Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
Edit: Just as a reminder, the Hero Power is "Freeze a character." In case you're wondering why cards like Shattering Blast and Frozen Soul exist.
I will try to reciprocate some feedback when I get home later.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It´s only day 2 of phase 2 and everybody has already finished their basic set
wtf guys
As for me my biggest issur will be to not do the same thing as the gazillion other hand synergy classes in this comp
I donno about everyone else, but I'm going to be busy with finals and lab assignments for the next 4 weeks, so I want to be done with this ASAP. I'll try to pop up when I take a break to give some feedback around here.
Thank you all for the feedback! These are the unchanged cards:
And here is what i changed:
Crocodilian guard:
------------->
The old version was too good, i agree. This version only empowers the Hero Power for one turn, and it doesn't pass through divine shield. My question is this: is the combo of Crocodilian Guard + Conflagration + Hero Power on turn 10 too good? It's a one side twisting nether for 10 mana (2 card combo).
Fan the Flames:
--------->
or
The old Fan the Flames had a typo. Spell power does not exist. However, after i corrected it, the text looks too small. I crammed it into 2 lines because of the restriction, and it looks bad now. Is the 1 mana version ok? It persists from turn to turn, but it looks better. I could also just make it 2 mana "The next spell you cast gains spell damage +2", but that might be too OP. What do you think?
Sanguine Rune:
--------->
The old version allowed for an "infinite" cycle of this spell copying itself. the new version utilizes the wording of Simulacrum. It still copies spells in your deck, but in a different way. It's a simple effect, but hard to master as you need to remember what was the last spell you drew.
I'll try to review some classes later tonight. Until then, feedback is welcomed and encouraged! Be sure to open all spoilers!
That's a 3 card combo that only wipes your opponent's board for 10, so it really depends on how good your class' draw is. I'd say make the Crock a 6/5/6. The second fan of flames seems fine. You could keep the original Rune if you add (except this card)
Here are my cards. I've posted some earlier, but no one seemed to notice them (probably shouldn't have put them in a spoiler:P)
I feel most of them are quite simple and easy to understand. The only one I'm worried is too complicated is Earthquake.
Question: Is "Can't attack" considered a keyword? Because then I's have 3 basic keywords, along with Taunt and Freeze.
Well Metaleech and Earthquake don't feel very Basic to me. The first I think should use Spend instead of Destroy like Reckless Flurry and you don't need to specify "This" ex: Forbidden Ancient. For the second one, why not make it just 4 damage to the Rightmost and Leftmost enemy minion?
For the wording of Icy Rain you should to specify at the start of whose turn, like Doomsayer or Nat, the Darkfisher do.
Otherwise the other cards look peachy to me. And I don't think "Can't Attack" counts as a keyword.
The idea with Earthquake is that there's an epicentre and the rest of the damage gets dissipated as it travels along. But I agree, the two cards don't seem very basic, I'll see what I come up with.
Question: Is "Can't attack" considered a keyword? Because then I's have 3 basic keywords, along with Taunt and Freeze.
No, "Can't attack" is not a Keyword. Keywords are only the effects that are printed in bold, that provide an additional explanation when one hovers over them.
ctually, my cards also got forgotten (I guess :P), so here they are
Feedback always appreciated ! :)
Not sure on Precise forging, might want to get more feedback on that one.
Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.
Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?
You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.
Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
I will try to reciprocate some feedback when I get home later.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
I will try to reciprocate some feedback when I get home later.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Oh, you're not alone. Tox has talked at length regarding his displeasure with people "pushing" their cards, going up to the limit in their strength and balance. I agree in-that some cards would be worse off, which is why I gimped some of mine on purpose (Shattering Blast dealing 5, Dark Binding being strictly worse than Divine Hymn, etc.). It's an inherent difficulty with trying to create "old" cards, ones that have to be judged by an outdated mindset before power-creep and the like. Divine Hymn didn't even exist back then; compared to Flash Heal, my card looks pretty sweet.
