mess and therefore their legendary is a really big one. Mage's entire principle is spells so they gave their legendary a condition of play spell with a reward of get spell. Classic Legendaries are intended to be cards that often lead to the game finishing when they hit the board, which is why a third of them have charge, a couple of them are exploitable otk fuel, Tirion represents 15 damage you can't really deal with, Edwin is an all in card that gives you a minion your opponent literally can't deal with at such an early stage of the game and Jaraxxus is borderline impossible to sustain yourself against in classic.
That was all a bit long-winded but hopefully my point's clear enough. The classic legendary best fits the set when it's simple, extreme and causes your opponent to die soon after. That said, as for the card itself, it feels like it could probably reduce design space for Recall effects, but not really much else.
Prophecy is a card that I'm happy exists but might need some tuning down. A lot of people making classes, I feel, like to make their class a "control" class with no considerations for anything else. Drawing 7 for 5 is a lot though, golly. If you have 3 cards in hand, it's still a draw 4, so I think maybe it could go down to 6. That said, it's power is, moreso than most dependant on the power of other cards that enable more aggressive or tempo focused iterations of chronicler to exist. Keep this card in the back of your head at all times I suppose.
Mountain's Gift, I feel, is a bad card to showcase. Showing off that you have battlecry synergies is nice, but there aren't any other battlecry cards in the showcase. For highly synergistic card like this, my first thought is to think of what cards I could use it with obviously, yet since this is my first sight of the class, that pool of cards that I could use this on is dry. I'm a little skeptical of battlecry chronicler in general regardless, because their recall keyword typically means that they'll actually have a lower than average battlecry count unless you go out of your way to make sure otherwise.
On a side note, happy with the art you've used for all of your cards mostly, only real outliers are Merrian being too zoomed in, and perhaps Nether Storm not looking destructive enough. In the other cards shown, I'm mostly happy with them but have a couple of criticisms. Trauma feels quite strong, being 1 damage off of vanilla damage spells and having an attached boardwide freeze. Gilnean Reveler and Oblivious Ruin and both quite cool but their text is very filled out, the presentation of the cards could be better.
I think the class overall is great, easily in the top 3 other classes I've seen in the comp so far, I mostly just don't like Merrian, that's about it.
First of all, thank for the kind words. I take very long breaks between participating in Card and Class Design Competition and I feared I may have gotten rusty. You are really encouraging.
I totally get what you are saying about Cartographer Merian, and I may even have to rethink its design. I guess with a spell and a minion both with Recall in the showcase, she isn't that needed. Oh, by the way, I intended her to be Un'goro's legendary. I've thought a bit about your Classic class Legendary design, and have come with something, I think, may be better suited for a showcase and the Classic set. It may be a bit busted, I'm sleepy. Oh, and an alternative Nether Storm art, in case you like it better.
Regarding Prophecy, in my head I thought about the possible aggressive Chronicler decks pushing more for quantity than quality with regards to minions. That's why I thought the cost might be alright. I want to think a bit more about the possible implications of Odd and Even Chronicler decks before settling on its cost, but I may end up raising it to 6 just for it's mad refuel value. Also, I think you may be right about Battlecry Chronicler and Gift of the Mountain. I will think about possible archetype alternatives these next few days, even if I like this buff very much, or at least ways to make it feel less forced.
Bumping Trauma up to 4 mana sounds reasonable, and I understand what you say about the other two. They feel cluttered, but those were the product of me going really crazy with the design space and theme of the Witchwood. I may discard one of them, maybe the Gilnean Reveler, just to keep the overall complexity down.
Thank you again for the praise and the advice!
I uhh... Briefly forgot that not everyone was doing what I was with mostly basic/classic cards and I didn't check to make sure Merrian was even a classic legendary. Sorry for the lecture about a mistake you didn't even make lol, least it ended up being somewhat helpful. The new Nether Storm art is pretty cool, I like it. Algalon is an obvious fit as the classic legendary, but I think it'd be nice if he was a little simpler. He's certainly extreme enough for a classic legendary though, so I'm somewhat happy with him.
