In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
Well, something like that:
When you first play him, you have a 4 mana (summon a 0/2 minion) as the Deal selection and a blank 3 mana choice as a No Deal! selection. If you pick the 4 mana selection, you will now have the 4 mana as a No Deal! selection and a 5 mana (summon two 0/2 minions) as a Deal! selection. Repeat that until the 9 mana (summon six 0/2 minions) as a Deal selection. If you pick the No Deal! selection as any point the sequence stops.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
Well, something like that:
When you first play him, you have a 4 mana (summon a 0/2 minion) as the Deal selection and a blank 3 mana choice as a No Deal! selection. If you pick the 4 mana selection, you will now have the 4 mana as a No Deal! selection and a 5 mana (summon two 0/2 minions) as a Deal! selection. Repeat that until the 9 mana (summon six 0/2 minions) as a Deal selection. If you pick the No Deal! selection as any point the sequence stops.
May seem complicated, but I actually like this card!
I see many cards giving Spell Damage, so I assume there are gonna be many spells dealing low damage. Direct damage looks very powerful in this case (ability to burn opponent's face). Deal keyword is very flexible - it is also not easy to play around IMO and forces opponent to think a bit. I love this concept so much !
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
I really like the feel of the class, but I feel that you're missing a really big unexplored potential: Effects that shuffle cards into the bottom of your deck to synergize with the Script and deck manipulation effects.
Lady Raine's stats is just so weak for a Legendary. I think she needs to be something like a 7/8 or drop her cost to 6.
Mad Shuffle is so expansive as 2 mana since you basically lose one card from your hand. I think I would drop the cost to 0 mana.
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
I'll be honest: I don't like the feel of your class since it approach on the Mage flavor of Fire magic. Even Shaman with their Elemental flavor only has a few Fire Elemental; not to mention your class is literally call the Battle Mage. All of your cards I can easily see print in the Mage class and that is NOT a good way to distinguish your class and carve out a niche for it in the game.
The Infuser
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
I honestly very worry about this mechanic simply due to the fact that you can reduce an enemy minion's attack to 0 and thus make the opponent unable to get rid of it and shrink down one of their board space. The class that will most affected by this is Paladin with their Silver Hand Recruit and that is just not fun for the opponent.
@SunnoxPL: Nexus-King sounds more complicated than it actually is because you will have the visual aid for you the entire rather than discuss it by words. I would do a visual aid but I can't because Hearthcards is acting really weird right now. And like I mentioned, the class's damage will most likely be very expansive in term of mana (3 mana or more) or can't target face except for cards generated the Contract in order to avoid too much power with the Spell Damage synergy and encourage them to fight for board a little bit rather than just flood the board with Spell Damage than OTK the face, especially when there are minions with +2, +3, +4 or even more Spell Damage in this class.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Thank you for feedback ! When it comes to the Beast tag, yeah, they're all beasts (besides Vessels), but it doesn't fit to my class when every minion is a Beast. That's why I abandoned it.
Weapons are coming, firstly I had to see whether this cocept makes sense for people.
I agree that Ice Crawler and Husk Guardian are weak, but they are here to show how does my class works (armor, taunts, freezing face as a drawback). They are definitely going to be changed.
I also appreciate you liked the concept. I understand that probably none will dive into the lore, but I don't expect that. I like transferring my fav games to HS, this is one of the best occasions to share with others :D
Edit: More cards (probably weapons) coming tommorow, I have to sleep sometimes.
Your Hero Power is a little complex, especially since the produced tokens are wordy.
I like this new Script keyword a lot. Far more concise and easier to keep track of.
Using discard in creative ways is not very easy. It is inherently a negative thing so all it can do is act as a cost for something. Warlock has covered most of the bases for that: Discard as a cost to summon, as a cost to cast a spell, and as an active requirement. They even have targeted discarding. I'll be honest, you'll be hard pressed to think of way to discard.
That being said, I know something that might help you, from an old card game I used to play. Try variable discarding. Example A: Spell, deal X damage, discard a card. If it was a minion, do A. If it was a spell, do B. It's wordy, but you can also do: Minion, 4 mana 4/4, discard a card, if it was a minion, gain +2/+2.
