@NiRaSt Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it!
As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas.
@MurderyUnicorn Thanks for the feedback! Summoned Battleaxe is pretty weak on it's own but that's because it is cheap and can give you big Spellfury turns. It also has very strong synergy with weapon buffs. I still like my hero power but I have a feeling it will be what knocks me out of the comp D: I'm in too deep to change it now though.
For your card that reduces minions attack, I would definitely go with -1/-1 as the ability to put an enemy minions attack to 0 is generally frowned upon. For your card that destroys a minion with 1 or less attack, I would probably make it cost 0 as it is very weak compared to Shadow Word: Pain and Scorp-o-matic, whose not a dead card if your opponent has no targets. For your destroy a minion when you cast a spell card, I think 3 mana is strong but fine (unless destroy effects are a weakness of your class). Otherwise Polymorph and old Hex (which was 3 mana) would make it look rather bad, especially since it doesn't Silence. The rest of your cards seem fine!
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.
I want to make it absolutely clear that the Astral Spirits effects have synergy with Gaze and effects like Solar Eclipse / Knight of the Eclipse. The complexity of the token is something I unfortunately cannot change without compromising the foundation of my entire class. If I did, I have to put in some healing to justify the fantasy I want to create.
Made some change to my post. Most notably putting the Strength and Weakness portion AFTER the keyword portion. My keyword is just so tied to my class's identity and its mechanic that I have no other options as well as gating it behind a spoiler:
The Astromancer
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!
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):
Strength and Weakness:
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.
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 changed some cards up. Let me know what you think!
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.
Skeletal Cast is the strange card of the Archaeologist's basic set, following in the footsteps of Tracking and Sacrificial Pact. Not only does it draw 3, it can duplicate cards, and let you know which next three cards you're going to draw.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once, like a bigger Fan of Knives.
Cavern Crash is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero. The idea is that you wear the rocks as Armor!
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
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.
Rocky Boots: A 2/2.
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.
I guess the Hero Power is the part people have the most problems with... I've been told I should change it,because selected discard is regarded as impossible. In the spoiler under "Explanations" for the Hero Power I hopefully made a fair argument why I think that it technically IS possible - even in the way HS is programmed right now. I might change "discard" to "destroy" though, if you have the feeling that this is more fitting. (Technically it's "Play a card for free and destroy it without triggering any effects"). I guess any cards benefitting from actual discard should not synergize with the Hero Power, so maybe "Destroy the card" might be better. I just thought that this kind of wording would be even more confusing...
Thanks for the suggestions regarding the balancing of the Accessories! Will surely work on that.
Now in return some feedback on your cards:
I like the changed cards! Earthquake is a quite genuine AOE - though it might be on the fringe of being to complicated for a Basic Card. I still think you should keep it, because it's a real fresh approach.
Living Ice Prison has got a real interesting mechanic. It will keep your opponent thinking hard about what minions to play. I personally don't like 0-Attack minions, though. I get why you did it in terms of flavor for the "Prison", but this way it's far too techy for a Basic Card. Maybe change it to a 1/5 or even 2/4. This way it would be more playable and versatile. You could then replace "Prison" with something a little more animate? Maybe "Crawling Avalanche", or something like that?
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.
Hi! Thanks for your feedback! Completely forgot about Recycle ! Looking at it now, I think the original Spell is far too expensive. Assassinate completely removes a minion from the game an is only 5! (But also triggers Deathrattles. Got that one)
Had an earlier version that summoned a 1/2 token as replacement (A "Stunt Double"...), but changed it due to the cardtext-challenge. Maybe have to rethink it, because I defenitely don't want to just copy existing spells...
Also looked at your cards. I see two main issues: I think we are not allowed to implement own keywords like your "overcharge" in the Basic Set (or am I wrong there?). Or is this meant to be a token? A separate 2-Mana-Spell? (Sorry, really hard to tell without pix. I know you're working on it)
And those Attack-reducing-effects are also quite problematic. If this is your Class Identity you can go for them, of course. But permanent Attack-Reduction is something many people dislike, because it can really stall the game. And that's not fun. So I'd at least add "Until the start of your next turn" or something like that, though I know that that'll make it hard to meet the short cardtext challenge...
The other cards are fine as Basic Cards imo. And I personally don't mind, if they are considered "weak". So they are more for early game control, which I think is okay!
Bloodthistle Petal should say "Spell Damage +2" instead of "+2 Spell Power".
Although less obvious, I can tell that Pruning Slash also uses artwork already in the game. It uses the same artwork as Exterminate from monster Hunt. This isn't as big of a problem because some cards in Ranked mode do share artwork with adventure cards (Simulacrum - Pure Cold for example), but it feels weird to have Tess Greymane in the art when your class seems unrelated to her. The card also seems weak as well.
Apprentice Herbalist quite obviously uses the same artwork as The Marsh Queen. Judging by the wording, the effect also needs to be a Battlecry, which will put this card at 3 lines of text meaning you'll have 4 cards with 3 lines of text, and you're only allowed to have 3. That and "hero power" should also be "Hero Power".
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Click the image to go to my custom Time Traveler class.
Question. Am I allowed to do something like this for the submission format?
No, your submission cannot use tables. 5 cards, then the explanation of the cards beneath that.
Obviously tables seem like a pretty basic thing to people who know how to do them, but the majority of people will have absolutely no idea how to do them, since there isn't a convenient button for it.
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
all feedback are more than welcome :))
Pacebloom Honey has the Neutral border, not the class border. It also way overcost. Refreshing your hero power isn't worth 2 mana attached to a Holy Light
Prunish Slash is UP. It is so much worse than Shadowbolt, already quite mediocre. I would drop the cost to 2.
I changed some cards up. Let me know what you think!
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.