I'll be going through some potential other things to include in the showcase today and tomorrow, but since you mentioned something of relevance, might as well just leave this here and stuff.
Details hidden for dramatic effect. You could probably guess the condition though.
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga" Yes. Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...
VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga" Yes. Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...
VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
I can't claim to be an expert, but sacrifice spooks me a little bit. It seems like the kind of thing that limits design, especially of deathrattles. If you print ways of killing your own minions that are too effective/cheap (and corpse explosion may well fit that), every remotely efficient neutral deathrattle in the game gets like five additional lines of benefit added to it. Same goes for the hero power, might be a bit too easy to get a too much value out of it.
Hey guys, so i thinking about making a "gunner" class, relate it to artillery and positioning stuff, i struggling to make an interesting yet balance hero power, what do you think about something like this:
also, is the wording ok? you can understand what the hero power do?
edit: omg still problems with the imgs afters six months :(
I understand it perfectly, but it seems too complex for a Hero Power.
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga" Yes. Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...
VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
Well, this definitely does feel like a Death Knight. I don't like that Kel'Thuzad is the Hero when he's also already a card (yes, I know Medivh exists, but that's different because the two have nothing in common other than the name).
This also strikes me a lot like Amaz's Death Knight class. The keyword Sacrifice is the same mechanic as in his class (Requiem), and the Hero Power is exactly the same, down to the name (possibly even art as well). Speaking of the Hero Power and mechanic, Sacrifice is just a better Inspire because it triggers off of the Hero Power and everything else that dies. It feels like everything here is taken. It's also exactly the same as a mechanic from a finalist last time.
The artwork for Phylactery is low-res, but all of your other cards look pretty good.
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Click the image to go to my custom Time Traveler class.
Well, this definitely does feel like a Death Knight. I don't like that Kel'Thuzad is the Hero when he's also already a card (yes, I know Medivh exists, but that's different because the two have nothing in common other than the name).
As someone who is also using Kel'Thuzad, I think the mindset is that, if Kel'Thuzad existed as a playable class, he never would have been a playable card. Curse of Naxxramas would never have existed in its current form, overlapping heavily with the Lich class itself. If we're assuming the winning custom class existed from the beginning, we have to reassess everything.
@Samswize I'm making my own Lich class about Kel'Thuzad, so I'm not sure if it would be right to look at your example cards/give feedback to you. I don't want to take anything from you - accidentally or otherwise - so it would be safer if we just go our own separate ways. May the best Kel'Thuzad win?
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
Countdowns are only for spells. Some minions may cast or generate a Countdowns as well. This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur while a Countdown is active. Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.
Haven't needed any feedback because I'm pretty much done and just waiting at this point, but here is my showcase. If you want to comment on it, go ahead. Before anyone says I need to change the name and art of Split the Ground, it will happen at some point.
Notes:
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class.
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flame Rune Sword does exactly that! Swing in with the sword, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chase is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.
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Click the image to go to my custom Time Traveler class.
I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.
A quick reminder of what the magician class is:
The Showcase cards:
Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show!as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Hey just looking to see if I could get any quick opinions between some card designs I've been between.
And of course any possible combination of them, not to mention a whole bunch of other ideas I've had that I think I'll just put in the books and save for another card. I realize by the end there are basically two entirely different cards here, so I will probably be using more than one in the future, but the goals of the showcase are mainly to show some spell synergy (Spell Damage isn't really a cornerstone of the class but many of the spells should work well with it, like in Shaman), and then there's also the minion/token buffing, as well as minor themes of tutoring and recursion that I've been hoping to fit in (the idea of the last column is that it's potentially infinite, of course this will be the trickiest to balance).
Hopefully it shouldn't be hard for me to boil down from here, but I was hoping to hear what seems the most appealing.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Interesting concept, but i feel the hero power might be too weak. Since the weapon only has 1 durability, and you take damage from attacking, why the inability to attack right away? Compare it to the rogue hp. 2 mana for 2 damage. Rogue attacks twice for 1 dmg, you attack once for 2 dmg. I think the weapon should just be 2/1 with no text.