Thank you for giving my cards a look; I'm about to leave, so I'll give yours a read when I return later tonight :)
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
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
-------->
-------->
Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Arcane Elixir feels is too dangerous at 0 mana. However, it seems crap at 1 Mana: if you have to play a minion and also pay 1 Mana per Arcane Elixir, wouldn't you rather run Kobold Geomancer?
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Volcanic Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
ctually, my cards also got forgotten (I guess :P), so here they are
Feedback always appreciated ! :)
Not sure on Precise forging, might want to get more feedback on that one.
Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.
Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?
You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.
Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.
The rest seems fine.
Pure Defence has synergy with Aspid Gruz, and also there will come more cards with this kind of synergy.
I agree, Parry is a bit too strong, probably will reduce Armor to 5.
Monarch wings are difficult to balance. Yes, you need to have 12 Armor to draw 3 cards, but there are many ways to quickly produce Armor. But probably they will cost 4 mana as you suggest.
The point for Aspid Gruz is to have a multiplying minon. My class does not have synergies with cards in deck or summoned from it, and Aspid Gruz fits the theme of swarming the board with small minions. I don't think that I should write where I summon that Aspid from. I mean, look at Piloted Shredder or Summoning Stone. If it was summoning from the deck, it would be specified like on Piloted Reaper (I know it summons from hand but it's the same situation).
When it comes to Life Cocoon, just look on the Lost in the Jungle. You summon 2 dudes for 1 mana, in my card you summon 3 Gruzes for 2 mana.
ctually, my cards also got forgotten (I guess :P), so here they are
Feedback always appreciated ! :)
Not sure on Precise forging, might want to get more feedback on that one.
Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.
Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?
You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.
Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.
The rest seems fine.
Pure Defence has synergy with Aspid Gruz, and also there will come more cards with this kind of synergy.
I agree, Parry is a bit too strong, probably will reduce Armor to 5.
Monarch wings are difficult to balance. Yes, you need to have 12 Armor to draw 3 cards, but there are many ways to quickly produce Armor. But probably they will cost 4 mana as you suggest.
The point for Aspid Gruz is to have a multiplying minon. My class does not have synergies with cards in deck or summoned from it, and Aspid Gruz fits the theme of swarming the board with small minions. I don't think that I should write where I summon that Aspid from. I mean, look at Piloted Shredder or Summoning Stone. If it was summoning from the deck, it would be specified like on Piloted Reaper (I know it summons from hand but it's the same situation).
When it comes to Life Cocoon, just look on the Lost in the Jungle. You summon 2 dudes for 1 mana, in my card you summon 3 Gruzes for 2 mana.
Anyway, thanks for feedback :)
Sorry, I misunderstood what Aspid Gruz does. You should probably specify "Summon A Aspid Gruz".
Oh, yeah, Lost in the Jungle exists. Still, basic cards should be somewhat weaker than ones you open from packs. Do with that one as you see fit.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Arcane Elixir feels is too dangerous at 0 mana. However, it seems crap at 1 Mana: if you have to play a minion and also pay 1 Mana per Arcane Elixir, wouldn't you rather run Kobold Geomancer?
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Dragonfire Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
Giving some spells 'Potion' tag may seem weird, but I think that it's an interesting idea.
Potion Researcher (second option) is more viable than the previous one. You don't have to focus on him, so he won't be an auto-removeall-target.
Escape from Lab makes an interesting combo with For Science!, however I don't think that it is too OP. It's 10 mana draw 7 cards (potentially more) and deal some damage to enemy minions (you are also left with an empty board). It looks very slow, so imo it's fine.
Therefore, I would keep For Science!, it doesn't look like something super complex that wouldn't fit into the basic set. Mortal Coil could be considered complex as well, but it is there, so i think For Science! is a nice card. You just have to be beware of interactions with Spell Damage.
Arcane Elixir is fine, at 1 mana it would be very bad as you said. Healing Spray is good as well, when compared to Healing Rain, restoring 4 Health randomly is worth 1 mana, which is fine.