I'd help more, but this is a competition after all. :^)
So, last words, a couple of notes on your cards. "Burn" is not the correct term, use discard. Sleight of Hand can easily cost 3. Lady Reine is now useless due to the keyword change.
Aha. I see. You're doing a class *very* similar to one done by a friend of mine for the last class comp, keyword wise. I'll keep an eye out for this. (FYI, he used 15 HP) In addition, this is a mechanic I'm very familiar with due to Shadowverse.
I think this class is pretty solid so far. I'm getting a radically different flavour from my friend's class, which is a very good thing. My final comment is to not treat your health as a resource too often otherwise you class will forever be badly skewed against midrange and anything faster. (example, your 5 mana Bloodletter card. Fits the class theme, but a 5 mana 5/5 for a delayed heal of 5 is very poor in basically any matchup.)
While the Hero Power is not bad, I would like to point out it cannot be played at all if the board is empty and has no weapon. In fact, I don't think even if they did have a weapon, you could use this HP as their Attack value is inactive on your turn. Just a little pointer, it's not too serious as the HP itself is very simple, a good thing.
Interesting keyword.
The funny thing is, this card is actually low-key very powerful. It's balanced, though, about Swipe or Fireball level.
Try to follow Earth Shock's wording.
Class seems good so far. Take care to unify your card art. You used a Draenei hero, a race with *way* too much art. It would do you well to use more draenei art.
...I feel like this keyword is... lacking. It's just not very good. Usually, only two classes will transform an opposing minion, the most common Freeze card, Glacial Shard, is about to be rotated out, and Silence... well... Why would you silence a basically vanilla 4/5? If you do plan on using this keyword, you need to showcase it much better, the Chillwind Yeti absolutely does not cut it, sorry. I do see one of your cards, Lady Deathwhisper* (You need to check your spelling) freezes your own minions, but unless you freeze your own minions *a lot*, which is a problem in of itself, then Amorphic has little use.
Spitfire Blade is insane. 14 damage for 3 mana? Might have to check the balance on that one.
I rounded up the first four classes I did not see to try and give quick feedback to. If anyone else wants a few words from me, let me know.
It may sound rude/weird, but could you give a word or two about my class ? You are a Card Design Champion ! And I am just a normal dude who creates some stuff. I would be so grateful to hear your opinion ! (excuse me for my grammar, not native)
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
While this Hero Power seems balanced, it is actually quite strong, as you are able to clear away most minions early-game. It is essentially "Deal 2 damage" in the early game. Keep this in mind going forward. (I've seen this Hero Power before and a friend of mine has experimented with it before as well)
A note on the overall class theme. Personally, I'm not a huge fan of video game heroes, but I know a large portion of the community is. I won't let this get in the way of looking at your class, of course.
Training is very strong. Conversely, Husk Guardian is very weak. Training is a 1-mana card draw with no downside at all. Be careful about that. (Yes, I know Power Word: Shield has no drawbacks either, but it exists in Priest, the only class that is more or less unable to capitalize on high tempo card draw)
The second card. 3 mana 2/4 is exactly 3 mana (That's for a neutral minion. Don't forget Warrior once has a 3 mana 3/4 Taunt), gain 3 armor... is basically 0.5 mana. This needs to either gain at least 5 armor, or have more stats. I personally prefer this having a bit more of both: 3/4 Taunt, gain 4 armor.
You will need to work very hard for this keyword to be good enough to use. Look at Druid right now. Rastakhan released the exact same idea as this, and Druid cannot use it. I did not see any weapons in the class, but the only way for this keyword to work is weapons. This class *must have weapons*. Otherwise, your *entire* class will be as good as Druid in Rastakhan... not very. Having seen your keyword, I now know why you chose that Hero Power. But, having weapons will then make balancing hard with your keyword. Be careful and think of as many situations as you can when making cards.
Aha. I see. You're doing a class *very* similar to one done by a friend of mine for the last class comp, keyword wise. I'll keep an eye out for this. (FYI, he used 15 HP) In addition, this is a mechanic I'm very familiar with due to Shadowverse.