Since there are no other examples of weapons, it's hard to know how good Clone Weapon is. Just with the hero power, it's a total of 3 mana deal 4 dmg (while taking twice the dmg from attacking minions). You have no weapon buffs, but there is the combo with Conjured Axeman. If there are more interactions like this, then you have a cool mechanic.
Conjure Divine Armor: I really like effects that do different things to different targets.
Arcane Fury: Seems like a worse Shadow Bolt. 3 mana deal 4 damage to a minion, but with a big condition.
Gerrart seems balanced, seeing how difficult dealing 3 dmg with a weapon is in your class
Overall, you have a nice theme. Try to not put too many "Conjure" words in your card names, as it can get repetitive.
As someone who is also using Kel'Thuzad, I think the mindset is that, if Kel'Thuzad existed as a playable class, he never would have been a playable card. Curse of Naxxramas would never have existed in its current form, overlapping heavily with the Lich class itself. If we're assuming the winning custom class existed from the beginning, we have to reassess everything.
This is quite interesting.
One idea I had for my class was that many of its spells were tagged as "Potion" (such as the Essence of Frost I showcased). However, I dismissed the idea because it would overlap with Kabal Chemist.
But with the "what if this class had existed from the beginning" mindset you display here, maybe Kabal Chemist would've had a different text (such as "Add a Potion from Mean Streets of Gadgetzan" or something like that). Or maybe the Kabal wouldn't have been alchemists in the first place.
As such, I wonder if I could include the Potion tag in future phases, given it's an important feature that wasn't included in the presentation of the class. I'd also like to know if you think the whole "Potion tag" thing is a good idea, but we'll discuss that when Phase II begins. All of these assuming I make it to Phase II, of course xD
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?
Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?
I know he is an orc.
Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.
Thank you very much for the review and suggestions. The hero power art was just a random image. I'm still thinking about the Lust minion because i know that he's basically a powercreep to a few cards and the version with more health than attack seems good. Bloodlust was my first idea for the mechanic name although it could be misleading because of the existing shaman spell with the same name
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I now want to try to get a Banana Ringmaster to work just because of the phrase "and'll have charged up a pretty large banana over time hopefully". Regarding what was discussed, yeah I think it's okay if you explain it. I didn't remember reading it in your post so sorry! It may come from my hatred of getting Glacial Mysteries as a rogue or Deadly Poison as a priest. About the Ringmaster itself and healing, reading your perspective convinced, so I'm alright with that now. I already said that I liked the interactions themselves, so not gonna comment more on that.
It's true that Force of Nature looks really bland and out of place now, but just to distinguish yourself a bit more I'd consider the change. It's not very important though, just a pet peeve. And well, I don't have much else to say! Your sets are really good. Upon further inspection I love how you tailored the spells that can abuse Bungling Busker to hit only minions, except the combo machine that is Brutal Tango. Balance wise I don't see any obvious problems, so there you are. I love the class. Definitely one of the more original ones I've seen.
First of all, thank for the kind words. I take very long breaks between participating in Card and Class Design Competition and I feared I may have gotten rusty. You are really encouraging.
I totally get what you are saying about Cartographer Merian, and I may even have to rethink its design. I guess with a spell and a minion both with Recall in the showcase, she isn't that needed. Oh, by the way, I intended her to be Un'goro's legendary. I've thought a bit about your Classic class Legendary design, and have come with something, I think, may be better suited for a showcase and the Classic set. It may be a bit busted, I'm sleepy. Oh, and an alternative Nether Storm art, in case you like it better.
Regarding Prophecy, in my head I thought about the possible aggressive Chronicler decks pushing more for quantity than quality with regards to minions. That's why I thought the cost might be alright. I want to think a bit more about the possible implications of Odd and Even Chronicler decks before settling on its cost, but I may end up raising it to 6 just for it's mad refuel value. Also, I think you may be right about Battlecry Chronicler and Gift of the Mountain. I will think about possible archetype alternatives these next few days, even if I like this buff very much, or at least ways to make it feel less forced.
