Sethrak Scout and Purifying Flames are not valid, because class-especific keywords and Silence do not exist in the Basic set.
Fiery Blood feels too complex for the Basic set (it looks like an Epic card).
Blood Nova should cost 6 mana, I think.
The rest of the cards are fine.
Didn't know that. So if my keyword is minion-specific, i can't use it in this phase? I guess i'll make a weapon or something just to utilize it in a way. Purifying Flames i expected to be unoriginal. Since it's also not allowed i guess i have to change it.
Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.
As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.
One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.
The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.
Since Shattering Blast is so situational, why not make it deal 6? 3 mana Fireball for frozen only targets.
Detonate Mana seems ok, but it really bothers me it has nothing to do with actual in-game mana;
Dark Pulse is as you know, Hammer of Wrath; The only identical cards in the game are Holy Smite and Arcane Shot, so i don't know if you really want to do this thing (Counterfeit Coin is craftable and wild only, it's not the same as Innervate fight me i dare i double dare you!);
Dark Binding i think is too weak and too similar to Divine Hymn. Why not make it 1 mana heal for 3?
Rise Again .... look, i know it's hard being a detective dinosaur, but you have too many cards identical to already existing ones. It's relaively easy to add slightly variations on these. Let Rise Again summon enemy minions as well for example.
Most of your cards are ok, but as it is right now, i'm sad to say i won't vote for you as you have 2 already existing cards, and a worse version of another existing one.
Decent card draw (to allow them to play cards with Gaze)
Weakness:
Unreliable RNG effects without Gaze or Solar Eclipse
Buffs focus on giving minions Health and utility, not offensive power
Healing tied to spawning minions, thus they are unreliable
Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.
Edit: Creator's Commentary
Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
Fiery Comet, Meteor Shower, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
Comet of Doom, Astral Touch: Showcase the decent removal option of this class.
Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.
A bit too much rng;
Solar Eclipse i see is gaze, but without saying it is gaze. Good way to use your keyword;
Astral Intelect is too bad. the risk is too much. i know you can in theory "gaze" your hero, but it still 2 card combo for 3 draw isn't that great;
Blessing of the starts: you didn't show any zoo tendencies in your class until now. a board buff seems out of place;
Comet of Doom: Deadly Shot, but can be targeted with gaze. Not sure if copying existing cards is a good idea, but linkblade did it too. Maybe i'm just too picky;
The Astral Spirit seems a bit to complex for a basic card token.
Celestial Bow: again, you didn't look like a weapon/aggro class until now. i expected more combo/control stuff, but this new direction can work. because of the random nature, it is balanced when compared to Arcanite Reaper;
After looking at all your cards, i can see a theme of summoning a bunch of Astral Spirits and maybe buffing them.
I like this new direction you went with. it makes you more different from mage/shaman.
I don't really understand why you guys have to impose these restrictions and think most submissions looked like this anyway. Restricitons on aesthetics is really bs to me. With the card restrictions you make it hard that the basic set is in any way more complex than already existing ones. I think this is exactly the problem of Hearthstone. It is super simple and doesn't evolve, just plays arround with game-mechanics. I had a pretty different goal participating here. This is the text I wrote in phase 1 so you maybe get what I was aiming for.
"Design Philosophy
I designed this class with the idea in mind that it does not necessarily have to fit perfectly to the existing classes and the game as is, but would exist in a Hearthstone that may be slightly more complex. Felt this gives me more space to experiment and is also more interesting for you, the reader, to maybe be a little inspired and stretch the design space of Hearthstone cards. I feel like this counts already for most card designers here, but thought writing it down doesn't hurt."
I don't want to cut down heavily, not even on the basic set of the Dreamer class. It loses it's purpose and I wanted to include a lot of fluff and art and feel discouraged about that now, so I think I'm out unless I can change to a different class. Would like to participate since it's fun but think the class is better kept in it's own thread then.
Really cool stuff im seeing all around the discussion, really gets me hyped up. I have a question that i cannot find an answer to however, maybe it's because i'm really unexperienced in all this forum stuff. So how do i know if i have proceeded? I'm pretty certain I did, but I'm also not sure and i obiously don't want to post in the next submission topic if im not supposed to. Of course there could be the case that maybe only the competitors which have proceeded are able to post but i see nothing that indicates that so i thought i'd better ask.