Skeletal Cast is the strange card of the Archaeologist's basic set, following in the footsteps of Tracking and Sacrificial Pact. Not only does it draw 3, it can duplicate cards, and let you know which next three cards you're going to draw.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once, like a bigger Fan of Knives.
Cavern Crash is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero. The idea is that you wear the rocks as Armor!
Shelter is really weak compare to Power Word: Shield. Given that your class has less minion healing than Priest and has no healing synergy, I think the cost of 2 should be right.
The art in Sword in Stone doesn't fit the name given that it looks like it is buried in a treasure, not in an actual stone.
Uncover art also doesn't fit the name. He looks like he is casting something rather than uncovering something.
All in all, your Basic set is pretty balanced and has nice flavor. I do think that some of the cards seem a little derivative of Warrior, but given the context and execution I don't mind them at all.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
But how do you know if you advanced to phase II ? Did everyone advance?
Everyone who was not disqualified advanced automatically. Those who were disqualified were sent a PM telling them; if you did not receive such a PM, you made it to the next round.
Thank you for your guides and help. I've been designing for my Infiltrator class the past few days; t'was quite hard designing the Basic Cards as it was my first time. I wanted to capture the flavor of my class without going too complex. I'll greatly appreciate your comments and as a return I will gladly do my best to check out and comment too in others' class concept :)
THE INFILTRATOR
Premise
Infiltrators are agents, masters of disguise and espionage, able to camouflage with the community unnoticed. They can pretend as diplomats, but once they acquire diplomatic immunity, they use their political advantage to exploit the intelligence they've gathered. They make look as a force of Alliance or Horde, only to find out they're just serving their own ends. Their loyalty is unknown and their faction hides beyond the mists thicker than that of Pandaria.
No secrets are left hidden to them.. and whilst you’re still planning your witty combo next turn, an Infiltrator has already outsmarted you. No one knows how to fight them, and they leave no trail for their discovery.
Bio
Mirage
“Mirage is a new in her game and her disguised career didn’t take overnight. But with her charming training, she immediately rose to popularity and was privilege to entertain the royalties. Often, she would use her acting skills with the royal guards, unveiling every secret in Stormwind.”
Hero Power
BREACH: Your opponent’s next card to play costs (1) more. They summon a 1/1 Guard with Taunt .
"Infiltrators have a knack for sneaking in and end up being caught by the guards".
Disrupt your opponent's curve on their next play. But wait, the authorities have summoned a guard!
A very effective hero power to use anytime and since you are an Infiltrator, you always have a way to bypass those Taunt minions.
Overview
Unique Keywords: Mask
Core Keywords: Look, stealth
Mechanics: Hand information, hand manipulation , cost manipulation , tech, anti-secrets/combo
Weaknesses: Hand Information doesn’t directly solve problems, lacks direct and burst damage, masked minions can easily be wiped by AOE, lacks self-healing
New Keyword:
A Masked minion (left) compared to Stealthed (right).
Masked minions are exclusive to the Infiltrator class. Opponents don’t know what kind of minion they are fighting against!
Masked minions are not stealthed, and can be attacked.
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
Direct damage, AOE spells and some hero powers can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask; however, the opponent may have a clue of its identity based from the damage it dealt (although most masked minions have the same attack).
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Basic Set Cards
(1 weapon, 2 minions, 7 spells)
Description
Because the Infiltrator class excels in tech and disruption, I thought that I should remain true to its core in the Basic Set. The class still utilizes single target damage, AOE, draw but mostly removal/neutralization. The class lacks direct hero damage as Infiltrators must be hidden against the authority and instead draws power from hindering the opponent's play.
Eye Poker: Use this to control the board or destroy the 1/1 guards you summoned for your opponent.
Cipher: Immediately disrupt your opponent on turn 1 if they rely heavily from their Hero Power.
Crypto-Portal: Disrupt them again. Yeah, annoying! But can only be properly used on turn 6, or turn 4 with Greymane.
Infiltrator's Mark: If the odds is with you, you can destroy a lot of minions.
Scarlet Inquisitor: Helps you to utilize spells like Infiltrator's Mark.
@NiRaSt Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it!
As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas.
Thanks for the feedback. I'd say Earthquake is still less complex than Animal Companion, which doesn't even tell you the cards it summons. Turn to dust is costed the way it is because it can still target friendly minions, so you can use it on deathrattle and still trade with it. Should I make it like execute and only target friendlies?
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.
Rocky Boots: A 2/2.
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.
I guess the Hero Power is the part people have the most problems with... I've been told I should change it,because selected discard is regarded as impossible. In the spoiler under "Explanations" for the Hero Power I hopefully made a fair argument why I think that it technically IS possible - even in the way HS is programmed right now. I might change "discard" to "destroy" though, if you have the feeling that this is more fitting. (Technically it's "Play a card for free and destroy it without triggering any effects"). I guess any cards benefitting from actual discard should not synergize with the Hero Power, so maybe "Destroy the card" might be better. I just thought that this kind of wording would be even more confusing...
Thanks for the suggestions regarding the balancing of the Accessories! Will surely work on that.
Now in return some feedback on your cards:
I like the changed cards! Earthquake is a quite genuine AOE - though it might be on the fringe of being to complicated for a Basic Card. I still think you should keep it, because it's a real fresh approach.
Living Ice Prison has got a real interesting mechanic. It will keep your opponent thinking hard about what minions to play. I personally don't like 0-Attack minions, though. I get why you did it in terms of flavor for the "Prison", but this way it's far too techy for a Basic Card. Maybe change it to a 1/5 or even 2/4. This way it would be more playable and versatile. You could then replace "Prison" with something a little more animate? Maybe "Crawling Avalanche", or something like that?
Thanks for feedback. I'll see what I do about Ice Prison.