Bumping Trauma up to 4 mana sounds reasonable, and I understand what you say about the other two. They feel cluttered, but those were the product of me going really crazy with the design space and theme of the Witchwood. I may discard one of them, maybe the Gilnean Reveler, just to keep the overall complexity down.
Thank you again for the praise and the advice!
I know you already know this, but the Hero Power will limit AoE design space, but just be careful about that.
Overall, everything looks great. Maybe could have more draw, as many of the cards you have just generate cards and not actually go through your deck.
Click the image to go to my custom Time Traveler class.
Wow I found out about this late. Oh well. A couple notes: one, in my haste to get this posted, balance isn't where I want it to be, but I opted not to wait too long. Also, I swear this was the first thing that came to mind. Don't ask why. Anyway, here goes, and thanks for any advice.
The Magical Girl
The Magical Girl is not a traditional fighter. Far from a hulking brute or wizened mage, she is a normal girl who, when evil rears its head, transforms into a powerful warrior who wields great power in the service of all that is good and pure. Unfortunately, it turns out that high-school girls aren’t exactly disposed to long drag-out brawls. Thus, the Magical Girl must conserve her strength, trusting in her friends to support her and waiting for the right time to unleash her power in a single burst that no evil can stand before.
The Magical Girl’s keyword, and unique mechanic, is Transform. She starts the game in her civilian form, but whenever she plays a card with transform, she-and her portrait-change into her costumed form (or back, if she was costumed). This doesn’t give her any new powers, per se, but several Magical Girl cars get more powerful based on which form she’s in. Generally, her spells become more power while Costumed, and she can better help her minions as a Civilian.
The Magical Girl has a couple of gameplay themes, but mostly she tends towards control/combo, biding her time until she can unleash a big play that ends the game in swift order. She isn’t the best at pure control, and she won’t do the best turbo-combo, but many of her cards are versatile, able to switch roles as needed.
Her primary theme depends heavily on spells, which she generally tries to make more powerful, either through her hero power, or with set cards like Dramatic Power-Up which gives a single big burst of power to be deployed as needed. It also transforms her, which allows her to get the full power out of Star-Shot (hopefully closing out the game).
The Magical Girl is also supported by her classmates, a new tribe that buffs both each other and help the Magical Girl shape the game to her favor (and definitely aren’t those other magical girls she keeps seeing). Though Classmates are heavily tribal-focused and give the Magical Girl a more proactive option, they aren’t aggressive. Most, like the Student Council President, are much slower, either buying the Magical Girl time or helping to set up her other combos. Alternatively, they can all band together with the Power of Friendship and win by themselves.
Even cards outside of the main playstyles are influenced by them. The Monster of the Week sure isn’t winning the game on his own, but he does keep on coming back, and back, and…
The Magical Girl plans for a long game, using her hero power and buffs from her classmates to make her spells more and more powerful until she can blow her opponents away is a single, suitably flashy, blast. She definitely needs helps from her classmates to win, but what would a magical girl be if she couldn’t win through tactical application of friendship?
My main questions:
1) How should I tweak the values of the spell buffs? I'm not sure how to value the ability to build-up damage over time with the hero power
2) Also, the numbers of the Monster. He's not supposed to be super strong (he is the monster of the week), but her certainly shouldn't be worthless
Gonna critique the class as a whole in its first functional state before everything else, so basic and classic. Fortunately for me, the first question you ask is about the hero power. And I gotta say, no, you don't have enough damage spells even slightly to make the hero power good. The hero power already suffers from a few issues in not doing anything by itself and thus being useless on turn 2, revolves around the composition of your deck, it needs to be played preemptively before cards and thus only really activates when you can invest quite a lot of mana in one turn etc, but it doesn't really help any of those issues to include two spells in basic and one in classic that do damage. If I play an Enchanter and actually intend to use my hero power a single time that game, I HAVE to include Flamebreath, Immolate and/or Arcane Spikes. If it just gave my hero spell damage that turn, maybe I could ALSO use it with the singular classic weapon out of two total available to the class, but right now the hero power gives between three spells +1 damage when casted after it that turn. I'd suggest just going with something else for the hero power.