I don't really understand why you guys have to impose these restrictions and think most submissions looked like this anyway. Restricitons on aesthetics is really bs to me. With the card restrictions you make it hard that the basic set is in any way more complex than already existing ones. I think this is exactly the problem of Hearthstone. It is super simple and doesn't evolve, just plays arround with game-mechanics. I had a pretty different goal participating here. This is the text I wrote in phase 1 so you maybe get what I was aiming for.
"Design Philosophy
I designed this class with the idea in mind that it does not necessarily have to fit perfectly to the existing classes and the game as is, but would exist in a Hearthstone that may be slightly more complex. Felt this gives me more space to experiment and is also more interesting for you, the reader, to maybe be a little inspired and stretch the design space of Hearthstone cards. I feel like this counts already for most card designers here, but thought writing it down doesn't hurt."
I don't want to cut down heavily, not even on the basic set of the Dreamer class. It loses it's purpose and I wanted to include a lot of fluff and art and feel discouraged about that now, so I think I'm out unless I can change to a different class. Would like to participate since it's fun but think the class is better kept in it's own thread then.
Well, I guess your design objectives don't align with this competition then. The main objective is to create a class that could be incorporated seamlessly into the current game. I think your class is fine, I liked it, but maybe you have to change a bit your philosophies to stay in the competition. And I mean, these restrictions aren't even complexity-related. Text length and presentation are very agnostic things that I'm sure you could work around. As Mike Rosewater, MtG designer, once said, "Restrictions breed creativity." There are lots of ways of creating design space while staying within Hearthstone's confines, and this is just the Basic set, the most simple and, well, basic of them all. Keep the lengthy cards for future sets!
What do you think about my new Hero Power? Also, this will be start of new theme of Reality Shaper, effects that trigger at the end of turn they're played. During phase I, i showcased one card that also has effect like that:
Celestial Bow now is a 3 mana 2/2 with the effect target friendly minions only. I don't like how heavy my Basic cards is with the addition of Knight of Eclipse.
Astral Intellect now cost 2 mana. I should clarify that Gaze / Solar Eclipse can only ensures you draw cards if you cast it on your hero ONLY. I don't want the mill potential to be too extreme.
Meteor Shower has been replaced by Guardian of the Eclipse.
Edit: I just realized Guardian of the Eclipse has more than 3 lines and thus making my cards selection has 4 cards with more than 3 lines. He is now 5 mana, lost the Taunt and is renamed Knight of the Eclipse.
Other cards:
Strength:
High token spawning
High burst spell damage / finisher
Decent healing
Decent amount of removal
Decent card draw (to allow them to play cards with Gaze)
Weakness:
Unreliable RNG effects without Gaze or Solar Eclipse
Buffs focus on giving minions Health and utility, not offensive power
Healing tied to spawning minions, thus they are unreliable
Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.
Edit: Creator's Commentary
Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
Knight of the Eclipse: Another example of the Control RNG aspect of this class. This card signify that their buffs will mostly be random as well as the fact that cards with Gaze effects in their Classic set will have very efficient stats to cost ratio.
Fiery Comet, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
Astral Touch: Showcase the decent removal option of this class.
Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.
Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.
As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.
One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.
The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.
In my previous I criticized that your class looks way too similar to KoTFT and lacks originality. While there is some legitimate design space and mechanic that you managed to carve out but I still sadly has to repeat that criticism.
The most prominent design space you carved out is combining Freeze with healing. This is something the developers never explore giving that Mage has no healing while Priest has no stall in their basic set.
Freeze synergy is another one. It took like 2-3 years for the developers to print this for Mage (and Shaman) and to this day all of those cards suck. The fact that your HP is Freeze gives these synergy a legitimacy and consistency that lacking in Shaman and Mage.
Frozen Soul is way too strong. A comparable cards would be Priest of the Feast but given that you can cast Freezing Wind and still gain comparable amount of healing to Priest of the Feast while only cost 1 card advantage, I think this card should be less sticky and took 1 hit in stats. Something like a 3/5 or 5/4.