I think this class is pretty solid so far. I'm getting a radically different flavour from my friend's class, which is a very good thing. My final comment is to not treat your health as a resource too often otherwise you class will forever be badly skewed against midrange and anything faster. (example, your 5 mana Bloodletter card. Fits the class theme, but a 5 mana 5/5 for a delayed heal of 5 is very poor in basically any matchup.)
Tbh this idea came from my argonian mage in skyrim. Originally i wanted to make a freeze/fire hybrid where some ice cards sucked heat (a secondary resource) and other fire cards consumed it. The whole this was too complex for me to balance, so i went with health as a resource. That was inspired by the Darkest Dungeon (where i also got my keyword name from) character The Flagellant. Fire mage + power from losing blood+ reptilian regenerative abilities... you see how this came to be. I should probably look at previous entries to make sure nothing is too similar, but i assure you, everything i made so far is 100% my idea.
Bloodletter is bad, i agree. I won't do any RR cards anymore as they don't represent what i have in mind for the class. Concentrating on basic/classic cards seems the best idea, as they represent the core themes of a class, before any expansion-related synergy is added.
Hi everyone. Last year I was to late to join the CCC but this time around I want to be part of it. I don't have much experience with card creation so I'm looking for as much feedback as possible. Withot further ado, here it comes :
THE DETECTIVE
A class all about solving mysteries with style
Being a big fan of the game "professor Layton", I wanted to build a class around it.
The professor is a true gentleman, which in game translates to effects that apply to both players (like the hero power)
He is also a smart detective, quick to pick up hints and solve puzzles. Puzzles are token cards unique to this class that play into the control focus of the class, as well as enabling a mill archetype (the following cards should be from the Classic set, not the Basic cards, I'll change it enventually)
Now, you might think that the professor is just an old man solving ridiculously complex puzzles late at night, but he is more than that. He's a man of action, ready to step in and fight for justice.
Last but not least, he is accompanied by many friends, in particular he's loyal assistant Luke Triton who's eager to fight crime and make as many animal friends as possible.
Overall, this class has access to a lot of draw, powerful removal and some self sustain tools, making it great for Control and Combo archetypes, with some Mill options. It lacks raw power and stong minions, however, so it wouldn't be suited for Mid-range and Aggro decks.
Well I believe that'll about do it. I hope you like this class as much as I do. Any feedack will be very appriciated, especially in regard to balance or image sizing (I'm not sure that I'm doing it right...)
...I feel like this keyword is... lacking. It's just not very good. Usually, only two classes will transform an opposing minion, the most common Freeze card, Glacial Shard, is about to be rotated out, and Silence... well... Why would you silence a basically vanilla 4/5? If you do plan on using this keyword, you need to showcase it much better, the Chillwind Yeti absolutely does not cut it, sorry. I do see one of your cards, Lady Deathwhisper* (You need to check your spelling) freezes your own minions, but unless you freeze your own minions *a lot*, which is a problem in of itself, then Amorphic has little use.
Spitfire Blade is insane. 14 damage for 3 mana? Might have to check the balance on that one.
I justified Amorphic as my class having AoE freeze and transform effects that affect your side of the board too (kinda like how warrior also damages his minions), but to be honest, I think it's just my hatred for Polymorph and Silence manifested into a keyword. I know they're necessary to the game, but I just can't stand them. I think I'll make another card tomorrow and see if Amorphic finds a place later down the line.
I'm getting mixed signals regarding Spitfire Blade. @Demonxz95 said he liked it:
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
While this Hero Power seems balanced, it is actually quite strong, as you are able to clear away most minions early-game. It is essentially "Deal 2 damage" in the early game. Keep this in mind going forward. (I've seen this Hero Power before and a friend of mine has experimented with it before as well)
A note on the overall class theme. Personally, I'm not a huge fan of video game heroes, but I know a large portion of the community is. I won't let this get in the way of looking at your class, of course.