While I was making summoner, which you may remember, may not, I ran into an issue. It had both a class keyword and secrets! I didn't realise when I was first concepting it and I honestly regret it now, but this forced me into dividing up the class pretty awkwardly. In classic, out of 15, Druid has 10 Choose One cards, Shaman has 9 Overload cards and Rogue has 8 Combo cards. Additionally, Mage had 6 Secrets, Hunter had 5 and Paladin had 4.
I couldn't attach my keyword to a secret either, and I needed to give my keyword and secrets both adequete room in the class, yet I've started redoing the entire thing because to this day I still only have 6 keyword cards in there.
Where this all leads is to a very narrow point. You have a keyword, TWO keywords even, weapons, secrets, buffs and spell damage synergy. You've only ended up with 4 cards with a class keyword on them and the keyword barely has a presence in classic. You only have two weapons, you have 3 damage dealing spell cards and no cards in classic that provide any kind of spell damage. I'm not even sure how you could be concerned that Nightwell Tome would be OP when the only ways of turning it on are Inscribed Slate and Leyline Control, one which is another weapon and would break the book, the other which only lasts a turn. After that point you need to start throwing out Ogre Magis and Kobold Geomancers in order to attack with it, and need to maintain Spell Damage +2 throughout the entire process for it to even be above the par of Assassin's Blade.
Essentially, the class it so split up at its core that it ends up doing a lot of different things which demand a lot of cards invested towards them, cards it can't afford to provide, to the point where a large amount of the elements of the class are genuinely nonfunctional. Before wondering about balance of specific cards and the classes survivability, I really think you need to cut off some of the elements of the class because it's looking pretty messy right now.
Hey guys, so i thinking about making a "gunner" class, relate it to artillery and positioning stuff, i struggling to make an interesting yet balance hero power, what do you think about something like this:
also, is the wording ok? you can understand what the hero power do?
edit: omg still problems with the imgs afters six months :(
I uhh... Briefly forgot that not everyone was doing what I was with mostly basic/classic cards and I didn't check to make sure Merrian was even a classic legendary. Sorry for the lecture about a mistake you didn't even make lol, least it ended up being somewhat helpful. The new Nether Storm art is pretty cool, I like it. Algalon is an obvious fit as the classic legendary, but I think it'd be nice if he was a little simpler. He's certainly extreme enough for a classic legendary though, so I'm somewhat happy with him.
I'll be going through some potential other things to include in the showcase today and tomorrow, but since you mentioned something of relevance, might as well just leave this here and stuff.
Details hidden for dramatic effect. You could probably guess the condition though.
The Lich Class
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga"
Yes.
Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK classI hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
I can't claim to be an expert, but sacrifice spooks me a little bit. It seems like the kind of thing that limits design, especially of deathrattles. If you print ways of killing your own minions that are too effective/cheap (and corpse explosion may well fit that), every remotely efficient neutral deathrattle in the game gets like five additional lines of benefit added to it. Same goes for the hero power, might be a bit too easy to get a too much value out of it.
I understand it perfectly, but it seems too complex for a Hero Power.
Well, this definitely does feel like a Death Knight. I don't like that Kel'Thuzad is the Hero when he's also already a card (yes, I know Medivh exists, but that's different because the two have nothing in common other than the name).
This also strikes me a lot like Amaz's Death Knight class. The keyword Sacrifice is the same mechanic as in his class (Requiem), and the Hero Power is exactly the same, down to the name (possibly even art as well). Speaking of the Hero Power and mechanic, Sacrifice is just a better Inspire because it triggers off of the Hero Power and everything else that dies. It feels like everything here is taken. It's also exactly the same as a mechanic from a finalist last time.
The artwork for Phylactery is low-res, but all of your other cards look pretty good.
Click the image to go to my custom Time Traveler class.