Frost Armor need a new name and artwork. The artwork looks way too aggressive for its effect while the name makes me think that this card will give actual Armor, not Taunt.
The lack of originality really hurts you with two of the cards that is supposed to represent two of the main mechanic. Rise Again and Dark Binding are way too similar to existing cards, which you acknowledged. But atleast you could spice them up with different mana cost. Dark Binding can be 1 mana heal 3 or 3 mana heal 8 for example.
Lore/Flavor : Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example Cards
The Bloodburner's core theme is self damage. Many cards benefit from it, or inflict it.
Sethrak Scout: Similar to Northshire Cleric, old Mana Wyrm and Tunnel Trogg, this is a 1 mana 1/3 that benefits from what my class does best: sacrifice health;
Fire Dance: 2 mana draw 2 cards with a punishment fitting for the class (just like Ancestral Knowledge overloads the shaman).
Bloodflame Bolt: The bread and butter removal for the Bloodburner. Will almost always deal more damage than a Fireball, but it cannot go face;
Fiery Blood: A more unique boardclear, it has the potential to out-damage even Flamestrike. However, it is entirely up to the opponent to decide how much damage you actually deal. If they ignore you for 1 turn, you don't take, but don't deal, any damage. They can however trade with your minions as they please;
Bloodburners are adept at dealing with big health targets. The bigger they are, the more blood they have. Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue;
A blood mage knows many tricks, and is able to use many useful spells;
Sanguine Rune: This let's you re-use spells, but you must be careful with the order of cards, as you might accidentally copy the wrong spell;
Purifying Flames: Tbh this i think is my weakest link. It's the big brother of Earth Shock. I really like the flavor of "purifying flames", but i could't make anything else in only 2 lines;
Conflagration: The hero power is one of the Bloodburner's strongest aspects. This let's you amplify it for one use, and it does carry between turns;
Blood Nova: Manipulation of blood can be effective on its own, without igniting it. This heals you for a bit while clearing the board, however it also heals the enemy. It might be a bit too powerful (i think making it 6 mana or 5 mana and 3 damage/heal instead of 4 might be more appropriate);
This is my first iteration of the basic set. Everything is subject to change, so i would appreciate any feedback. What works/what doesn't? What is too weak/powerful?
Firstly, Sethrak Scout and Purifying Flame is illegal because they have Class keyword and Silence
Secondly, you have 4 cards with more than 3 lines on it (Blood Nova, Conflagaration, Fiery Blood, Bloodflame Bolt). Sadly, I tried to shrink Bloodflame Bolt card text to fit in with the 2 lines requirement and it looks really small:
With that aside, I think your class card is too big removal heavy (Conflagaration, Purifying Flame, Hearthpiercer, Giantslayer, Bloodflame Bolt - that is half your set). Even the queen of removal Rogue only has 3 removal in her basic cards (Backstab, Assassinate, Sap) while Jaina has 3 (Frostbolt, Fireball, Polymorph - 2 of which are burn) and Anduin has 4 (Holy Smite, Shadow Word: Pain, Shadow Word: Death, Mind Control - 1 of which is burn). This will create a class that is strong against control due to the removal heavy focus and aggro with the Fresh Blood mechanic likely to force unfavorable trades or play from your opponent to prevent the massive healing or effect they can provide.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Your set in general is nice. Has a well rounded purpose while leaving room to explore other archetypes.
Arcane Elixir need to be 1 mana. Spell Damage is generally cost .5 mana (Kobold Geomancer). This card's versitility and combo potential justified bumping it to 1 mana.
Healing Spray: Compare to Healing Touch. Need to be 3 mana or reduce the healing to 6.
Escape from Lab: I think you can get away with making 6 mana. Token spawning usually has higher total stats than similar cards at the same mana cost (Alleycat)
Experimental Setup: Need to cost 4. Tutoring effect is always value higher in mana cost. Compare Shadow Visions to Shiv.
Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.
I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.