Training is very strong. Conversely, Husk Guardian is very weak. Training is a 1-mana card draw with no downside at all. Be careful about that. (Yes, I know Power Word: Shield has no drawbacks either, but it exists in Priest, the only class that is more or less unable to capitalize on high tempo card draw)
The second card. 3 mana 2/4 is exactly 3 mana (That's for a neutral minion. Don't forget Warrior once has a 3 mana 3/4 Taunt), gain 3 armor... is basically 0.5 mana. This needs to either gain at least 5 armor, or have more stats. I personally prefer this having a bit more of both: 3/4 Taunt, gain 4 armor.
You will need to work very hard for this keyword to be good enough to use. Look at Druid right now. Rastakhan released the exact same idea as this, and Druid cannot use it. I did not see any weapons in the class, but the only way for this keyword to work is weapons. This class *must have weapons*. Otherwise, your *entire* class will be as good as Druid in Rastakhan... not very. Having seen your keyword, I now know why you chose that Hero Power. But, having weapons will then make balancing hard with your keyword. Be careful and think of as many situations as you can when making cards.
Thank you so so much for the priceless advices ! You pointed out some very important things, I will definitely keep them in mind all the time.
...I feel like this keyword is... lacking. It's just not very good. Usually, only two classes will transform an opposing minion, the most common Freeze card, Glacial Shard, is about to be rotated out, and Silence... well... Why would you silence a basically vanilla 4/5? If you do plan on using this keyword, you need to showcase it much better, the Chillwind Yeti absolutely does not cut it, sorry. I do see one of your cards, Lady Deathwhisper* (You need to check your spelling) freezes your own minions, but unless you freeze your own minions *a lot*, which is a problem in of itself, then Amorphic has little use.
Spitfire Blade is insane. 14 damage for 3 mana? Might have to check the balance on that one.
I justified Amorphic as my class having AoE freeze and transform effects that affect your side of the board too (kinda like how warrior also damages his minions), but to be honest, I think it's just my hatred for Polymorph and Silence manifested into a keyword. I know they're necessary to the game, but I just can't stand them. I think I'll make another card tomorrow and see if Amorphic finds a place later down the line.
I'm getting mixed signals regarding Spitfire Blade. @Demonxz95 said he liked it:
On phone so can’t Quote but still wanted to give you some quick feedback on the idea. The short version is I fucking love the concept, the art, the card borders.
Now the longer version that covers the class more specifically.
- As with the feedback given to me for my Hero Power which also gives a spell token, it might be slightly complex for beginner players. However I personally don’t see too big an issue here since there will obviously be classes that are harder to play than others. Even before looking at the Keyword, the token seems balanced as it is essentially an Arcane Shot.
- Just want to make sure I get the Keyword correctly. Let’s say you have 2 orbs in hand and you play 3 Forecast minions. Only the first 2 get the effect right? And if you cast it the oldest one would go away. If I understood it correctly I do like the Keyword. Though another question, how would it work with spells? (If it works with spells)
Shoot I missed this post XD SRY
Yes, the first two would get the effect, however, if you play the oldest one, the first one would go away. It doesn't work with spells (since they're instant and don't stay on the board), but I may make them discard orbs (or something between those lines, I'm not too sure)
Feedback:
@cL4wzHS: I like the change you made to the keyword it feels simple enough. But personally, I've mixed toughts about your basic set, because some of those are a bit too complex for basic, like MT: Coins and Bribed Dealer, but as this is phase I, it's not too much of a problem, Bribed Dealer looks like a great classic card imo.
@Vilegloom: I won't say much about the Armor-on-minions mechanic, as I've already seen it quite a few times, not a fan of it but it's not bad. I do, however reccomend changing Blazing Hammer to Classic and changing Last Resource cost to 1, it feels weak imo unless you give armor to multiple minions, and if it is that, you're just removing it from minions that benefit from having armor.
@Shatter: I like that you've already your concept settled on your basic set, and it seems really solid, however I just have one question, unless you have planned to have cards that reduce the cost of Deals, how in the hell does Salhadaar works? XD
Okay and just a general question but which portrait seems better for my Weather Wizard? Cogito is making me doubt about so many things XD
And while I still want to show the keyword potential, I also wanted to show other type of cards, I really don't want to make a keyword just to make something flashy (and me getting stressed just by trying to make more spells than minions) so I brought a couple more cards here.