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
I will try to reciprocate some feedback when I get home later.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Oh, you're not alone. Tox has talked at length regarding his displeasure with people "pushing" their cards, going up to the limit in their strength and balance. I agree in-that some cards would be worse off, which is why I gimped some of mine on purpose (Shattering Blast dealing 5, Dark Binding being strictly worse than Divine Hymn, etc.). It's an inherent difficulty with trying to create "old" cards, ones that have to be judged by an outdated mindset before power-creep and the like. Divine Hymn didn't even exist back then; compared to Flash Heal, my card looks pretty sweet.
Thank you for giving my cards a look; I'm about to leave, so I'll give yours a read when I return later tonight :)
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
-------->
-------->
Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Arcane Elixir feels is too dangerous at 0 mana. However, it seems crap at 1 Mana: if you have to play a minion and also pay 1 Mana per Arcane Elixir, wouldn't you rather run Kobold Geomancer?
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Volcanic Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
Yes, having one slightly more complex card in the Basic set is fine, as long as it isn't something like Rin, the First Disciple. Look at Tracking for instance, or even Future Sight from my Time Traveler. Even Animal Companion to a lesser degree. For Science! is fine as your one more complicated Basic card. It's actually kinda like Phalanx in a way. I think you can keep For Science!
Although I really like the idea of tagging Potions, it feels weird to do it as part of a new class, and it would make more sense if this was a new expansion instead. One thing we can't really do with these class competitions is retroactively change Hearthstone. It's currently the way that it is.
ctually, my cards also got forgotten (I guess :P), so here they are
Feedback always appreciated ! :)
Not sure on Precise forging, might want to get more feedback on that one.
Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.
Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?
You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.
Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.
The rest seems fine.
Pure Defence has synergy with Aspid Gruz, and also there will come more cards with this kind of synergy.
I agree, Parry is a bit too strong, probably will reduce Armor to 5.
Monarch wings are difficult to balance. Yes, you need to have 12 Armor to draw 3 cards, but there are many ways to quickly produce Armor. But probably they will cost 4 mana as you suggest.
The point for Aspid Gruz is to have a multiplying minon. My class does not have synergies with cards in deck or summoned from it, and Aspid Gruz fits the theme of swarming the board with small minions. I don't think that I should write where I summon that Aspid from. I mean, look at Piloted Shredder or Summoning Stone. If it was summoning from the deck, it would be specified like on Piloted Reaper (I know it summons from hand but it's the same situation).
When it comes to Life Cocoon, just look on the Lost in the Jungle. You summon 2 dudes for 1 mana, in my card you summon 3 Gruzes for 2 mana.
Anyway, thanks for feedback :)
Personally, I've never been a fan of card designs like "deal 1 damage, three times" or something like that. It really should just be "deal 3 damage". Yes, I am aware that it has synergy with Spell Damage and breaks through Divine Shield, but I feel designs like these are really unintuitive. This is exactly how I feel about Pure Defense. By the way, I'd also just run Parry instead.
Typo on Asprid Gruz. It should say "summon an Asprid Gruz".
Monarch Wings might be too strange for a Basic card.
Everything else seems fine.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
I will try to reciprocate some feedback when I get home later.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Oh, you're not alone. Tox has talked at length regarding his displeasure with people "pushing" their cards, going up to the limit in their strength and balance. I agree in-that some cards would be worse off, which is why I gimped some of mine on purpose (Shattering Blast dealing 5, Dark Binding being strictly worse than Divine Hymn, etc.). It's an inherent difficulty with trying to create "old" cards, ones that have to be judged by an outdated mindset before power-creep and the like. Divine Hymn didn't even exist back then; compared to Flash Heal, my card looks pretty sweet.
Thank you for giving my cards a look; I'm about to leave, so I'll give yours a read when I return later tonight :)
My rule of design for the Basic set is always look to the balance of the Classic and Basic cards. I created Astral Wrath with Fan of Knives and Consecration in mind. Supernova is created with Flamestrike, Twisting Nether and Brawl in mind rather than the other expansions cards. The only cards I did not do this are Starcaller (I look up Grim Necromancer). That is how I avoid power creep and design the cards.
Edit: I fixed the typo on Starcaller and Astral Intellect. New art for Supernova.
Here's what I'll be submitting. Feedback is welcome!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.
I know this is something stupid, but it'd be cool if Fossiles would be actual fossiles (such as a T-Rex, a sabertooth, a mammoth). It's weird that they are just skeletons.
I also agree with previous feedback, some of the artworks are quite lacking and I don't understand the flavor behind Cursestick.
Basic Set now finished. Hot-Headed Instructor is finished and Touch of Ice is now added (yes, I know it's a slightly better Frost Shock, but I don't think that's a bad thing). Violent Slash also has slightly different wording to indicate the effect is chosen, and against some people's wishes, I've decided to keep it at 3 mana.
As for showcase cards, my current thought is:
Cryoball
Horde Hatchet
Ember Seeker
Violent Slash
Phalanx
I think I already told you something similar, but your cards are really good, despite the fact that 4 Armor gain cards seems too much.
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
I like that you reduced the RNG level of your cards, even though Astral Intellect is still there.
Be careful with presentation, though. I've noticed a couple typos and similar stuff:
Astral Intellect should read: "A random player draws three cards."
Star Caller should read: "After your opponent summons a minion, summon a 0/1 Astral Spirit." Also, this card doesn't seem Basic (but given it's only this card, it's fine I guess).
Supernova's artwork has a watermark I cannot unsee. Find another artwork or remove the watermark with an image editing tool.
Dumping my current cards for some feedback. Ran out of time, will give feedback tomorrow. Everyone's sets are looking good so far!
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Not sure about Tinker, I think targeting weapons is a bit tricky. It's interesting, but can also limit the design space for your weapons, so be careful.
Scrap Armor is quite complex. I think you should replace it with another Mech, or Mech synergy (or both things at the same time!)
Otherwise, you're good. Brass Bodyguard could be a 6/6 or a 5/7, but since almost all Basic Taunts are crap, it doesn't seem out of place.
Monarch Wings is very complex for a Basic card, it should probably be a Classic Rare or Epic. You already have a lot of Armor synergy, too.
A good replacement would be the 4/6/1 weapon you used to have, it had a very Basic feel. The only problem is that it might be dangerous in combination with Precise Forging.
Pure Defense should probably cost 3 Mana or give 3 Armor twice.
Wow! Meeting the challenges is a lot harder than I thought... Keeping the cardtexts short and simple and at the same time interesting enough is no easy task. (At the moment I've got the feeling, that the Basic Set might be the hardest of all...)
So here's the direction I'm heading for with my "Swindler"-Class:
Main mechanics are carddraw, ambivalent card-effects and using your opponent's ressources. The themes regarding flavor are manipulation and trickery, under the overall image of "travelling entertainers".
I've tried to keep it simple and to still catch the flavor:
Due to the "only 2 minions" challenge, I'm experimenting with this idea:
Quite similiar to the summoned Shaman-Totems and the Hunter Companions, the Swindler wil equip a random weapon when this spell is cast. As I decided that the Swindler is not supposed to carry "Heavy Weaponry", I came up with these items:
Accessories:
At the moment I'm not quite sure if this is completely stupid, or maybe an idea to work upon. Do you think these are balanced? I don't know, if Spell Damage +1 is rather weak, or maybe even too strong, because it's hard to be removed. And dealing damage plus card-draw might be too powerful in comparsion to the other two...
I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcased cards:
Remaining basic set:
Hopefully nothing really needs an explanation since it's the basic set :P
Phase 1 Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
I got this card “Shuffle a seed into your deck”, which will summon a Seedling with evergrowth (token from my hero power with the special keyword)
Is this kind of card going against the rule of the “no special keyword”? Or is ok because It’s not in the actual body of the card?
The safest direction would be to assume that such a thing is not allowed. Your special Keyword should not be found on your Basic cards, and you are technically producing a token that has the Keyword on it. It's not found on the base card, but it's still involved in the chain of events. If I was in your position and wanted a lot of "Shuffle a seed" effects present, I would go heavy on them in the Classic set and ignore them for now.
No one else is online to discuss the matter, unfortunately, although I can try to provide a more clear answer tomorrow if you would prefer. From my current position, the answer appears to be No.
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
Wow! Meeting the challenges is a lot harder than I thought... Keeping the cardtexts short and simple and at the same time interesting enough is no easy task. (At the moment I've got the feeling, that the Basic Set might be the hardest of all...)
So here's the direction I'm heading for with my "Swindler"-Class:
Main mechanics are carddraw, ambivalent card-effects and using your opponent's ressources. The themes regarding flavor are manipulation and trickery, under the overall image of "travelling entertainers".
I've tried to keep it simple and to still catch the flavor:
Due to the "only 2 minions" challenge, I'm experimenting with this idea:
Quite similiar to the summoned Shaman-Totems and the Hunter Companions, the Swindler wil equip a random weapon when this spell is cast. As I decided that the Swindler is not supposed to carry "Heavy Weaponry", I came up with these items:
Accessories:
At the moment I'm not quite sure if this is completely stupid, or maybe an idea to work upon. Do you think these are balanced? I don't know, if Spell Damage +1 is rather weak, or maybe even too strong, because it's hard to be removed. And dealing damage plus card-draw might be too powerful in comparsion to the other two...
Any feedback would really be appreciated!
Didn't you change your hero power last phase because you can't select the card you discard?
Beneath your dignity could probably cost 3. The rest of the 6 cards seems fine.
Your accessories may actually be too weak. If you look at the Animal Companions, they are slightly stronger for their cost. What I'd do for the weapons.:
Trickster's Ring: A 1/2 and give it "Can't attack heroes".
Lucky Charm: A 0/3 that looses durability when attacking.
I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcased cards:
Remaining basic set:
Hopefully nothing really needs an explanation since it's the basic set :P
Phase 1 Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
Cauterize is really strong, since it's basically an execute that also work on undamaged minions (most of the times, if you broke a Divine Shield). I'd make that 2. If you meant "that your hero attacked", then it's fine, but you should clarify. The rest of the cards seem ok.
Earthquake is similar to Swipe, except it can't damage heroes and deals a bit more damage to minions adjacent to the target, as well as damaging all minions. Living Ice Prison is a slowdown tool and makes your opponent think about what they want to play last.
Sorry for no feedback until now , but I had realy hard time with exams.
@turkeybag
Your cards looks nice. I'm not sure if Summoned Battleaxe isn't a bit too weak. Still I'm not realy a fan of your Hero Power, but with all the cards you designed, I think you should keep it.
@Muddler
I think that the one Accesory with Spell Damage is not good, since it gives you effect that will never last, and I thunk that's not good for Basic. Also I would change Beneath your Diginity to at least 5 Mana, since there's Druid spell in GvG with the same effect but at cost of 6. Aldo Human Shield looks a bit weak, but I like the design. All other cards are fine.
@ShatterStar1998
I like your cards, maybe beyonde these generating Astral Spirit. It looks like too much card text on basic token. Also you cannot cut it's text by removin 'random'? Ragnaros, the Lightlord is worded that way.
Well, I'm not able to use Imgur for now and won't be able to do so for something like week, so I cannot submit any cards I created. Anyway there are my ideas:
My class won't use any Keywords in Basic set, because I wanted to make Silence a keyword that repeats on my cards. If you think that's bad, you must remember that Priest and Rogue also have no Keyword in basic.
New Hero Power:
At the end of turn, draw a card.
Minion:
3/2/4 Whenever you cast a spell, gain +1 Health.
Spells:
0/0/0 Return an enemy minion to your opponent's hand. Reduce it's cost by (2).
1/0/0 Give a minion -2/-1. (I'm thinking about making it -1/-1.)
1/0/0 Draw a card. (So a worse Power Word: Shield, but you don't need to have a minion on board.)
1/0/0 Destroy a minion with 1 or less attack. (Probably looks a bit weak, but remember that some basic cards should be a bit weak.)
1/0/0 Reduce the Cost of a random card in your hand by (3). (Was thinking abour making it be able to target only spells, but that would be a bit too strong.)
2/0/0 Deal 2 damage. Add 'Overcharge' to your hand. (Overcharge:2/0/0 Deal 2 Damage.)
3/0/0 Choose a minion. When you cast a spell, destroy it. (Thinking about increasing cost to 4)
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Edit: Just as a reminder, the Hero Power is "Freeze a character." In case you're wondering why cards like Shattering Blast and Frozen Soul exist.
I will try to reciprocate some feedback when I get home later.
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
The idea with Earthquake is that there's an epicentre and the rest of the damage gets dissipated as it travels along. But I agree, the two cards don't seem very basic, I'll see what I come up with.
Neat :)
Not sure on Precise forging, might want to get more feedback on that one.
Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.
Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?
You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.
Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.
The rest seems fine.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Oh, you're not alone. Tox has talked at length regarding his displeasure with people "pushing" their cards, going up to the limit in their strength and balance. I agree in-that some cards would be worse off, which is why I gimped some of mine on purpose (Shattering Blast dealing 5, Dark Binding being strictly worse than Divine Hymn, etc.). It's an inherent difficulty with trying to create "old" cards, ones that have to be judged by an outdated mindset before power-creep and the like. Divine Hymn didn't even exist back then; compared to Flash Heal, my card looks pretty sweet.
Thank you for giving my cards a look; I'm about to leave, so I'll give yours a read when I return later tonight :)
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
Alright, after the feedback I received, here are a few changes and considerations.
In case anyone missed it, this is my previous post:
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Beakered Lightning
Blastcrystal Potion
Bloodfury Potion
Deadly Poison
Dragonfire Potion
Felfire Potion
Freezing Potion
Goblin Prank
Greater Healing Potion
Holy Water
Leeching Poison
Necrium Vial
Pint-Size Potion
Potion of Heroism
Potion of Madness
Potion of Polymorph
Tinker's Sharpsword Oil
Unidentified Elixir and all derived cards
Volcanic Potion
Toxins generated by Xaril, Poisoned Mind
Kazakus Potion
Bottled Madness
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
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Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Cards that might get removed - For Science!
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Volcanic Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
Pure Defence has synergy with Aspid Gruz, and also there will come more cards with this kind of synergy.
I agree, Parry is a bit too strong, probably will reduce Armor to 5.
Monarch wings are difficult to balance. Yes, you need to have 12 Armor to draw 3 cards, but there are many ways to quickly produce Armor. But probably they will cost 4 mana as you suggest.
The point for Aspid Gruz is to have a multiplying minon. My class does not have synergies with cards in deck or summoned from it, and Aspid Gruz fits the theme of swarming the board with small minions. I don't think that I should write where I summon that Aspid from. I mean, look at Piloted Shredder or Summoning Stone. If it was summoning from the deck, it would be specified like on Piloted Reaper (I know it summons from hand but it's the same situation).
When it comes to Life Cocoon, just look on the Lost in the Jungle. You summon 2 dudes for 1 mana, in my card you summon 3 Gruzes for 2 mana.
Anyway, thanks for feedback :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Sorry, I misunderstood what Aspid Gruz does. You should probably specify "Summon A Aspid Gruz".
Oh, yeah, Lost in the Jungle exists. Still, basic cards should be somewhat weaker than ones you open from packs. Do with that one as you see fit.
...Soul of Wyrm. Soul of Root. Heart of Void...
Updated versions of some cards:
=====>>>> (just fixed wording)
====>>>>
====>>>>
Rest of the cards remain unchanged:
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
And now I'm starting to question my Basic set...
Yes, having one slightly more complex card in the Basic set is fine, as long as it isn't something like Rin, the First Disciple. Look at Tracking for instance, or even Future Sight from my Time Traveler. Even Animal Companion to a lesser degree. For Science! is fine as your one more complicated Basic card. It's actually kinda like Phalanx in a way. I think you can keep For Science!
Although I really like the idea of tagging Potions, it feels weird to do it as part of a new class, and it would make more sense if this was a new expansion instead. One thing we can't really do with these class competitions is retroactively change Hearthstone. It's currently the way that it is.
I feel your pain with Arcane Elixir, but I think Healing Spray is fine.
Personally, I've never been a fan of card designs like "deal 1 damage, three times" or something like that. It really should just be "deal 3 damage". Yes, I am aware that it has synergy with Spell Damage and breaks through Divine Shield, but I feel designs like these are really unintuitive. This is exactly how I feel about Pure Defense. By the way, I'd also just run Parry instead.
Typo on Asprid Gruz. It should say "summon an Asprid Gruz".
Monarch Wings might be too strange for a Basic card.
Everything else seems fine.
Click the image to go to my custom Time Traveler class.
Bumping up my post since it only got one response. Some minor edit in grammar and wording
My rule of design for the Basic set is always look to the balance of the Classic and Basic cards. I created Astral Wrath with Fan of Knives and Consecration in mind. Supernova is created with Flamestrike, Twisting Nether and Brawl in mind rather than the other expansions cards. The only cards I did not do this are Starcaller (I look up Grim Necromancer). That is how I avoid power creep and design the cards.
Edit: I fixed the typo on Starcaller and Astral Intellect. New art for Supernova.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I know this is something stupid, but it'd be cool if Fossiles would be actual fossiles (such as a T-Rex, a sabertooth, a mammoth). It's weird that they are just skeletons.
I also agree with previous feedback, some of the artworks are quite lacking and I don't understand the flavor behind Cursestick.
I think I already told you something similar, but your cards are really good, despite the fact that 4 Armor gain cards seems too much.
I like that you reduced the RNG level of your cards, even though Astral Intellect is still there.
Be careful with presentation, though. I've noticed a couple typos and similar stuff:
Not sure about Tinker, I think targeting weapons is a bit tricky. It's interesting, but can also limit the design space for your weapons, so be careful.
Scrap Armor is quite complex. I think you should replace it with another Mech, or Mech synergy (or both things at the same time!)
Otherwise, you're good. Brass Bodyguard could be a 6/6 or a 5/7, but since almost all Basic Taunts are crap, it doesn't seem out of place.
Monarch Wings is very complex for a Basic card, it should probably be a Classic Rare or Epic. You already have a lot of Armor synergy, too.
A good replacement would be the 4/6/1 weapon you used to have, it had a very Basic feel. The only problem is that it might be dangerous in combination with Precise Forging.
Pure Defense should probably cost 3 Mana or give 3 Armor twice.
Wow! Meeting the challenges is a lot harder than I thought... Keeping the cardtexts short and simple and at the same time interesting enough is no easy task. (At the moment I've got the feeling, that the Basic Set might be the hardest of all...)
So here's the direction I'm heading for with my "Swindler"-Class:
Main mechanics are carddraw, ambivalent card-effects and using your opponent's ressources. The themes regarding flavor are manipulation and trickery, under the overall image of "travelling entertainers".
(Phase I - Submission here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=27)
I've tried to keep it simple and to still catch the flavor:
Due to the "only 2 minions" challenge, I'm experimenting with this idea:
Quite similiar to the summoned Shaman-Totems and the Hunter Companions, the Swindler wil equip a random weapon when this spell is cast. As I decided that the Swindler is not supposed to carry "Heavy Weaponry", I came up with these items:
Accessories:
At the moment I'm not quite sure if this is completely stupid, or maybe an idea to work upon. Do you think these are balanced? I don't know, if Spell Damage +1 is rather weak, or maybe even too strong, because it's hard to be removed. And dealing damage plus card-draw might be too powerful in comparsion to the other two...
Any feedback would really be appreciated!
I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcased cards:
Remaining basic set:
Hopefully nothing really needs an explanation since it's the basic set :P
Phase 1 Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I need a clarification.
I got this card “Shuffle a seed into your deck”, which will summon a Seedling with evergrowth (token from my hero power with the special keyword)
Is this kind of card going against the rule of the “no special keyword”? Or is ok because It’s not in the actual body of the card?
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
The safest direction would be to assume that such a thing is not allowed. Your special Keyword should not be found on your Basic cards, and you are technically producing a token that has the Keyword on it. It's not found on the base card, but it's still involved in the chain of events. If I was in your position and wanted a lot of "Shuffle a seed" effects present, I would go heavy on them in the Classic set and ignore them for now.
No one else is online to discuss the matter, unfortunately, although I can try to provide a more clear answer tomorrow if you would prefer. From my current position, the answer appears to be No.
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
I thought the same. I will do as you said :)
Thanks for the quick reply :)
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Didn't you change your hero power last phase because you can't select the card you discard?
Beneath your dignity could probably cost 3. The rest of the 6 cards seems fine.
Your accessories may actually be too weak. If you look at the Animal Companions, they are slightly stronger for their cost. What I'd do for the weapons.:
Cauterize is really strong, since it's basically an execute that also work on undamaged minions (most of the times, if you broke a Divine Shield). I'd make that 2. If you meant "that your hero attacked", then it's fine, but you should clarify. The rest of the cards seem ok.
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Replaced 2 of my cards:
Earthquake is similar to Swipe, except it can't damage heroes and deals a bit more damage to minions adjacent to the target, as well as damaging all minions. Living Ice Prison is a slowdown tool and makes your opponent think about what they want to play last.
The rest of my cards are in the spoiler:
I'd also want some feedback on what to showcase.
Sorry for no feedback until now , but I had realy hard time with exams.
@turkeybag
Your cards looks nice. I'm not sure if Summoned Battleaxe isn't a bit too weak. Still I'm not realy a fan of your Hero Power, but with all the cards you designed, I think you should keep it.
@Muddler
I think that the one Accesory with Spell Damage is not good, since it gives you effect that will never last, and I thunk that's not good for Basic. Also I would change Beneath your Diginity to at least 5 Mana, since there's Druid spell in GvG with the same effect but at cost of 6. Aldo Human Shield looks a bit weak, but I like the design. All other cards are fine.
@ShatterStar1998
I like your cards, maybe beyonde these generating Astral Spirit. It looks like too much card text on basic token. Also you cannot cut it's text by removin 'random'? Ragnaros, the Lightlord is worded that way.
Well, I'm not able to use Imgur for now and won't be able to do so for something like week, so I cannot submit any cards I created. Anyway there are my ideas:
My class won't use any Keywords in Basic set, because I wanted to make Silence a keyword that repeats on my cards. If you think that's bad, you must remember that Priest and Rogue also have no Keyword in basic.
New Hero Power:
At the end of turn, draw a card.
Minion:
3/2/4 Whenever you cast a spell, gain +1 Health.
Spells:
0/0/0 Return an enemy minion to your opponent's hand. Reduce it's cost by (2).
1/0/0 Give a minion -2/-1. (I'm thinking about making it -1/-1.)
1/0/0 Draw a card. (So a worse Power Word: Shield, but you don't need to have a minion on board.)
1/0/0 Destroy a minion with 1 or less attack. (Probably looks a bit weak, but remember that some basic cards should be a bit weak.)
1/0/0 Reduce the Cost of a random card in your hand by (3). (Was thinking abour making it be able to target only spells, but that would be a bit too strong.)
2/0/0 Deal 2 damage. Add 'Overcharge' to your hand. (Overcharge:2/0/0 Deal 2 Damage.)
3/0/0 Choose a minion. When you cast a spell, destroy it. (Thinking about increasing cost to 4)
4/0/0 At the end of turn, draw 3 cards.
5/0/0 Give all enemy minions -1/-2.
Thoughts?