Feedback appreciated ! :)
Chipped Spike should be worded to something like +3/-1 similar to Precise Forging.
Monarch Wings seems really insane and limiting on how much Armor gain your class should have. I would increase the cost to 5 mana atleast to be on par with Nourish
In total, I think your Basic set is way too monotone and weapon focused. Even Warrior and Rogue has other themes going on for them. Remember, you want to show off what themes your class has in the Basic set, not building a player's deck for them. And that not mentioning if you move on from the competition, you'd be struggle to come up with new themes and archetypes for your class without seeming out of place. For example: Your don't need both the 2 weapons and 2 weapon buffs. Get rid atleast one of them.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Hey Weilor, why don't you use a tag like Elixir or Flask instead of potion? That way you are sure to have no problems with the Kabal cards. I guess it is not very important because Mean Streets is deep in Wild at the moment and we can ignore it more or less, but just a suggestion :P
Yeah, I thought about that too. However, my reasoning was that if the Alchemist had existed since the beginning, all Kabal potions, Potion of Heroism and maybe Unidentified Elixir would've also been labeled as potions.
In that case, Kabal Chemist's text would've been "Battlecry: Add a random Kabal Potion to your hand."
I think that even if I call them Flask or whatever I'll still have a similar problem, because thematically they're the same. However, if several people prefers this I'll change it.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Your set in general is nice. Has a well rounded purpose while leaving room to explore other archetypes.
Arcane Elixir need to be 1 mana. Spell Damage is generally cost .5 mana (Kobold Geomancer). This card's versitility and combo potential justified bumping it to 1 mana.
Healing Spray: Compare to Healing Touch. Need to be 3 mana or reduce the healing to 6.
Escape from Lab: I think you can get away with making 6 mana. Token spawning usually has higher total stats than similar cards at the same mana cost (Alleycat)
Experimental Setup: Need to cost 4. Tutoring effect is always value higher in mana cost. Compare Shadow Visions to Shiv.
Not sure about Arcane Elixir. Unless you already have minions on board, you still need to play a minion before it, so you'd rather play Kobold Geomancer instead, which is just one card. Then again, it seems a bit dangerous at 0 Mana, so I can't still decide xD I guess I need to listen more opinions.
I also have doubts about Healing Spray. It's very good compared to Healing Touch, but split healing tends to be cheaper (Healing Rain vs Greater Healing Potion). I don't understand why, since focused healing can be clunkier, but whatever.
I guess I'll make Escape From Lab 6 mana. It can be crazy with For Science!, but you can easily overdraw and it's 10 mana, so...
Experimental Setup is going to stay at 3 Mana. Sense Demons ais also tutored draw and it's the same cost as Arcane Intellect. There's also Ice Fishing, which is even cheaper.
Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.
I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.
Feedback appreciated ! :)
As Shatterstar said, you have too many weapon-related cards. I think you could get rid of Chipped Spike and make it Classic instead.
Monarch Wings is too complex for a Basic card.
Armored Baldur could be a 3/2/2 that gains +2/+2 after destroying 3 Armor, for instance. However, if you include it, you also need a couple cards more to gain Armor.
The Infuser class is made up of spellcasters and spellswords that use magic in a unique way. That merge it with creatures or objects to create wild new results. From magic weapons to enchanted armor, they can turn the mundane into something truly magical. Of course, the path of the Infuser is one of theft. One person gains and another loses. Among the Infusers, there are two particular factions that are represented in the Basic set. The Flame-Heart faction and the Ice-Soul faction. Each faction has their own style. The Flame-Heat faction focuses on offense while the Ice-Soul faction focuses on defense.
Keyword
To represent the give and take relationship of an Infuser, the keyword Absorb was created. A minion that absorbs Attack will gain the Attack, while a Spell that absorbs health will be given to your hero. A card cannot absorb more than their target can give. A minion with 0 Attack cannot give any Attack.
Example Cards
Shoddy Spellbook: It's like a 2-Mana draw a card with the upside of getting your next draw early.
Unstable Catalyst: 2-Mana +3/+3 on the turn you play, but slowly grows weaker each turn.