And as always I have serious complication making spells with interesting mechanics, as I don't want to make this the new Mage or Shaman.
Hi everyone. Last year I was to late to join the CCC but this time around I want to be part of it. I don't have much experience with card creation so I'm looking for as much feedback as possible. Withot further ado, here it comes :
THE DETECTIVE
A class all about solving mysteries with style
Being a big fan of the game "professor Layton", I wanted to build a class around it.
The professor is a true gentleman, which in game translates to effects that apply to both players (like the hero power)
He is also a smart detective, quick to pick up hints and solve puzzles. Puzzles are token cards unique to this class that play into the control focus of the class, as well as enabling a mill archetype (the following cards should be from the Classic set, not the Basic cards, I'll change it enventually)
Now, you might think that the professor is just an old man solving ridiculously complex puzzles late at night, but he is more than that. He's a man of action, ready to step in and fight for justice.
Last but not least, he is accompanied by many friends, in particular he's loyal assistant Luke Triton who's eager to fight crime and make as many animal friends as possible.
Overall, this class has access to a lot of draw, powerful removal and some self sustain tools, making it great for Control and Combo archetypes, with some Mill options. It lacks raw power and stong minions, however, so it wouldn't be suited for Mid-range and Aggro decks.
Well I believe that'll about do it. I hope you like this class as much as I do. Any feedack will be very appriciated, especially in regard to balance or image sizing (I'm not sure that I'm doing it right...)
Very excited to take part in this competion !
I'd make the hero power generate the token. This gives you more synergy with your class, as well as make it legal for the competition, since, during this phase, your cards can't generate unique tokens unless they're the same as your hero power's. You could either make those coming from your hero power cost 0, or not have your opponent get one.
Then it is you! is a 4 mana Flame Lance which is also a basic card and Jackpot Machine is a Consecration that mills a card, I'd increase the cost of both by 2. I know you said the point of the class is milling, but Puzzeled Apprentice is straight up bad in most cases, I'd make it give both players a puzzle. Everything else seems fine.
Hi everyone. Last year I was to late to join the CCC but this time around I want to be part of it. I don't have much experience with card creation so I'm looking for as much feedback as possible. Withot further ado, here it comes :
THE DETECTIVE
A class all about solving mysteries with style
Being a big fan of the game "professor Layton", I wanted to build a class around it.
The professor is a true gentleman, which in game translates to effects that apply to both players (like the hero power)
He is also a smart detective, quick to pick up hints and solve puzzles. Puzzles are token cards unique to this class that play into the control focus of the class, as well as enabling a mill archetype (the following cards should be from the Classic set, not the Basic cards, I'll change it enventually)
Now, you might think that the professor is just an old man solving ridiculously complex puzzles late at night, but he is more than that. He's a man of action, ready to step in and fight for justice.
Last but not least, he is accompanied by many friends, in particular he's loyal assistant Luke Triton who's eager to fight crime and make as many animal friends as possible.
Overall, this class has access to a lot of draw, powerful removal and some self sustain tools, making it great for Control and Combo archetypes, with some Mill options. It lacks raw power and stong minions, however, so it wouldn't be suited for Mid-range and Aggro decks.
Well I believe that'll about do it. I hope you like this class as much as I do. Any feedack will be very appriciated, especially in regard to balance or image sizing (I'm not sure that I'm doing it right...)
Very excited to take part in this competion !
I'd make the hero power generate the token. This gives you more synergy with your class, as well as make it legal for the competition, since, during this phase, your cards can't generate unique tokens unless they're the same as your hero power's. You could either make those coming from your hero power cost 0, or not have your opponent get one.
Then it is you! is a 4 mana Flame Lance which is also a basic card and Jackpot Machine is a Consecration that mills a card, I'd increase the cost of both by 2. I know you said the point of the class is milling, but Puzzeled Apprentice is straight up bad in most cases, I'd make it give both players a puzzle. Everything else seems fine.