Thank you for your guides and help. I've been designing for my Infiltrator class the past few days; t'was quite hard designing the Basic Cards as it was my first time. I wanted to capture the flavor of my class without going too complex. I'll greatly appreciate your comments and as a return I will gladly do my best to check out and comment too in others' class concept :)
THE INFILTRATOR
Premise
Infiltrators are agents, masters of disguise and espionage, able to camouflage with the community unnoticed. They can pretend as diplomats, but once they acquire diplomatic immunity, they use their political advantage to exploit the intelligence they've gathered. They make look as a force of Alliance or Horde, only to find out they're just serving their own ends. Their loyalty is unknown and their faction hides beyond the mists thicker than that of Pandaria.
No secrets are left hidden to them.. and whilst you’re still planning your witty combo next turn, an Infiltrator has already outsmarted you. No one knows how to fight them, and they leave no trail for their discovery.
Bio
Mirage
“Mirage is a new in her game and her disguised career didn’t take overnight. But with her charming training, she immediately rose to popularity and was privilege to entertain the royalties. Often, she would use her acting skills with the royal guards, unveiling every secret in Stormwind.”
Hero Power
BREACH: Your opponent’s next card to play costs (1) more. They summon a 1/1 Guard with Taunt .
"Infiltrators have a knack for sneaking in and end up being caught by the guards".
Disrupt your opponent's curve on their next play. But wait, the authorities have summoned a guard!
A very effective hero power to use anytime and since you are an Infiltrator, you always have a way to bypass those Taunt minions.
Overview
Unique Keywords: Mask
Core Keywords: Look, stealth
Mechanics: Hand information, hand manipulation , cost manipulation , tech, anti-secrets/combo
Weaknesses: Hand Information doesn’t directly solve problems, lacks direct and burst damage, masked minions can easily be wiped by AOE, lacks self-healing
New Keyword:
A Masked minion (left) compared to Stealthed (right).
Masked minions are exclusive to the Infiltrator class. Opponents don’t know what kind of minion they are fighting against!
Masked minions are not stealthed, and can be attacked.
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
Direct damage, AOE spells and some hero powers can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask; however, the opponent may have a clue of its identity based from the damage it dealt (although most masked minions have the same attack).
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Basic Set Cards
(1 weapon, 2 minions, 7 spells)
Description
Because the Infiltrator class excels in tech and disruption, I thought that I should remain true to its core in the Basic Set. The class still utilizes single target damage, AOE, draw but mostly removal/neutralization. The class lacks direct hero damage as Infiltrators must be hidden against the authority and instead draws power from hindering the opponent's play.
Eye Poker: Use this to control the board or destroy the 1/1 guards you summoned for your opponent.
Cipher: Immediately disrupt your opponent on turn 1 if they rely heavily from their Hero Power.
Crypto-Portal: Disrupt them again. Yeah, annoying! But can only be properly used on turn 6, or turn 4 with Greymane.
Infiltrator's Mark: If the odds is with you, you can destroy a lot of minions.
Scarlet Inquisitor: Helps you to utilize spells like Infiltrator's Mark.
'Feel free to comment and suggest if you like some of the hidden cards to be showcased instead. :)' Thank you
The hero power seems a little complex, but it fits the flavour of your class. I'd change the wording to "The next card your opponent plays costs ...". Decription could probably cost 1, look at Flare. The rest of the cards seem fine.
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
all feedback are more than welcome :))
Your keyword can just be "Has +1/+1 for every other minion with Evergrowth on the board".
Briathorn's Wall is insame, either reduce thenumber of minions to 2 or make it cost 5. Actually, now that I think about it, the Briathorns are also incredibly good. I'd just make them 1/2.
Spell Power is not a thing. (on the petal).
The Honey has the wrong border. It's also very weak, the paladin has a spell that restores 6 health for only 2 mana, and refreshing your hero power isn't worth that much. I'd make it cost 3 at most.
I changed some cards up. Let me know what you think!
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.
Skeletal Cast is the strange card of the Archaeologist's basic set, following in the footsteps of Tracking and Sacrificial Pact. Not only does it draw 3, it can duplicate cards, and let you know which next three cards you're going to draw.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once, like a bigger Fan of Knives.
Cavern Crash is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero. The idea is that you wear the rocks as Armor!
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.
I want to make it absolutely clear that the Astral Spirits effects have synergy with Gaze and effects like Solar Eclipse / Knight of the Eclipse. The complexity of the token is something I unfortunately cannot change without compromising the foundation of my entire class. If I did, I have to put in some healing to justify the fantasy I want to create.
Made some change to my post. Most notably putting the Strength and Weakness portion AFTER the keyword portion. My keyword is just so tied to my class's identity and its mechanic that I have no other options as well as gating it behind a spoiler:
The Astromancer
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!
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):
Strength and Weakness:
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.
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.
Small typo in your keyword, it should be "targets". Also, you might want to see if having the token have more than 2 lines violates the respective challenge. The cards themselves seem allright.
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left -most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class (although it's more than welcome if you do). Not that it could use it in this Phase anyway, because this is the Basic set.
Speaking of Basic Set, here is 5 cards from the Battlemage's Basic set.
Example cards
Freeze in place! (Cryoball) - Cryoball gives Battlemage a very simple cantrip card for the Basic set to showcase Freeze as a Battlemage theme. Kind of like Shiv, but for Freezing
Armor Up! (Horde Hatchet) -Horde Hatchet is a very basic weapon (no pun intended), essentially Battlemage's Fiery War Axe. Although not as strong as pre-nerf Fiery War Axe, it fits the job dealing with 2-Health minions played on your opponent's turn 1 or 2. The 2 Armor it gives may be used immediately to kill your opponent's 2-drop, but then there's also Armor synergy.
Weapons AND Spells (Ember Seeker) - Mages get spell synergy. Warriors get weapon and Armor synergy. Battlemages get all of the above, even combining them into one card. Ember Seeker in particular is Armor and spell synergy all in one card. Although gaining 2 Armor for one spell isn't much, cast a bunch of spells and suddenly you're set to go.
Minion Position Matters (Violent Slash) - But Battlemage is not just simply a combination of Mage and Warrior. It gets some things to set it apart from all of the other classes. The importance of minion position for both players is one of these thing. Against Battlemage, you will need to think about where you play your minions. The Hero Power is one example and deals 1 damage, but Violent Slash will outright kill it. Perhaps it may be a good idea to play your biggest minions in the center.
Intense Combat (Phalanx) - Battlemage does not get any self-damage synergy that Warrior does, but its Warrior side is showcased in other ways, through intense combat tactics. Raise your shield and your burning spear, remove small/weakened threats and gain some defense at the same time.
Your keyword can just be "Has +1/+1 for every other minion with Evergrowth on the board".
I don't know why the tooltip doesn't let me write the keyword like that.
Briathorn's Wall is insame, either reduce thenumber of minions to 2 or make it cost 5. Actually, now that I think about it, the Briathorns are also incredibly good. I'd just make them 1/2.
The Honey has the wrong border. It's also very weak, the paladin has a spell that restores 6 health for only 2 mana, and refreshing your hero power isn't worth that much. I'd make it cost 3 at most.
yeah i didn't realise of that. I will lower it to 3 or make it stronger
Bloodthistle Petal should say "Spell Damage +2" instead of "+2 Spell Power".
Although less obvious, I can tell that Pruning Slash also uses artwork already in the game. It uses the same artwork as Exterminate from monster Hunt. This isn't as big of a problem because some cards in Ranked mode do share artwork with adventure cards (Simulacrum - Pure Cold for example), but it feels weird to have Tess Greymane in the art when your class seems unrelated to her. The card also seems weak as well.
Apprentice Herbalist quite obviously uses the same artwork as The Marsh Queen. Judging by the wording, the effect also needs to be a Battlecry, which will put this card at 3 lines of text meaning you'll have 4 cards with 3 lines of text, and you're only allowed to have 3. That and "hero power" should also be "Hero Power".
I didn't know that we couldn't use images already in game but with different zoom/angle. I'll fix them all.
For the keyword i want it to be like a buff, so it can be silenced. Thanks for the feedback
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
all feedback are more than welcome :))
Pacebloom Honey has the Neutral border, not the class border. It also way overcost. Refreshing your hero power isn't worth 2 mana attached to a Holy Light
Prunish Slash is UP. It is so much worse than Shadowbolt, already quite mediocre. I would drop the cost to 2.
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.
Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.
Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)
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.
I'd showcase Turn to Stone, Splitting Fireball, Icy Rain, Mountainize and Stone Shell maybe.
I think those cards paint a nice picture together, showing all different mechanics your class has.
Thank you for your guides and help. I've been designing for my Infiltrator class the past few days; t'was quite hard designing the Basic Cards as it was my first time. I wanted to capture the flavor of my class without going too complex. I'll greatly appreciate your comments and as a return I will gladly do my best to check out and comment too in others' class concept :)
THE INFILTRATOR
Premise
Infiltrators are agents, masters of disguise and espionage, able to camouflage with the community unnoticed. They can pretend as diplomats, but once they acquire diplomatic immunity, they use their political advantage to exploit the intelligence they've gathered. They make look as a force of Alliance or Horde, only to find out they're just serving their own ends. Their loyalty is unknown and their faction hides beyond the mists thicker than that of Pandaria.
No secrets are left hidden to them.. and whilst you’re still planning your witty combo next turn, an Infiltrator has already outsmarted you. No one knows how to fight them, and they leave no trail for their discovery.
Bio
Mirage
“Mirage is a new in her game and her disguised career didn’t take overnight. But with her charming training, she immediately rose to popularity and was privilege to entertain the royalties. Often, she would use her acting skills with the royal guards, unveiling every secret in Stormwind.”
Hero Power
BREACH: Your opponent’s next card to play costs (1) more. They summon a 1/1 Guard with Taunt .
"Infiltrators have a knack for sneaking in and end up being caught by the guards".
Disrupt your opponent's curve on their next play. But wait, the authorities have summoned a guard!
A very effective hero power to use anytime and since you are an Infiltrator, you always have a way to bypass those Taunt minions.
Overview
Unique Keywords: Mask
Core Keywords: Look, stealth
Mechanics: Hand information, hand manipulation , cost manipulation , tech, anti-secrets/combo
Weaknesses: Hand Information doesn’t directly solve problems, lacks direct and burst damage, masked minions can easily be wiped by AOE, lacks self-healing
New Keyword:
A Masked minion (left) compared to Stealthed (right).
Masked minions are exclusive to the Infiltrator class. Opponents don’t know what kind of minion they are fighting against!
Masked minions are not stealthed, and can be attacked.
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
Direct damage, AOE spells and some hero powers can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask; however, the opponent may have a clue of its identity based from the damage it dealt (although most masked minions have the same attack).
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Basic Set Cards
(1 weapon, 2 minions, 7 spells)
Description
Because the Infiltrator class excels in tech and disruption, I thought that I should remain true to its core in the Basic Set. The class still utilizes single target damage, AOE, draw but mostly removal/neutralization. The class lacks direct hero damage as Infiltrators must be hidden against the authority and instead draws power from hindering the opponent's play.
Eye Poker: Use this to control the board or destroy the 1/1 guards you summoned for your opponent.
Cipher: Immediately disrupt your opponent on turn 1 if they rely heavily from their Hero Power.
Crypto-Portal: Disrupt them again. Yeah, annoying! But can only be properly used on turn 6, or turn 4 with Greymane.
Infiltrator's Mark: If the odds is with you, you can destroy a lot of minions.
Scarlet Inquisitor: Helps you to utilize spells like Infiltrator's Mark.
'Feel free to comment and suggest if you like some of the hidden cards to be showcased instead. :)' Thank you
Overall, the concept of the class is really good, I like the saboteur playstyle it has. However, there are a couple things I think you should change:
Your Hero Power is too complex, in my opinion. I think you could get rid of the 1/1 Guard and it would not be OP. Also, if you keep the guard, you should find another artwork, as it's the same as Gilnean Royal Guard.
The lookup cards don't seem Basic, especially Clean and Infiltrator's Mark.
There are no techs in the Basic set, so Decryption feels a bit out of place.
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left -most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class (although it's more than welcome if you do). Not that it could use it in this Phase anyway, because this is the Basic set.
Speaking of Basic Set, here is 5 cards from the Battlemage's Basic set.
Example cards
Freeze in place! (Cryoball) - Cryoball gives Battlemage a very simple cantrip card for the Basic set to showcase Freeze as a Battlemage theme. Kind of like Shiv, but for Freezing
Armor Up! (Horde Hatchet) -Horde Hatchet is a very basic weapon (no pun intended), essentially Battlemage's Fiery War Axe. Although not as strong as pre-nerf Fiery War Axe, it fits the job dealing with 2-Health minions played on your opponent's turn 1 or 2. The 2 Armor it gives may be used immediately to kill your opponent's 2-drop, but then there's also Armor synergy.
Weapons AND Spells (Ember Seeker) - Mages get spell synergy. Warriors get weapon and Armor synergy. Battlemages get all of the above, even combining them into one card. Ember Seeker in particular is Armor and spell synergy all in one card. Although gaining 2 Armor for one spell isn't much, cast a bunch of spells and suddenly you're set to go.
Minion Position Matters (Violent Slash) - But Battlemage is not just simply a combination of Mage and Warrior. It gets some things to set it apart from all of the other classes. The importance of minion position for both players is one of these thing. Against Battlemage, you will need to think about where you play your minions. The Hero Power is one example and deals 1 damage, but Violent Slash will outright kill it. Perhaps it may be a good idea to play your biggest minions in the center.
Intense Combat (Phalanx) - Battlemage does not get any self-damage synergy that Warrior does, but its Warrior side is showcased in other ways, through intense combat tactics. Raise your shield and your burning spear, remove small/weakened threats and gain some defense at the same time.
I'm late with the feedback; I apologize for that :/ I'll have to make up for it by doing extra. They're in reverse-order again, so I hit the most-recent iterations of your post(s):
Demonxz95
You have to reorganize your submission such-that all of the Example cards are showcased first, followed by the explanations. You're doing it the way I've been doing it, which is technically wrong lol
I really don't have anything to say, 'cause I think you're on the right path and everything looks pretty solid. I don't know if that's really helpful, but it's true.
I still believe Violent Slash could be 4-mana.
I agree that Hot-Headed Instructor should probably be a 1/1.
Ashkrell
Your Hero Power has 5 lines of text. While it's not a card, I think it should still adhere to the unspoken rule regarding length/complexity. Personally I think you can live without giving them a Taunt minion: you're paying two to make them pay one, so you're already losing on this exchange. We don't want people to overhaul their Hero Powers, but I think that such an alteration would be okay.
I like that all Masked minions cost the same, eliminating the advantage of advanced knowledge. "I know X costs 6, so it has to be him." Costing 4 also means that they shouldn't be too problematic: high enough to be a threat but not overly powerful. They're pretty cool, and exist as a unique selling point for the class.
Crypto-Portal is a bad card, especially if your Hero Power will continue to summon Taunts for your opponent. That's a 6-mana combo to draw a card and increase the cost of your opponent's next card by 2. Including the free Taunts, that's a terrible trade: a momentary hindrance and two minions for your opponent while you get one drawn card and a wasted turn.
Encryption is a cheaper Recycle, with the added benefit of being able to choose your own minion should you wish. Recycle is not a good card, but I wonder if it's still too strong for a Basic card.
"Looked at" is a confusing phrase, in regards to its function. Does it include any minions already on the table, or are they only the cards you've marked as "looked at"? I think you mean it to be the latter, but the former makes more sense to me. If it is the former Clean and Infiltrator's Mark are too strong.
Laurendor
Briarthorn's Wall is too strong. People still get mad at Spreading Plague, and that's 6-mana; for 2 Health less, you get three guaranteed minions at half the cost. For a Basic card, that's super good: Protect the King! costs 3 and only summons 1/1s.
"Spell Power" is the wrong way to phrase Bloodthistle Petal. "Gain Spell Damage +2 this turn." would be more accurate.
Herbicides is too strong. 1-damage to all enemies is a better Arcane Explosion, while 2-damage is Consecration at half the cost. This is especially true considering how easy it is to combo with Bloodthistle Petal.
Pruning Slash might be too weak, conversely. Compared to Shadow Bolt and Fireball, I think you can get away with 3-5 damage.
Pircival
The tokens for Uncover seem fine, except Bone Bruiser should probably be a 4/6. According to Druid of the Claw, a 4/6 with Taunt is equivalent to a 4/4 with Charge.
I wonder if Splinter should cost 3, considering Bash. One damage is not really equivalent to one Armor, but 2/4 still feels like a lot for 2-mana *shrugs*
My nit-picking aside, I like your cards and I think they're balanced on the whole. You're just about ready to go!
Shatterstar1998
I really like the idea behind Gaze: it requires planning and thoughtful execution, so you don't drop bad effects on allies or good effects on enemies. This thought extends to Solar Eclipse, as well.
Personally I think your weapon should be one of the Example cards, to demonstrate that they will play a part in your class. I would not have expected an Astromancer to wield a weapon, so it makes for an interesting talking-point.
I think you have too many cards showcasing the Astral Spirit, among your Examples. Starcaller could be swapped out to show off your weapon, or replaced with your other minion to emphasize other aspects of your class.
All-in-all I really like your class; I don't have a much in the way of negative things to say.
MurderyUnicorn
What do you mean by "new" Hero Power? Have you completely replaced your Hero Power with something different? Because we're not overly keen on that idea: minor alterations are fine, but for the most part people should have their Hero Powers locked down by this point.
Your 1-mana "Draw a card" spell should do something, even if it's relatively minor like the aforementioned Power Word: Shield. Otherwise, what's the point of it beyond thinning out one's deck?
I'm concerned that you are introducing a card like Preparation to your class, even if it's random and has a cost. Preparation hangs over the Rogue and affects everything about the class, and will continue to do so until it goes away via the Hall of Fame. This is a kind of card that must be taken into consideration *forever*.
I can try to speak more about your cards after they've been created; it's difficult to conceptualize them when they exist as a wall of text.
Turkeybag
Flame Bowman and Icecrafter have minor typos on their card. The former says "heros" instead of "heroes", and the latter should have Armor capitalized.
I like the idea behind the summoned weapons, that they're energy constructs that take time to appear. That sets the Battlemage apart from the other weapon-classes: having stronger weapons that are slow to bear. They're my favorite thing about your class.
The art on your cards is perfect. That has nothing to do with the gameplay or balance of your cards, but I felt it important to note. I struggle to find what I want, but yours are totally on-point.
I think you've picked the correct cards to showcase.
I don't have a lot to say because I think you're heading in the right direction with your class.
Muddler
Beneath Your Dignity is a better Recycle. Recycle is not a great card, but I'm concerned about its existence as a Basic.
Did you shrink the size of the text in Human Shield? It looks weird. The usage of the effect is going to be pretty niche, as well; I would consider replacing this one.
Waster Nabber is a scary card, especially given its cost. It's Mana Wyrm with a much-more readily triggered effect; it needs to cost more.
Tardy Strongman is too strong, or needs to cost more. It requires drawing two cards to be vanilla, which is easy, and only gets better from there; dropping a free 5/6 later on is no small matter.
I think the accessories are a fine idea for a card, but the Spell Damage one is concerning because it's more-or-less "permanent". I would replace it with something more like the other two: a weapon meant to be used up.
Wailor
Adding the Potion tag to every similar spell is an acceptable solution to your problem.
I think you can get away with Arcane Elixir and Healing Spray being what they are. Minions are not permanent, and your argument for Healing Spray seems sound.
The 10-mana combo of Escape From Lab and For Science! means you spent your entire turn destroying your own board to draw a bunch of cards. You've done nothing else (beyond 1 damage to enemy minions), spent two cards, and might overdraw. It's not that big a deal, I think.
If you want to keep For Science! in the Basic set I would accept your decision, but I could also see it being a Classic card. Go with what you're comfortable with.
SunnoxPL
Precise Forging is far too strong. +2 Attack is fine, but +2 Durability is a HUGE boost to a weapon's viability. There's a reason Durability is barely ever given out as a buff.
Is Parry using Hornet's concept art? It looks blurry. I believe there's also a line-break after the "Deal 2 damage" sentence, which is why the text might be spaced weird.
I think Nimble Shield should cost 2.
I'm not super-excited by the "Destroy 4 Armor" efffects being in the Basic set 'cause they seem too complicated, but I could be sold on it eventually. I think in general you're on a decent path.
NiRaSt
You have a couple typos in your cards. "Trail by Fire" should say TrIal by Fire", "Splitting Fireball" requires two Ts in Splitting, "Can't attack" doesn't need to be capitalized, and "Mountainaize" doesn't need the second A.
I really like your updated Earthquake. It's fairly complicated overall, but it doesn't require a lot of explanation either. It's just an all-around cool card.
Splitting Fireball seems weak to me. I know it's basically the same damage as a regular Fireball, but you need your opponent to have at least 3 minions for it to proc effectively. Plus it can't go face like Fireball can.
For showcase cards, I would pick Earthquake, Turn to Dust, Trial by Fire, Living Ice Prison, Splitting Fireball, and Mountainize.
thepowrofcheese
I agree with Hurien that Scrap Armor might be too complex for the Basic set. I also agree in-that Chainsword is an amusing way to get around the Fiery War Axe problem.
I think your set is pretty solid, altogether. It's difficult to come up with anything particular that bothers me or requires fixing.
Noah_McGrath
I think the inherent problem with Crocodilian Guard is that you're trying to combine two things simultaneously, which bucks against the implied simplicity of the Basic set. Either you have a Taunt minion or you have a minion that can boosts your Hero Power to full destruction; trying to have both together is an issue.
I prefer the 1-mana version of Fan the Flames. It's more readily combo-able, without going super ham with the Spell Damage.
Sanguine Rune should probably spell it out in full: "Add a copy of the last spell you drew to your hand."
I think that will have to be it, for now. I apologize again if I skipped over you or otherwise left you out; that wasn't my intention. If anyone would like to provide feedback for my Lich class, it's currently located on the next page.
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
@NiRaSt
Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it!
As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas.
@MurderyUnicorn
Thanks for the feedback! Summoned Battleaxe is pretty weak on it's own but that's because it is cheap and can give you big Spellfury turns. It also has very strong synergy with weapon buffs. I still like my hero power but I have a feeling it will be what knocks me out of the comp D: I'm in too deep to change it now though.
For your card that reduces minions attack, I would definitely go with -1/-1 as the ability to put an enemy minions attack to 0 is generally frowned upon. For your card that destroys a minion with 1 or less attack, I would probably make it cost 0 as it is very weak compared to Shadow Word: Pain and Scorp-o-matic, whose not a dead card if your opponent has no targets. For your destroy a minion when you cast a spell card, I think 3 mana is strong but fine (unless destroy effects are a weakness of your class). Otherwise Polymorph and old Hex (which was 3 mana) would make it look rather bad, especially since it doesn't Silence. The rest of your cards seem fine!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I want to make it absolutely clear that the Astral Spirits effects have synergy with Gaze and effects like Solar Eclipse / Knight of the Eclipse. The complexity of the token is something I unfortunately cannot change without compromising the foundation of my entire class. If I did, I have to put in some healing to justify the fantasy I want to create.
Made some change to my post. Most notably putting the Strength and Weakness portion AFTER the keyword portion. My keyword is just so tied to my class's identity and its mechanic that I have no other options as well as gating it behind a spoiler:
The Astromancer
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!
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):
Strength and Weakness:
Strength:
Weakness:
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.
Example Cards
Token:
Remaining Cards
Q & A
Previous Phase:
Phase I Post
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:
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.
Uncover Tokens:
Remaining Cards
Previous Phase
Phase 1 Post
Question. Am I allowed to do something like this for the submission format?
Hablablablabla, look at this card description!
Oooh, I wonder what this card does.
Hey everybody, look at the card!
"This card's nice. This card's nice too. This card's nice. This card's nice too. This card's nice. This card's nice too..."
4 LINES ON A BASIC CARD? NO WAY!!!
Click the image to go to my custom Time Traveler class.
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
all feedback are more than welcome :))
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
Thanks for the feedback!
I guess the Hero Power is the part people have the most problems with... I've been told I should change it,because selected discard is regarded as impossible. In the spoiler under "Explanations" for the Hero Power I hopefully made a fair argument why I think that it technically IS possible - even in the way HS is programmed right now. I might change "discard" to "destroy" though, if you have the feeling that this is more fitting. (Technically it's "Play a card for free and destroy it without triggering any effects"). I guess any cards benefitting from actual discard should not synergize with the Hero Power, so maybe "Destroy the card" might be better. I just thought that this kind of wording would be even more confusing...
Thanks for the suggestions regarding the balancing of the Accessories! Will surely work on that.
Now in return some feedback on your cards:
I like the changed cards! Earthquake is a quite genuine AOE - though it might be on the fringe of being to complicated for a Basic Card. I still think you should keep it, because it's a real fresh approach.
Living Ice Prison has got a real interesting mechanic. It will keep your opponent thinking hard about what minions to play. I personally don't like 0-Attack minions, though. I get why you did it in terms of flavor for the "Prison", but this way it's far too techy for a Basic Card. Maybe change it to a 1/5 or even 2/4. This way it would be more playable and versatile. You could then replace "Prison" with something a little more animate? Maybe "Crawling Avalanche", or something like that?
Hi! Thanks for your feedback! Completely forgot about Recycle ! Looking at it now, I think the original Spell is far too expensive. Assassinate completely removes a minion from the game an is only 5! (But also triggers Deathrattles. Got that one)
Had an earlier version that summoned a 1/2 token as replacement (A "Stunt Double"...), but changed it due to the cardtext-challenge. Maybe have to rethink it, because I defenitely don't want to just copy existing spells...
Also looked at your cards. I see two main issues: I think we are not allowed to implement own keywords like your "overcharge" in the Basic Set (or am I wrong there?). Or is this meant to be a token? A separate 2-Mana-Spell? (Sorry, really hard to tell without pix. I know you're working on it)
And those Attack-reducing-effects are also quite problematic. If this is your Class Identity you can go for them, of course. But permanent Attack-Reduction is something many people dislike, because it can really stall the game. And that's not fun. So I'd at least add "Until the start of your next turn" or something like that, though I know that that'll make it hard to meet the short cardtext challenge...
The other cards are fine as Basic Cards imo. And I personally don't mind, if they are considered "weak". So they are more for early game control, which I think is okay!
Few immediate problems I notice:
Click the image to go to my custom Time Traveler class.
No, your submission cannot use tables. 5 cards, then the explanation of the cards beneath that.
Obviously tables seem like a pretty basic thing to people who know how to do them, but the majority of people will have absolutely no idea how to do them, since there isn't a convenient button for it.
You can find me here! Good luck everyone!
I must say I'm impressed that you managed to distinguish yourself from Druid, which is not easy to do given the theme you chose.
Now that you have a full set, I'll review.
All in all, your Basic set is pretty balanced and has nice flavor. I do think that some of the cards seem a little derivative of Warrior, but given the context and execution I don't mind them at all.
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:
okay! thanks!
Hello everyone,
Thank you for your guides and help. I've been designing for my Infiltrator class the past few days; t'was quite hard designing the Basic Cards as it was my first time. I wanted to capture the flavor of my class without going too complex. I'll greatly appreciate your comments and as a return I will gladly do my best to check out and comment too in others' class concept :)
THE INFILTRATOR
Premise
Infiltrators are agents, masters of disguise and espionage, able to camouflage with the community unnoticed. They can pretend as diplomats, but once they acquire diplomatic immunity, they use their political advantage to exploit the intelligence they've gathered. They make look as a force of Alliance or Horde, only to find out they're just serving their own ends. Their loyalty is unknown and their faction hides beyond the mists thicker than that of Pandaria.
No secrets are left hidden to them.. and whilst you’re still planning your witty combo next turn, an Infiltrator has already outsmarted you. No one knows how to fight them, and they leave no trail for their discovery.
Bio
Mirage
“Mirage is a new in her game and her disguised career didn’t take overnight. But with her charming training, she immediately rose to popularity and was privilege to entertain the royalties. Often, she would use her acting skills with the royal guards, unveiling every secret in Stormwind.”
Hero Power
BREACH: Your opponent’s next card to play costs (1) more. They summon a 1/1 Guard with Taunt .
"Infiltrators have a knack for sneaking in and end up being caught by the guards".
Overview
Unique Keywords: Mask
Core Keywords: Look, stealth
Mechanics: Hand information, hand manipulation , cost manipulation , tech, anti-secrets/combo
Flavor: Espionage , disguise , intelligence , bluff, anarchy
Weaknesses: Hand Information doesn’t directly solve problems, lacks direct and burst damage, masked minions can easily be wiped by AOE, lacks self-healing
New Keyword:
A Masked minion (left) compared to Stealthed (right).
Basic Set Cards
(1 weapon, 2 minions, 7 spells)
Description
Because the Infiltrator class excels in tech and disruption, I thought that I should remain true to its core in the Basic Set. The class still utilizes single target damage, AOE, draw but mostly removal/neutralization. The class lacks direct hero damage as Infiltrators must be hidden against the authority and instead draws power from hindering the opponent's play.
Remaining Basic Cards
Previous Phase
Phase I Infiltrator Class
'Feel free to comment and suggest if you like some of the hidden cards to be showcased instead. :)' Thank you
Thanks for the feedback. I'd say Earthquake is still less complex than Animal Companion, which doesn't even tell you the cards it summons. Turn to dust is costed the way it is because it can still target friendly minions, so you can use it on deathrattle and still trade with it. Should I make it like execute and only target friendlies?
Thanks for feedback. I'll see what I do about Ice Prison.
The hero power seems a little complex, but it fits the flavour of your class. I'd change the wording to "The next card your opponent plays costs ...". Decription could probably cost 1, look at Flare. The rest of the cards seem fine.
Your keyword can just be "Has +1/+1 for every other minion with Evergrowth on the board".
Briathorn's Wall is insame, either reduce thenumber of minions to 2 or make it cost 5. Actually, now that I think about it, the Briathorns are also incredibly good. I'd just make them 1/2.
Spell Power is not a thing. (on the petal).
The Honey has the wrong border. It's also very weak, the paladin has a spell that restores 6 health for only 2 mana, and refreshing your hero power isn't worth that much. I'd make it cost 3 at most.
Herbicides should cost 3, since it's literally between Arcane Explosion and Consecration.
The rest of the cards seem fine.
Not sure you actually wanted feedback for your cards, haha. They all seem fine.
Everything seems fine to me. Are fossils going to also be generated by other cards?
Small typo in your keyword, it should be "targets". Also, you might want to see if having the token have more than 2 lines violates the respective challenge. The cards themselves seem allright.
How is this as a submission post?
BATTLEMAGE
Notes:
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class (although it's more than welcome if you do). Not that it could use it in this Phase anyway, because this is the Basic set.
Speaking of Basic Set, here is 5 cards from the Battlemage's Basic set.
Example cards
But there are 5 more cards to look at:
Remaining cards
Click here to go to my Phase I post.
Some people have also mentioned that Hot-Headed Instructor might be slightly OP, and to be reduced to a 1/1.
Click the image to go to my custom Time Traveler class.
Your keyword can just be "Has +1/+1 for every other minion with Evergrowth on the board".
I don't know why the tooltip doesn't let me write the keyword like that.
Briathorn's Wall is insame, either reduce thenumber of minions to 2 or make it cost 5. Actually, now that I think about it, the Briathorns are also incredibly good. I'd just make them 1/2.
Why is insane compared with woidwalker?
Spell Power is not a thing. (on the petal).
what do you mean by that?
The Honey has the wrong border. It's also very weak, the paladin has a spell that restores 6 health for only 2 mana, and refreshing your hero power isn't worth that much. I'd make it cost 3 at most.
yeah i didn't realise of that. I will lower it to 3 or make it stronger
Herbicides should cost 3, since it's literally between Arcane Explosion and Consecration.
I'll fix that
thanks heaps for the feedback
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
I didn't know that we couldn't use images already in game but with different zoom/angle. I'll fix them all.
For the keyword i want it to be like a buff, so it can be silenced. Thanks for the feedback
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
Thanks for the feedback
Pacebloom honey / i will fix that, i noticed it later.
Prunish Slash / I was thinking to change it to deal 3-5 damage cost 3
Herbicides / i'll move it to 3
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
Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.
Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)
Otherwise, it's okay.
I'd showcase Turn to Stone, Splitting Fireball, Icy Rain, Mountainize and Stone Shell maybe.
I think those cards paint a nice picture together, showing all different mechanics your class has.
Overall, the concept of the class is really good, I like the saboteur playstyle it has. However, there are a couple things I think you should change:
I think you showcased the right cards, in general. And yes, Hot-Headed Instructor is better as a 1/1.
I'm late with the feedback; I apologize for that :/ I'll have to make up for it by doing extra. They're in reverse-order again, so I hit the most-recent iterations of your post(s):
Demonxz95
Ashkrell
Laurendor
Pircival
Shatterstar1998
MurderyUnicorn
Turkeybag
Muddler
Wailor
SunnoxPL
NiRaSt
thepowrofcheese
Noah_McGrath
I think that will have to be it, for now. I apologize again if I skipped over you or otherwise left you out; that wasn't my intention. If anyone would like to provide feedback for my Lich class, it's currently located on the next page.
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
Cards I'm pretty sure I want in my basic set
Other cards I'm considering
(My class' themes: Synergy with all tribes, hand synergy, tokens, spells)
Yes, some of those have a rarity gem because I made them before. Ignore this PLEASE. I will redo them if I use them for the set.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Here's my stuff. First 5 are showcase.
Token:
Midterm season has just started for me so I might go quiet for a bit until the deadline.