Corrupt Soul: A Shadow Bolt that bypasses Divine Shield, but is less effective against damaged minions.
Flame-Heart Blade: A 2/2 weapon that can become a 3/1 weapon. Strong synergy with Durability buffs.
Lore/Flavor : Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example Cards
The Bloodburner's core theme is self damage. Many cards benefit from it, or inflict it.
Sethrak Scout: Similar to Northshire Cleric, old Mana Wyrm and Tunnel Trogg, this is a 1 mana 1/3 that benefits from what my class does best: sacrifice health;
Fire Dance: 2 mana draw 2 cards with a punishment fitting for the class (just like Ancestral Knowledge overloads the shaman).
Bloodflame Bolt: The bread and butter removal for the Bloodburner. Will almost always deal more damage than a Fireball, but it cannot go face;
Fiery Blood: A more unique boardclear, it has the potential to out-damage even Flamestrike. However, it is entirely up to the opponent to decide how much damage you actually deal. If they ignore you for 1 turn, you don't take, but don't deal, any damage. They can however trade with your minions as they please;
Bloodburners are adept at dealing with big health targets. The bigger they are, the more blood they have. Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue;
A blood mage knows many tricks, and is able to use many useful spells;
Sanguine Rune: This let's you re-use spells, but you must be careful with the order of cards, as you might accidentally copy the wrong spell;
Purifying Flames: Tbh this i think is my weakest link. It's the big brother of Earth Shock. I really like the flavor of "purifying flames", but i could't make anything else in only 2 lines;
Conflagration: The hero power is one of the Bloodburner's strongest aspects. This let's you amplify it for one use, and it does carry between turns;
Blood Nova: Manipulation of blood can be effective on its own, without igniting it. This heals you for a bit while clearing the board, however it also heals the enemy. It might be a bit too powerful (i think making it 6 mana or 5 mana and 3 damage/heal instead of 4 might be more appropriate);
This is my first iteration of the basic set. Everything is subject to change, so i would appreciate any feedback. What works/what doesn't? What is too weak/powerful?
• Fiery blood is too complex for a basic card. Sethrak Scout shouldn't actually have your keyword on it. Purifying Flame feels more like a common card than a basic one (i.e. Silence). I think you have one too many cards with three or more lines of text. Other than that I like the direction you're taking, especially with health matters cards.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
So your potions are collectible cards? I'm not sure about giving them a spell tribe. Instead you could call them all "_______ Elixer" or something, but not potion because that's a Gadgetzan thing and you'd have to work around that. Potion Researcher seems pretty bad because you can only use 4 potions on it for a max +4/+4 and running two of these you can give them +2/+2 each. If you have classic cards that do potions I can understand, but it's still weak. I'd drop the 'on this minion' condition. Escape from Lab seems pretty bad (Fiendish Circle). Maybe it could cost 6. Experimental Setup is solid. Golden Touch is well balanced, but I'm not sure the flavour fits with your class (Coins are a rogue thing really) For Science! seems a bit complex for a basic card.
So, if i were to post my next entry, it would look like this, any feedback?
The Cursed Witchdoctor
The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.
Keyword: Shadow Realm
My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.
VERY IMPORTANT: Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.
Example Cards
I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff! So here they are:
Void Vision: This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
Stoke the Fire: Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
Deathcaller: Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental. What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm, so that is something to consider.
Remaining Cards
So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power. Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets. Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.
So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.
I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.
Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
Blood Nova: Now costs 6. It's more balanced this way;
Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;
Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.
Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.
Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).
After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.
Token :
And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.
so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.
Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)
Consume => destory a friendly minion to trigger an effect.
Cards for this challange:
=
Holy Wrath -> each turn it's damage can change based on your current spell damage.
Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).
Holy Defenders -> Similar to Animal Companions, tokens:
Tokens:
I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated
Celestial Bow now is a 3 mana 2/2 with the effect target friendly minions only. I don't like how heavy my Basic cards is with the addition of Knight of Eclipse.
Astral Intellect now cost 2 mana. I should clarify that Gaze / Solar Eclipse can only ensures you draw cards if you cast it on your hero ONLY. I don't want the mill potential to be too extreme.
Meteor Shower has been replaced by Guardian of the Eclipse.
Edit: I just realized Guardian of the Eclipse has more than 3 lines and thus making my cards selection has 4 cards with more than 3 lines. He is now 5 mana, lost the Taunt and is renamed Knight of the Eclipse.
Other cards:
Strength:
High token spawning
High burst spell damage / finisher
Decent healing
Decent amount of removal
Decent card draw (to allow them to play cards with Gaze)
Weakness:
Unreliable RNG effects without Gaze or Solar Eclipse
Buffs focus on giving minions Health and utility, not offensive power
Healing tied to spawning minions, thus they are unreliable
Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.
Edit: Creator's Commentary
Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
Knight of the Eclipse: Another example of the Control RNG aspect of this class. This card signify that their buffs will mostly be random as well as the fact that cards with Gaze effects in their Classic set will have very efficient stats to cost ratio.
Fiery Comet, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
Astral Touch: Showcase the decent removal option of this class.
Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.
Token:
Everything seems fine to me, my only nitpick is that Solar Eclipse is a little complex for a basic card, but I understand that it is a must card for the class and that you could the same argument for Tracking so I won't complain about it. But you should probably use Choose instead of Select, to keep it consistent with the current wording in the game.
Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.
I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.
Feedback appreciated ! :)
Having a potential 30 damage combo with three basics cards is a little to strong (Mighty Mace+ 2 Precise Forging) yeah it is an 8 mana combo over 3 turns, but is still really strong, stronger if you add your Hero Power in the mix. You should use the same wording you used for Precise Forging on Chipped Spike, for a way to fix the Armored Baldur, what about making him a 3/3 that gains +1/+1 if you spend a little amount of armor, like 2 or 3? and for the armor using card, you should Use Spend instead of destroying, like Reckless Flurry.
The Infuser class is made up of spellcasters and spellswords that use magic in a unique way. That merge it with creatures or objects to create wild new results. From magic weapons to enchanted armor, they can turn the mundane into something truly magical. Of course, the path of the Infuser is one of theft. One person gains and another loses. Among the Infusers, there are two particular factions that are represented in the Basic set. The Flame-Heart faction and the Ice-Soul faction. Each faction has their own style. The Flame-Heat faction focuses on offense while the Ice-Soul faction focuses on defense.
Keyword
To represent the give and take relationship of an Infuser, the keyword Absorb was created. A minion that absorbs Attack will gain the Attack, while a Spell that absorbs health will be given to your hero. A card cannot absorb more than their target can give. A minion with 0 Attack cannot give any Attack.
Example Cards
Shoddy Spellbook: It's like a 2-Mana draw a card with the upside of getting your next draw early.
Unstable Catalyst: 2-Mana +3/+3 on the turn you play, but becomes only a +1/+1 the next turn.
Corrupt Soul: A Shadow Bolt that bypasses Divine Shield, but is less effective against damaged minions.
Flame-Heart Blade: A 2/2 weapon that can become a 3/1 weapon. Strong synergy with Durability buffs.
I feel like Unstable Catalyst is really weak keep in mind that Mark of the Wild exists, it is on the weak side and it doesn't has the chance of killing your minion. Maybe change it to "at the end of your turn" instead? Overall everything looks solid to me.
So, if i were to post my next entry, it would look like this, any feedback?
The Cursed Witchdoctor
The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.
Keyword: Shadow Realm
My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.
VERY IMPORTANT: Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.
Example Cards
I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff! So here they are:
Void Vision: This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
Stoke the Fire: Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
Deathcaller: Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental. What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm, so that is something to consider.
Remaining Cards
So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power. Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets. Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.
So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.
Gonna be honest and said that I'm not a real fan of the Hero Power, you can do a lot of shenanigans with reducing the cost of cards. But nothing I can do there.
Stoke the fires and Darkblight don't feel like Basic cards to me and you can cut "until they die" from the latter. If I'm not wrong you can't use Stealth as a keyword but I could me wrong. Other than that the cards look fine to me.
I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.
Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
Blood Nova: Now costs 6. It's more balanced this way;
Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;
Unchanged cards:
Feedback is welcomed and encouraged!
I feel like the Crocodilian Guard is a lot stronger than Giant Slayer and if you compare it to Vilespine Slayer (which generally is a 6-7 mana destroy a minion), you can see how strong it is as a continuos effect. Otherwise the rest of your cards look fine to me.
Didn't know that. So if my keyword is minion-specific, i can't use it in this phase? I guess i'll make a weapon or something just to utilize it in a way. Purifying Flames i expected to be unoriginal. Since it's also not allowed i guess i have to change it.
Most of your cards are ok, but as it is right now, i'm sad to say i won't vote for you as you have 2 already existing cards, and a worse version of another existing one.
After looking at all your cards, i can see a theme of summoning a bunch of Astral Spirits and maybe buffing them.
I like this new direction you went with. it makes you more different from mage/shaman.
I don't really understand why you guys have to impose these restrictions and think most submissions looked like this anyway. Restricitons on aesthetics is really bs to me. With the card restrictions you make it hard that the basic set is in any way more complex than already existing ones. I think this is exactly the problem of Hearthstone. It is super simple and doesn't evolve, just plays arround with game-mechanics. I had a pretty different goal participating here. This is the text I wrote in phase 1 so you maybe get what I was aiming for.
"Design Philosophy
I designed this class with the idea in mind that it does not necessarily have to fit perfectly to the existing classes and the game as is, but would exist in a Hearthstone that may be slightly more complex. Felt this gives me more space to experiment and is also more interesting for you, the reader, to maybe be a little inspired and stretch the design space of Hearthstone cards. I feel like this counts already for most card designers here, but thought writing it down doesn't hurt."
I don't want to cut down heavily, not even on the basic set of the Dreamer class. It loses it's purpose and I wanted to include a lot of fluff and art and feel discouraged about that now, so I think I'm out unless I can change to a different class. Would like to participate since it's fun but think the class is better kept in it's own thread then.
Really cool stuff im seeing all around the discussion, really gets me hyped up.
I have a question that i cannot find an answer to however, maybe it's because i'm really unexperienced in all this forum stuff.
So how do i know if i have proceeded? I'm pretty certain I did, but I'm also not sure and i obiously don't want to post in the next submission topic if im not supposed to. Of course there could be the case that maybe only the competitors which have proceeded are able to post but i see nothing that indicates that so i thought i'd better ask.
Well, I guess your design objectives don't align with this competition then. The main objective is to create a class that could be incorporated seamlessly into the current game. I think your class is fine, I liked it, but maybe you have to change a bit your philosophies to stay in the competition. And I mean, these restrictions aren't even complexity-related. Text length and presentation are very agnostic things that I'm sure you could work around. As Mike Rosewater, MtG designer, once said, "Restrictions breed creativity." There are lots of ways of creating design space while staying within Hearthstone's confines, and this is just the Basic set, the most simple and, well, basic of them all. Keep the lengthy cards for future sets!
What do you think about my new Hero Power? Also, this will be start of new theme of Reality Shaper, effects that trigger at the end of turn they're played. During phase I, i showcased one card that also has effect like that:
Here's update to my Basic set:
Other cards:
Strength:
Weakness:
Edit: Creator's Commentary
Token:
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:
Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.
I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.
Feedback appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
In my previous I criticized that your class looks way too similar to KoTFT and lacks originality. While there is some legitimate design space and mechanic that you managed to carve out but I still sadly has to repeat that criticism.
Your set in general is nice. Has a well rounded purpose while leaving room to explore other archetypes.
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:
Yeah, I thought about that too. However, my reasoning was that if the Alchemist had existed since the beginning, all Kabal potions, Potion of Heroism and maybe Unidentified Elixir would've also been labeled as potions.
In that case, Kabal Chemist's text would've been "Battlecry: Add a random Kabal Potion to your hand."
I think that even if I call them Flask or whatever I'll still have a similar problem, because thematically they're the same. However, if several people prefers this I'll change it.
THE INFUSER
The Infuser class is made up of spellcasters and spellswords that use magic in a unique way. That merge it with creatures or objects to create wild new results. From magic weapons to enchanted armor, they can turn the mundane into something truly magical. Of course, the path of the Infuser is one of theft. One person gains and another loses. Among the Infusers, there are two particular factions that are represented in the Basic set. The Flame-Heart faction and the Ice-Soul faction. Each faction has their own style. The Flame-Heat faction focuses on offense while the Ice-Soul faction focuses on defense.
Keyword
To represent the give and take relationship of an Infuser, the keyword Absorb was created. A minion that absorbs Attack will gain the Attack, while a Spell that absorbs health will be given to your hero. A card cannot absorb more than their target can give. A minion with 0 Attack cannot give any Attack.
Example Cards
Remaining Cards
Previous Phase
Phase I Submission page
• Fiery blood is too complex for a basic card. Sethrak Scout shouldn't actually have your keyword on it. Purifying Flame feels more like a common card than a basic one (i.e. Silence). I think you have one too many cards with three or more lines of text. Other than that I like the direction you're taking, especially with health matters cards.
So your potions are collectible cards? I'm not sure about giving them a spell tribe. Instead you could call them all "_______ Elixer" or something, but not potion because that's a Gadgetzan thing and you'd have to work around that.
Potion Researcher seems pretty bad because you can only use 4 potions on it for a max +4/+4 and running two of these you can give them +2/+2 each. If you have classic cards that do potions I can understand, but it's still weak. I'd drop the 'on this minion' condition.
Escape from Lab seems pretty bad (Fiendish Circle). Maybe it could cost 6.
Experimental Setup is solid.
Golden Touch is well balanced, but I'm not sure the flavour fits with your class (Coins are a rogue thing really)
For Science! seems a bit complex for a basic card.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •








So, if i were to post my next entry, it would look like this, any feedback?
The Cursed Witchdoctor
The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.
Keyword: Shadow Realm
My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.
VERY IMPORTANT:
Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.
Example Cards
I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff!
So here they are:
Remaining Cards
So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power.
Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets.
Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.
So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.
Previous Phase
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=12
I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Ok, based on feedback i made several changes. These are the old versions/cards:
And here are the new versions/cards:
What changed:
Unchanged cards:
Feedback is welcomed and encouraged!
Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.
Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.
Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).
After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.
And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.
For the exemple cards, I think I will choose Wild Healing Mix, Fuming Chant, Flask of Mojo, Voodoo Master and Lurking Witchdoctor. What do you think ?
Angel Class - Ariel
so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.
Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)
Consume => destory a friendly minion to trigger an effect.
Cards for this challange:
=

Holy Wrath -> each turn it's damage can change based on your current spell damage.
Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).
Holy Defenders -> Similar to Animal Companions, tokens:
Tokens:
I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated
Having a potential 30 damage combo with three basics cards is a little to strong (Mighty Mace+ 2 Precise Forging) yeah it is an 8 mana combo over 3 turns, but is still really strong, stronger if you add your Hero Power in the mix. You should use the same wording you used for Precise Forging on Chipped Spike, for a way to fix the Armored Baldur, what about making him a 3/3 that gains +1/+1 if you spend a little amount of armor, like 2 or 3? and for the armor using card, you should Use Spend instead of destroying, like Reckless Flurry.
I feel like Unstable Catalyst is really weak keep in mind that Mark of the Wild exists, it is on the weak side and it doesn't has the chance of killing your minion. Maybe change it to "at the end of your turn" instead? Overall everything looks solid to me.
Gonna be honest and said that I'm not a real fan of the Hero Power, you can do a lot of shenanigans with reducing the cost of cards. But nothing I can do there.
Stoke the fires and Darkblight don't feel like Basic cards to me and you can cut "until they die" from the latter. If I'm not wrong you can't use Stealth as a keyword but I could me wrong. Other than that the cards look fine to me.
Seems fine to me.
Does anyone know how do I post the link to my submission from phase 1? I can't seem to find a direct link to it. Thank you in advance.
So using me as an example It will look like this Pint-sized Witch
I hope I was clear and it is helpful to you dude.
Thank you very much. I literally clicked everything on that post except the number. Have a good day sir.