Thanks for the feed back ! I always have a hard time balancing cards so I really appreciate it. I like your suggestions so let's discuss them.
HERO POWER. Originaly I was gonna make it give a Puzzle to both players but I feel like it's not straight forward. I don't like the idea of a hero power generating token cards, eventhough it would give a oot of consistency to synergie cards. I was think of making Puzzles the center of the Classic set but not appear in Basic cards for simplicity. Maybe something like "draw a card and give a Puzzle to your opponent" could work...
THEN IT IS YOU! I completly forgot about Flame Lance, thanks for reminding me. I think that rather then making the exact same card I should change it, maybe 7 or 6 damage for 4 would be right. The idea is to have a solid single target removal tool for the class so I don't want to make it to expensive.
JACKPOT MACHINE. So yeah it's similar to Consecration but I think the coins offer some compensation to the opponent. I don't know what would be best between making it 4 mana or deal 1 to all enemies. Maby the later would be more intersting since it would be a cheap AoE.
PUZZELED APPRENTICE. I completly agree with you, the card would be better and more synergystic this way. Maybe "add 2 Puzzles to your opponents hand" could work but I think I'll keep it for later designs
I'm not quite done with all the cards I'll submit so I'm trying to seen what sticks. Thanks again.
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
Examples:
Some more additions to show possible interactions with the Hero Power and to capture the theme of travelling entertainers:
And I'd like to introduce the following keyword:
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Examples for some effects:
Another example of how it could be used:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects:
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
...Soul of Wyrm. Soul of Root. Heart of Void...
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
Thank you Kanye,
Very Cool.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
Thank you Kanye,
Very Cool.
Well, something like that:
When you first play him, you have a 4 mana (summon a 0/2 minion) as the Deal selection and a blank 3 mana choice as a No Deal! selection. If you pick the 4 mana selection, you will now have the 4 mana as a No Deal! selection and a 5 mana (summon two 0/2 minions) as a Deal! selection. Repeat that until the 9 mana (summon six 0/2 minions) as a Deal selection. If you pick the No Deal! selection as any point the sequence stops.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
May seem complicated, but I actually like this card!
I see many cards giving Spell Damage, so I assume there are gonna be many spells dealing low damage. Direct damage looks very powerful in this case (ability to burn opponent's face). Deal keyword is very flexible - it is also not easy to play around IMO and forces opponent to think a bit. I love this concept so much !
...Soul of Wyrm. Soul of Root. Heart of Void...
I'm not very similar with the lore of the game, but I feel like a lot of them should have the Beast tag since the game listed insects (Giant Wasp, Emerald Reaver, Plated Beetle, Vilebrood Skitterrer, Lifedrinker etc.) as Beasts.
I like concept of an Attacker class, but is a little baffled why didn't you create a weapon if Fury seems to be an important aspect to the class.
Ice Crawler and Husk Guardian seems really weak. Compare Husk Guardian with Hot Spring Guardian and Ice Crawler with Druid of the Claw
I really like the feel of the class, but I feel that you're missing a really big unexplored potential: Effects that shuffle cards into the bottom of your deck to synergize with the Script and deck manipulation effects.
Lady Raine's stats is just so weak for a Legendary. I think she needs to be something like a 7/8 or drop her cost to 6.
Mad Shuffle is so expansive as 2 mana since you basically lose one card from your hand. I think I would drop the cost to 0 mana.
I'll be honest: I don't like the feel of your class since it approach on the Mage flavor of Fire magic. Even Shaman with their Elemental flavor only has a few Fire Elemental; not to mention your class is literally call the Battle Mage. All of your cards I can easily see print in the Mage class and that is NOT a good way to distinguish your class and carve out a niche for it in the game.
I honestly very worry about this mechanic simply due to the fact that you can reduce an enemy minion's attack to 0 and thus make the opponent unable to get rid of it and shrink down one of their board space. The class that will most affected by this is Paladin with their Silver Hand Recruit and that is just not fun for the opponent.