As someone who is also using Kel'Thuzad, I think the mindset is that, if Kel'Thuzad existed as a playable class, he never would have been a playable card. Curse of Naxxramas would never have existed in its current form, overlapping heavily with the Lich class itself. If we're assuming the winning custom class existed from the beginning, we have to reassess everything.
@Samswize I'm making my own Lich class about Kel'Thuzad, so I'm not sure if it would be right to look at your example cards/give feedback to you. I don't want to take anything from you - accidentally or otherwise - so it would be safer if we just go our own separate ways. May the best Kel'Thuzad win?
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
Strengths: Value, Card Draw, Anti-Combo
Weaknesses: Slow, Unresponsive, Low Healing
Archetype: Tempo, Control, Combo
When X reaches 0, the Coundown is destroyed.
Countdowns are only for spells. Some minions may cast or generate a Countdowns as well. This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur while a Countdown is active. Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.
Plan for Phase 1:
(Not a collectable card.)
Which gal shall I choose?
Note: Sibyl may be too consistent.
Level Grind + Leeroy = Broken. Will nerf.
Feedback not required.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Haven't needed any feedback because I'm pretty much done and just waiting at this point, but here is my showcase. If you want to comment on it, go ahead. Before anyone says I need to change the name and art of Split the Ground, it will happen at some point.
Notes:
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class.
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flame Rune Sword does exactly that! Swing in with the sword, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chase is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.
Click the image to go to my custom Time Traveler class.
I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.
A quick reminder of what the magician class is:
The Showcase cards:
Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show! as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.
Thank you Kanye,
Very Cool.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
...Soul of Wyrm. Soul of Root. Heart of Void...
I've finished my first draft for my class idea!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target.
I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Hey just looking to see if I could get any quick opinions between some card designs I've been between.
And of course any possible combination of them, not to mention a whole bunch of other ideas I've had that I think I'll just put in the books and save for another card. I realize by the end there are basically two entirely different cards here, so I will probably be using more than one in the future, but the goals of the showcase are mainly to show some spell synergy (Spell Damage isn't really a cornerstone of the class but many of the spells should work well with it, like in Shaman), and then there's also the minion/token buffing, as well as minor themes of tutoring and recursion that I've been hoping to fit in (the idea of the last column is that it's potentially infinite, of course this will be the trickiest to balance).
Hopefully it shouldn't be hard for me to boil down from here, but I was hoping to hear what seems the most appealing.
I want some feedback on the wording of this card:
This is how it should work:
Someone told me it might be interpreted as "it triggers during your opponent's second turn". Like so:
Is the wording clear? Does it explain correctly what i intended? If not, how should i phrase it?
Feedback:
Interesting concept, but i feel the hero power might be too weak. Since the weapon only has 1 durability, and you take damage from attacking, why the inability to attack right away? Compare it to the rogue hp. 2 mana for 2 damage. Rogue attacks twice for 1 dmg, you attack once for 2 dmg. I think the weapon should just be 2/1 with no text.
Overall, you have a nice theme. Try to not put too many "Conjure" words in your card names, as it can get repetitive.
This is quite interesting.
One idea I had for my class was that many of its spells were tagged as "Potion" (such as the Essence of Frost I showcased). However, I dismissed the idea because it would overlap with Kabal Chemist.
But with the "what if this class had existed from the beginning" mindset you display here, maybe Kabal Chemist would've had a different text (such as "Add a Potion from Mean Streets of Gadgetzan" or something like that). Or maybe the Kabal wouldn't have been alchemists in the first place.
As such, I wonder if I could include the Potion tag in future phases, given it's an important feature that wasn't included in the presentation of the class. I'd also like to know if you think the whole "Potion tag" thing is a good idea, but we'll discuss that when Phase II begins. All of these assuming I make it to Phase II, of course xD
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange
Thank you very much for the review and suggestions. The hero power art was just a random image. I'm still thinking about the Lust minion because i know that he's basically a powercreep to a few cards and the version with more health than attack seems good. Bloodlust was my first idea for the mechanic name although it could be misleading because of the existing shaman spell with the same name