@SunnoxPL: Nexus-King sounds more complicated than it actually is because you will have the visual aid for you the entire rather than discuss it by words. I would do a visual aid but I can't because Hearthcards is acting really weird right now. And like I mentioned, the class's damage will most likely be very expansive in term of mana (3 mana or more) or can't target face except for cards generated the Contract in order to avoid too much power with the Spell Damage synergy and encourage them to fight for board a little bit rather than just flood the board with Spell Damage than OTK the face, especially when there are minions with +2, +3, +4 or even more Spell Damage in this class.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Thank you for feedback ! When it comes to the Beast tag, yeah, they're all beasts (besides Vessels), but it doesn't fit to my class when every minion is a Beast. That's why I abandoned it.
Weapons are coming, firstly I had to see whether this cocept makes sense for people.
I agree that Ice Crawler and Husk Guardian are weak, but they are here to show how does my class works (armor, taunts, freezing face as a drawback). They are definitely going to be changed.
I also appreciate you liked the concept. I understand that probably none will dive into the lore, but I don't expect that. I like transferring my fav games to HS, this is one of the best occasions to share with others :D
Edit: More cards (probably weapons) coming tommorow, I have to sleep sometimes.
...Soul of Wyrm. Soul of Root. Heart of Void...
I rounded up the first four classes I did not see to try and give quick feedback to. If anyone else wants a few words from me, let me know.
It may sound rude/weird, but could you give a word or two about my class ? You are a Card Design Champion ! And I am just a normal dude who creates some stuff. I would be so grateful to hear your opinion ! (excuse me for my grammar, not native)
...Soul of Wyrm. Soul of Root. Heart of Void...
Tbh this idea came from my argonian mage in skyrim. Originally i wanted to make a freeze/fire hybrid where some ice cards sucked heat (a secondary resource) and other fire cards consumed it. The whole this was too complex for me to balance, so i went with health as a resource. That was inspired by the Darkest Dungeon (where i also got my keyword name from) character The Flagellant. Fire mage + power from losing blood+ reptilian regenerative abilities... you see how this came to be. I should probably look at previous entries to make sure nothing is too similar, but i assure you, everything i made so far is 100% my idea.
Bloodletter is bad, i agree. I won't do any RR cards anymore as they don't represent what i have in mind for the class. Concentrating on basic/classic cards seems the best idea, as they represent the core themes of a class, before any expansion-related synergy is added.
Ty for the feedback.
Hi everyone. Last year I was to late to join the CCC but this time around I want to be part of it. I don't have much experience with card creation so I'm looking for as much feedback as possible. Withot further ado, here it comes :
THE DETECTIVE
A class all about solving mysteries with style
Being a big fan of the game "professor Layton", I wanted to build a class around it.
The professor is a true gentleman, which in game translates to effects that apply to both players (like the hero power)
He is also a smart detective, quick to pick up hints and solve puzzles. Puzzles are token cards unique to this class that play into the control focus of the class, as well as enabling a mill archetype (the following cards should be from the Classic set, not the Basic cards, I'll change it enventually)
Now, you might think that the professor is just an old man solving ridiculously complex puzzles late at night, but he is more than that. He's a man of action, ready to step in and fight for justice.
Last but not least, he is accompanied by many friends, in particular he's loyal assistant Luke Triton who's eager to fight crime and make as many animal friends as possible.
Overall, this class has access to a lot of draw, powerful removal and some self sustain tools, making it great for Control and Combo archetypes, with some Mill options. It lacks raw power and stong minions, however, so it wouldn't be suited for Mid-range and Aggro decks.
Well I believe that'll about do it. I hope you like this class as much as I do. Any feedack will be very appriciated, especially in regard to balance or image sizing (I'm not sure that I'm doing it right...)
Very excited to take part in this competion !
I justified Amorphic as my class having AoE freeze and transform effects that affect your side of the board too (kinda like how warrior also damages his minions), but to be honest, I think it's just my hatred for Polymorph and Silence manifested into a keyword. I know they're necessary to the game, but I just can't stand them. I think I'll make another card tomorrow and see if Amorphic finds a place later down the line.
I'm getting mixed signals regarding Spitfire Blade. @Demonxz95 said he liked it:
Thank you so so much for the priceless advices ! You pointed out some very important things, I will definitely keep them in mind all the time.
...Soul of Wyrm. Soul of Root. Heart of Void...
You're getting two better Powershots for the price of one.
Shoot I missed this post XD SRYYes, the first two would get the effect, however, if you play the oldest one, the first one would go away. It doesn't work with spells (since they're instant and don't stay on the board), but I may make them discard orbs (or something between those lines, I'm not too sure)
Feedback:
@cL4wzHS: I like the change you made to the keyword it feels simple enough. But personally, I've mixed toughts about your basic set, because some of those are a bit too complex for basic, like MT: Coins and Bribed Dealer, but as this is phase I, it's not too much of a problem, Bribed Dealer looks like a great classic card imo.
@Vilegloom: I won't say much about the Armor-on-minions mechanic, as I've already seen it quite a few times, not a fan of it but it's not bad. I do, however reccomend changing Blazing Hammer to Classic and changing Last Resource cost to 1, it feels weak imo unless you give armor to multiple minions, and if it is that, you're just removing it from minions that benefit from having armor.
@Shatter: I like that you've already your concept settled on your basic set, and it seems really solid, however I just have one question, unless you have planned to have cards that reduce the cost of Deals, how in the hell does Salhadaar works? XD
Okay and just a general question but which portrait seems better for my Weather Wizard?
Cogito is making me doubt about so many things XDAnd while I still want to show the keyword potential, I also wanted to show other type of cards, I really don't want to make a keyword just to make something flashy (and me getting stressed just by trying to make more spells than minions) so I brought a couple more cards here.
And as always I have serious complication making spells with interesting mechanics, as I don't want to make this the new Mage or Shaman.
The joke is you.
I'd make the hero power generate the token. This gives you more synergy with your class, as well as make it legal for the competition, since, during this phase, your cards can't generate unique tokens unless they're the same as your hero power's. You could either make those coming from your hero power cost 0, or not have your opponent get one.
Then it is you! is a 4 mana Flame Lance which is also a basic card and Jackpot Machine is a Consecration that mills a card, I'd increase the cost of both by 2. I know you said the point of the class is milling, but Puzzeled Apprentice is straight up bad in most cases, I'd make it give both players a puzzle. Everything else seems fine.
Ok, I see what you mean. How about a 4 mana 2/2 that deals damage to adjacent minions INSTEAD.
Thanks for the feed back ! I always have a hard time balancing cards so I really appreciate it. I like your suggestions so let's discuss them.
HERO POWER. Originaly I was gonna make it give a Puzzle to both players but I feel like it's not straight forward. I don't like the idea of a hero power generating token cards, eventhough it would give a oot of consistency to synergie cards. I was think of making Puzzles the center of the Classic set but not appear in Basic cards for simplicity. Maybe something like "draw a card and give a Puzzle to your opponent" could work...
THEN IT IS YOU! I completly forgot about Flame Lance, thanks for reminding me. I think that rather then making the exact same card I should change it, maybe 7 or 6 damage for 4 would be right. The idea is to have a solid single target removal tool for the class so I don't want to make it to expensive.
JACKPOT MACHINE. So yeah it's similar to Consecration but I think the coins offer some compensation to the opponent. I don't know what would be best between making it 4 mana or deal 1 to all enemies. Maby the later would be more intersting since it would be a cheap AoE.
PUZZELED APPRENTICE. I completly agree with you, the card would be better and more synergystic this way. Maybe "add 2 Puzzles to your opponents hand" could work but I think I'll keep it for later designs
I'm not quite done with all the cards I'll submit so I'm trying to seen what sticks. Thanks again.
Hi everybody!
Here I'd like to share my ideas for the CCC:
The Swindler
Alternative wording for the Hero Power:
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
Examples:
Some more additions to show possible interactions with the Hero Power and to capture the theme of travelling entertainers:
And I'd like to introduce the following keyword:
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Examples for some effects:
Another example of how it could be used:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects: