The Tinker is very much a combo class, using multiple cards to burst down the opponent. They are weak early game but have strong cards to reclaim the board in the mid-game. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, my Keyword cards, of which there probably should be more. There's a lot going on my with my class (keyword, weapons, mechs, hand size, secrets) so there's a LOT to cover. So I only have 7 Keyword cards so far.
Synchronize is triggered when the card with it uses all your remaining Mana Crystals. For some, using it on-curve is strong. For others, you'll want to play a bunch of cards before them. Still others are more balanced by giving you a strong effect that you are unlikely to benefit from until the next turn.
Assault Hammer - The quintessential Tinker weapon. Tinkertown Watchman - Cheap Taunt that can get pretty big later in the game. Bomb Builder - Gives you powerful removal if you trigger the effect AND have a Scrapbot, but you can't use the Bomb this turn without a Coin. This is the first look at transforming effects, a key class feature that will expand significantly in Un'Goro. Widgetsmith - Giving weapons more Durability is tricky to balance, especially when they do stuff with each attack like many of my weapons. But I wanted at least one card that did it because of my Basic card Overclock that gives your hero Windfury for a turn. Spark of Genius - Tinker has okay card draw, but they are a Combo class. This card gives them the power to make Bots over a few turns, then dump them for a big draw. But you can't use those cards until the next turn. Also its not completely useless if stolen by a Priest or Rogue, even though Draw 1 for (3) is terrible. Show of Force - Tinkers think big. Here's a big buff. But depending on your board state, you might want to go wide instead of tall. Rocketeer Blitzfyre - This guy is a finisher. Play a bunch of Bots or other cards, burn down your opponent.
Secrets - 4 Secrets and 1 synergy card
Net-o-Matic - Efficient temporary removal, backfires if they have cheap minions or great battlecries. Goblin Land Mine - 4 damage might be too high, but 3 felt weak. Let me know what you think. Rapid Repair - Defensive Secret that can be a huge help, or you get 2 Armor. Yay. Spell Magnet - By far the most complex one. Great if your opponent buffs one of their dudes. Terrible if they cast Shadowflame, Grim Rally, or Shadowstep. Tinkering Away - This fulfills the 1-Cost spell Challenge. Add some Bots to your hand to use on other effects. Later sets will give more options to buff them, transform them, make them Magnetic, or just give more general hand size synergy.
The rest - 3 cards
Rocket Strike - Hand size based removal. Remote Operator - I made this for the original challenge of a worse card, based on OG Warsong Commander, then made it cost more. Brass Bodyguard - Weapon synergy. This is the only Mech of the Classic set. Mech synergies will come on strong in future expansions. I wanted this to have good stats but not be too strong for Classic.
In total: 6 minions (+2 more in Basic) 8 spells (4 are Secrets, +6 more in Basic)) 1 weapon (+2 more in Basic)
I'm happy with the set so far, but will continue to Tinker away at it! Let me know what you think! I'm hoping to give feedback this weekend.
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They are weak early game but have strong cards to reclaim the board in the mid-game. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, my Keyword cards, of which there probably should be more. There's a lot going on my with my class (keyword, weapons, mechs, hand size, secrets) so there's a LOT to cover. So I only have 7 Keyword cards so far.
Synchronize is triggered when the card with it uses all your remaining Mana Crystals. For some, using it on-curve is strong. For others, you'll want to play a bunch of cards before them. Still others are more balanced by giving you a strong effect that you are unlikely to benefit from until the next turn.
Assault Hammer - The quintessential Tinker weapon. Tinkertown Watchman - Cheap Taunt that can get pretty big later in the game. Bomb Builder - Gives you powerful removal if you trigger the effect AND have a Scrapbot, but you can't use the Bomb this turn without a Coin. This is the first look at transforming effects, a key class feature that will expand significantly in Un'Goro. Widgetsmith - Giving weapons more Durability is tricky to balance, especially when they do stuff with each attack like many of my weapons. But I wanted at least one card that did it because of my Basic card Overclock that gives your hero Windfury for a turn. Spark of Genius - Tinker has okay card draw, but they are a Combo class. This card gives them the power to make Bots over a few turns, then dump them for a big draw. But you can't use those cards until the next turn. Also its not completely useless if stolen by a Priest or Rogue, even though Draw 1 for (3) is terrible. Show of Force - Tinkers think big. Here's a big buff. But depending on your board state, you might want to go wide instead of tall. Rocketeer Blitzfyre - This guy is a finisher. Play a bunch of Bots or other cards, burn down your opponent.
Secrets - 4 Secrets and 1 synergy card
Net-o-Matic - Efficient temporary removal, backfires if they have cheap minions or great battlecries. Goblin Land Mine - 4 damage might be too high, but 3 felt weak. Let me know what you think. Rapid Repair - Defensive Secret that can be a huge help, or you get 2 Armor. Yay. Spell Magnet - By far the most complex one. Great if your opponent buffs one of their dudes. Terrible if they cast Shadowflame, Grim Rally, or Shadowstep. Tinkering Away - This fulfills the 1-Cost spell Challenge. Add some Bots to your hand to use on other effects. Later sets will give more options to buff them, transform them, make them Magnetic, or just give more general hand size synergy.
The rest - 3 cards
Rocket Strike - Hand size based removal. Remote Operator - I made this for the original challenge of a worse card, based on OG Warsong Commander, then made it cost more. Brass Bodyguard - Weapon synergy. This is the only Mech of the Classic set. Mech synergies will come on strong in future expansions. I wanted this to have good stats but not be too strong for Classic.
In total: 6 minions (+2 more in Basic) 8 spells (4 are Secrets, +6 more in Basic)) 1 weapon (+2 more in Basic)
I'm happy with the set so far, but will continue to Tinker away at it! Let me know what you think! I'm hoping to give feedback this weekend.
I feel like the overall design to not give the class board clear is a big mistake. A class with poor early game, card draw and only mediocre survival will just pigeonhole the class into aggressive combo deck that isn't very consistent. Now onto your card:
Bomb Builder: The effect doesn't impact the board and you can only activate the Bomb if you have the Coin, so I think it is fair as a 4/3 or even a 3/4.
Widgetsmith: Really weak compare to Runeforge Hunter, a card that is considered UP itself. I would make it a 5/4
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Update to my entry with Starhoarder replaced with Celestial Guardian. I decided to pick Celestial Wonder to be my 1 mana spell and remade Horn of Capricorn into a proper Secret called Mark of Capricorn since I was noticed that it doesn't work the way I intended it to.
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
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
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 and their class mechanic Gaze activates during your opponent's turn, their minions and spells 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.
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), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Celestial Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as an AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage/ Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
Well, I finally have my laptop, so I'm posting my cards. I'll write the text for Challenge #1 later and will give some feedback too.
Tokens:
Challenges:
Challenge #1: Coming soon™
Challenge #2: Love Potion hints a debuff archetype.
Challenge #3: The Cursed King uses Transmute.
Things I'm not convinced about:
Unethical Practitioner. In order to trigger, his effect needs an Tempo condition (having minions on the board), but the reward is valuable for Control (healing). Theoretically, he should be useful for Midgrange against Aggro. What do you think?
Chemical Chimera. While I like the effect, I'm also worried it limits my desing space.
The Cursed King. He definitively limits my design space. In fact, he is totally broken with the Quest I designed for Un'goro, which I really like. However, I can't think of any other Transmute effect which is flashy enough for a Classic Legendary.
I have five 2-cost cards. I don't know if that's too many. If I had to cut one, it would probably be Essence of Frost.
I only have 3 Potion-synergy effects. It used to be 4, given the Legendary I designed before the challenges had Potion synergy.
The Un'goro Quest that is totally broken with The Cursed King:
Other cards:
Firemaster Meletev is the Legendary I designed before knowing the challenge. Liquid Fire is a Potion from the Basic set that deals 4 damage.
The Cursed King is an alternative design to my current one. I like the current one more, but he also limits my design space.
Shady Salesman was for the previous challenge #2, as it is a weaker version of Sorcerer's Apprentice.
Oxidation, Maggot Juice and Control Group are probably too weak.
I don't realy like Oxidation.
I would rather change your quest than The Cursed King. Actualy, none of quests synergise directly with their class HP.
When it comes to Chemical Chimera, I don't have any idea how to fix your problem. You can change it to 'Reduce the Cost of a random Potion in your hand to (0)', but it would be more boring than your actual one.
All other cards looks good for me.
@Shatterstar1998
I'll be honest- I don't realy like randomness-themed classes. But, when it comes to cards, they look realy nice balanced and flavourful.
Well, I don't have much more to say.
@thepowrofcheese
I think that most cards are good.
Tinkering Away is weak comparing to secret-synergies in other classes. It can summon Scrapbots directly on board, and it still looks weak.
Still a bit sad that I decided not to participate.
Well, I finally have my laptop, so I'm posting my cards. I'll write the text for Challenge #1 later and will give some feedback too.
Tokens:
Challenges:
Challenge #1: Coming soon™
Challenge #2: Love Potion hints a debuff archetype.
Challenge #3: The Cursed King uses Transmute.
Things I'm not convinced about:
Unethical Practitioner. In order to trigger, his effect needs an Tempo condition (having minions on the board), but the reward is valuable for Control (healing). Theoretically, he should be useful for Midgrange against Aggro. What do you think?
Chemical Chimera. While I like the effect, I'm also worried it limits my desing space.
The Cursed King. He definitively limits my design space. In fact, he is totally broken with the Quest I designed for Un'goro, which I really like. However, I can't think of any other Transmute effect which is flashy enough for a Classic Legendary.
I have five 2-cost cards. I don't know if that's too many. If I had to cut one, it would probably be Essence of Frost.
I only have 3 Potion-synergy effects. It used to be 4, given the Legendary I designed before the challenges had Potion synergy.
The Un'goro Quest that is totally broken with The Cursed King:
Other cards:
Firemaster Meletev is the Legendary I designed before knowing the challenge. Liquid Fire is a Potion from the Basic set that deals 4 damage.
The Cursed King is an alternative design to my current one. I like the current one more, but he also limits my design space.
Shady Salesman was for the previous challenge #2, as it is a weaker version of Sorcerer's Apprentice.
Oxidation is UP since it is unusable against 4/9 classes (Druid, Mage, Priest, Warlock) until K&C and only marginally used again Shaman. I would Reduce the cost to 1 but then it creates the problem of being too devastating against the Weapon class. I would personally get rid of it or attach it into an Ooze.
Maggot Juice: I don't know why you don't just word it as: "Give it Deathrattle: Summon a 5/5 Wurm".
Unethical Practioner: Is the card supposed to restore the original Health of the minion or he restores the remaining Health of the minion to your hero?
Chemical Chimera: You are right that it limit your design space. Especially if you want to create Potion that cost (5) or more. I would nerf him to just reduce the cost by (3).
Acid Bomb: OP. This card absolutely decimate token decks and force them to skip their entire turn, especially since its wording is "summon". I would nerf the damage next turn to just 1 damage and buffing the initial clear to 3.
I agree with Unicorn is that the Quest need to change since your Hero Power does advance the quest rather than indirectly (like Warlock).
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Here's the latest entry for my submission, now including the remaining pieces like the Strength/Weaknesses and the showcase/spoiler split. Let me know what you think! Is the S/W section too wordy, did I pick the right cards to showcase, is the entire post too long, etc.
I have returned, mortals! It is I, Kel'Thuz-*cough* *cough* Okay, I have to drop the gag. It's really hard to explain things like comboes and strengths/weaknesses for a card game while being in character. So, with that in mind, let's proceed:
The Lich
As a master of the cold and the cycle of life and death, Kel'Thuzad freezes enemies in their tracks while his undead forces continue to take over the land. Under his command the Scourge's victory is only a matter of time; the living will eventually have to accept that fact.
Strengths/Weaknesses - It's behind a spoiler for now, but it won't be when it comes time to submission.
Strengths + Themes
The Lich is more likely to win the longer the game goes on, as he outlasts his opponent's assault. The undead do not tire, do not need food, and do not feel pain; the forces of the living become weak from endless fighting, while the Scourge only grows in strength. Gameplay-wise, this translates into a slower playstyle, namely a "fatigue" late-game archetype where you slowly exhaust your opponent of resources. This comes from:
Inflicting Freeze on the enemy to stall for time.
Taunt minions to wall off attackers.
Deathrattles and reviving one's minions to get more value out of them.
Relying on the Scourge's infinite size to generate additional fuel as the game continues.
In the hands of Kel'Thuzad, death is not quick: it's a slow, torturous march towards inevitability.
Weaknesses
Naturally, The Lich suffers against those who can rally a sizable force quickly. The tactics that provide Kel'Thuzad his great power are also the ones that hold him back, as each of them are slow. Deathrattles take time to go off, Freeze is not the same as killing an enemy outright, and reviving minions means they have to die first. Adding cards to your hand or deck gives you more juice for when the battle drags on long, but it means you need to spend more time and mana to make use of them. It's ultimately just not as efficient and timely as a straight-forward aggressive playstyle. Lastly, The Lich suffers from poor card-draw: with a focus on recycling spent minions and adding new cards to one's hand, Kel'Thuzad doesn't have the luxury of drawing cards he wants from the deck. It's another knock against the class' ability to mobilize.
Example Cards
Sapphiron is a win condition for the class. A sizable drop in its own right, it comes with a Mind Blast-like effect for every time you Freeze an enemy character. Repetitive Freeze effects allow you to machine-gun an opponent down; like Ice Lance, but more fair. Plus he's a Dragon, and that might mean something down the line!
Ghastly Soldiers is a double-example, showcasing a revive and a Deathrattle effect. It's Ancestral Spirit x2 at three times the cost. The Classic set contains a cycle of Deathrattle-spells; this is the first one.
Phylactery Keeper is a revive on a body. She encourages you to trade a minion away, knowing you'll get it back.
Death Awaits You is a board-wide version of Feign Death. Why would you want to trigger enemy Deathrattles? It allows you to proc Repurpose, and/or any-other negative Deathrattles that could be added to the class later.
Icy Guardian is a sizable Taunt minion, with +1 Health over Sen'jin Shieldmasta. In return, he must Freeze himself. Later in the game you can get past the Battlecry by reviving him. In a future expansion, the self-Freeze might even become a benefit!
Remaining Cards
Icicle Crasher is a rare example of a true destruction effect for the class. Basically, he can kill any Frozen minion without trading into it.
Chains of Kel'Thuzad is a boss ability from his raid, wherein he temporarily controlled a player. It has no restrictions like the cheaper Priest spells, but it is still only until the end of the turn. If you can kill off something good, you can then start to revive them!
Frostbolt Volley is another boss ability, a natural step up from Blizzard. One Frostbolt inflicts 3 damage and Freezes, so naturally this would do the same to each enemy.
Frost Cloak is the reverse of Consecration, blocking damage dealt to your characters. This can be used to tank face damage, provide more efficient trading, preempt an AoE blast, and/or save a minion's life.
Repurpose is the second in a cycle of "Give a minion" Deathrattle cards. It's a much slower Entomb, stealing a minion to place in your deck but only after it dies. This prevents you from getting around Deathrattles and Taunts as you still need to deal with the minion.
Nerubian Crypt Lord has pseudo-Taunt in-that your opponent would want to remove him before going face, but he doesn't prevent them from doing it anyway if they can overcome the damage resist. He wouldn't save you against King Krush, for example, if you were low enough. Not having Taunt also means he cannot defend your other minions.
Skeletal Monster breaks apart upon dying, summoning two Skeletons. The skeletons might come into play later in a future expansion...
Haunting Remnant is a smaller Cryomancer. Cryomancer never saw much use, but maybe in a heavier Freeze class it would.
Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent. It is the third card in the Give a Deathrattle cycle, and my spell for Challenge #2. Returning the minion to your hand will come into play in a later expansion.
Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
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
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out theAstral 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 and spells 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.
I've kind of said my piece already regarding feedback and how much I like the class, but something I forgot to mention relates to your Strength/Weakness section. We do not want people to hide this section behind a spoiler...which may be a problem for you, because yours is quite lengthy.
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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
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out theAstral 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 and spells 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.
I've kind of said my piece already regarding feedback and how much I like the class, but something I forgot to mention relates to your Strength/Weakness section. We do not want people to hide this section behind a spoiler...which may be a problem for you, because yours is quite lengthy.
That's pretty easy. I'll just remove some of the entries:
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
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 and their class mechanic Gaze activates during your opponent's turn, their minions and spells 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.
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), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out theAstral 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 and spells 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.
I've kind of said my piece already regarding feedback and how much I like the class, but something I forgot to mention relates to your Strength/Weakness section. We do not want people to hide this section behind a spoiler...which may be a problem for you, because yours is quite lengthy.
That's pretty easy. I'll just remove some of the entries
That works :)
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I also finished writing out about my example cards:
Example cards:
Token:
Celestial Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as an AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. An example to show that the class has other means to interact with Gaze beside just random effects and showcase the high burst damage the class has.
Ok, onto some feedback, I will try to update my entry later one :)
Shatterstar1998 Looks good to me and I think your class is almost ready to go. I think the legendary could be a bit too OP considering that in the future you will def have more way and cards to gaze minion. Also I think is OP because it's a Pyroblast in combo with Scutiny on the opponent Hero. I wouldn't change the legendary but I would Change Scutiny to target minions only or a random enemies.
Love you class man and i love how you use Dragon for the classic set.With the right Hand the Legendary is a win condition as you said but it will need at least 1 extra turn. Is that working also if an opponent freeze one of their minion which makes it interesting.
My only concern is Ghastly Soldier, It's balanced but it can be very OP and annoying to del with, I was just wondering if you should make it cheaper and set the stat of the minion that you resummon fixed (like a 3/3 copies)
@Wailor
I don't like the flavour of Magot Juice and i think is weak.
Acid Bomb in the other hand is too OP. I would fix the damage dealt on the next turn to 1 to make it a bit more handy to work with.
Chemical Chimarae i think it's just too slow for its cost. It need too much time to activate the effect and that's probably why i wouldn't mind a battlecry instead of a deathrattle .
For the legendary it doesn't fell as strong in the classic and it's broken with the quest. I guess it might work but it's not one of my favourite pieces. Also the quest you showed it's very easy for you class to complete but this is not the challenge for it lol. Anyway why don't you make the legendary cheaper and similar to Van Cleff? Like transmute your hand and gain +2+2 for each card you transmuted.
This is what i was actually thinking. I removed some Herbs because i was going to have too many synergies and i added instead some minions. Lichens Cropper can be OP i know, but at this stage it's one of my few way to clear the board. And it's also related to the quest i planned for un'goro.
I also need help with the Legendary, i like the second option weaker in stats but the buff is huge for my class. The first one is ok, but not as special to me.
I'm also thinking to remove the Crop Harvester to have an epic herb on the list.
Hearth of the Wild is my challenge 2 showcasing a future mechanic of buffing and working with the cards into the deck
STRONG/WEAK POINTS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist.
Strength
Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive.
Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. the Seeds are the mostdangerous draw for the opponent but they are useless if drawn with a full board.
Weakness
Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
Weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low
Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offer good passive effects but have no synergies at the moment with evergrowth.
Choose your alliances. Herbs offer good passive effects but have no synergies at the moment with evergrowth. The botanist must choose whether to play grass or bet on the Seedlings power.
I agree with Shatterstar about the board clear: even if it's not a strength, I feel like every class should at least have something to fall back on. It could be a relatively-bad clear, or an expensive one, but at least the option would exist.
I also agree with respect to the minions: Widgetsmith could be a 4/5/4, and Bomb Builder could be a 3/4/3.
I continue to like your weapons; keep it up!
Spell Magnet's outcome with the "terrible" cards you mentioned is fuzzy. If you could somehow cast Shadowflame or Grim Rally for your opponent, wouldn't the spell cast from their perspective? Losing a 1-mana Secret to inflict 1 damage to all enemy minions or to gain +1/+1 on your minions isn't bad at all. That doesn't mean your card is OP or whatever; I just think your examples might be wrong.
Wailor
Yeah...the Quest needs to be changed. I forgot about your Hero Power; that's like me creating a Quest to Freeze people. Having the objective attached to your HP is a problem.
If you change the Quest, The Cursed King should be fine.
Maggot Juice is disgusting; why did you name it that XD I agree with the others in-that it could be phrased better.
I'm not totally clear on what Essence of Frost does. Does it cause the minion to Freeze itself, like Frozen Crusher? Or does it provide the Water Elemental/Snowchugger effect? It should be phrased to match the outcome you're looking for, using quotations if necessary, because right now it could go either-way. "Give a minion 'Freeze any character damaged by this minion.'" or "Give a minion 'After this minion attacks, Freeze it.'"
Oxidation is a class tech-card, which some people will not agree with. It's too niche, especially when people can just use the Basic Acidic Swamp Ooze.
Having too many 2-mana cards isn't a bad thing, per se; the 2-mana slot is one of the most important for a deck. Fast archetypes need the slot to start ramping up their pressure, and slower archetypes need it to prepare for the future.
Before I get to Laurendor, a few words from the mods about Poisonous:
For anyone using Poisonous in their Classic set, you have to remember that it was not a Keyword back then. That didn't happen until Un'Goro. If you put it on a card, the assumption is that it once had the full phrase "Destroy any minion damaged by this minion" in the text. We are...sort of okay with people using Poisonous in Keyword form, but if your card cannot fit the full phrase on there without going over the unspoken 4-line limit, then your card wouldn't exist in Hearthstone and we will DQ you. Just...something to keep in mind. It might not seem like a big deal, but we are attempting to respect the timeline (at least a little bit).
Along with the above, Bontanica Protector should probably be an Epic. Poisonous alone is worth a Rare (Emperor Cobra); your card is much more complicated.
Is there any particular reason your variable-damage spells go to 0? That just seems to me like a super negative outcome, spending mana for literally no gain. Obviously there's going to be some risk in a gamble like that, but I would prefer to at least inflict 1 point of damage (and balance accordingly from there).
Using the Plants vs Zombies Sunflower is really weird to me. SunnoxPL is creating cards based on another game and using its art, but that was the intention from the get-go if you get what I mean. Your class is not a Plants vs Zombies class, so the Sunflower sticks out in a major way. It's not a deal-breaker, but I definitely find it distracting.
I prefer the first Legendary, with the Evergrowth +2. The "+2" functionally isn't immediately obvious, but it's ultimately less confusing to a player versus determining what it means to give your hero Evergrowth. Seems too much of a win-more situation, getting your hero involved. I'll take the big stat-stick.
SunnoxPL
Combative Knight is weird. Perhaps I'm off-base because I don't fully remember your Basic set, but are you planning to include more buffs? 'Cause as of right now you have little if-any means to improve this minion's effect, in which case it should just say "At the start of your turn, give your hero +2 Attack." It should probably just say that anyway, in terms of balance.
Start of/end of turn effects are powerful, especially if you're ahead, so I would be careful with them. Especially on someone cheap like Protective Weevil.
I love the Hornet art, but I don't love giving her a last name. I don't think anyone in Hollow Knight has a last name; she's just "Hornet". As for her effect, I'm not entirely sure what this amounts to: are Fury effects now Battlecries? What about when your hero has Windfury, and kills more than one minion in a turn? It's not clear how Hornet is supposed to play out, and the effect could get really messy down the line.
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
Thanks guys for the feedback. I’ve got a couple ideas to implement to rebalance some cards, make others better, and work in an expensive aoe.
In regards to linkblade91
Spell Magnet's outcome with the "terrible" cards you mentioned is fuzzy. If you could somehow cast Shadowflame or Grim Rally for your opponent, wouldn't the spell cast from their perspective? Losing a 1-mana Secret to inflict 1 damage to all enemy minions or to gain +1/+1 on your minions isn't bad at all. That doesn't mean your card is OP or whatever; I just think your examples might be wrong.
My interpretation was that if your opponent cast Grim Rally, the copies spell would trigger for your opponent. So the end result is your opponent’s minions get another +1/+1. If that’s not the case, and the copied spell is ‘cast’ by you (or your secret), then that makes more sense, thanks for clearing that up.
I’m hoping to give some feedback tonight after people leave, or tomorrow night.
I agree with Shatterstar about the board clear: even if it's not a strength, I feel like every class should at least have something to fall back on. It could be a relatively-bad clear, or an expensive one, but at least the option would exist.
I also agree with respect to the minions: Widgetsmith could be a 4/5/4, and Bomb Builder could be a 3/4/3.
I continue to like your weapons; keep it up!
Spell Magnet's outcome with the "terrible" cards you mentioned is fuzzy. If you could somehow cast Shadowflame or Grim Rally for your opponent, wouldn't the spell cast from their perspective? Losing a 1-mana Secret to inflict 1 damage to all enemy minions or to gain +1/+1 on your minions isn't bad at all. That doesn't mean your card is OP or whatever; I just think your examples might be wrong.
Wailor
Yeah...the Quest needs to be changed. I forgot about your Hero Power; that's like me creating a Quest to Freeze people. Having the objective attached to your HP is a problem.
If you change the Quest, The Cursed King should be fine.
Maggot Juice is disgusting; why did you name it that XD I agree with the others in-that it could be phrased better.
I'm not totally clear on what Essence of Frost does. Does it cause the minion to Freeze itself, like Frozen Crusher? Or does it provide the Water Elemental/Snowchugger effect? It should be phrased to match the outcome you're looking for, using quotations if necessary, because right now it could go either-way. "Give a minion 'Freeze any character damaged by this minion.'" or "Give a minion 'After this minion attacks, Freeze it.'"
Oxidation is a class tech-card, which some people will not agree with. It's too niche, especially when people can just use the Basic Acidic Swamp Ooze.
Having too many 2-mana cards isn't a bad thing, per se; the 2-mana slot is one of the most important for a deck. Fast archetypes need the slot to start ramping up their pressure, and slower archetypes need it to prepare for the future.
Before I get to Laurendor, a few words from the mods about Poisonous:
For anyone using Poisonous in their Classic set, you have to remember that it was not a Keyword back then. That didn't happen until Un'Goro. If you put it on a card, the assumption is that it once had the full phrase "Destroy any minion damaged by this minion" in the text. We are...sort of okay with people using Poisonous in Keyword form, but if your card cannot fit the full phrase on there without going over the unspoken 4-line limit, then your card wouldn't exist in Hearthstone and we will DQ you. Just...something to keep in mind. It might not seem like a big deal, but we are attempting to respect the timeline (at least a little bit).
Along with the above, Bontanica Protector should probably be an Epic. Poisonous alone is worth a Rare (Emperor Cobra); your card is much more complicated.
Is there any particular reason your variable-damage spells go to 0? That just seems to me like a super negative outcome, spending mana for literally no gain. Obviously there's going to be some risk in a gamble like that, but I would prefer to at least inflict 1 point of damage (and balance accordingly from there).
Using the Plants vs Zombies Sunflower is really weird to me. SunnoxPL is creating cards based on another game and using its art, but that was the intention from the get-go if you get what I mean. Your class is not a Plants vs Zombies class, so the Sunflower sticks out in a major way. It's not a deal-breaker, but I definitely find it distracting.
I prefer the first Legendary, with the Evergrowth +2. The "+2" functionally isn't immediately obvious, but it's ultimately less confusing to a player versus determining what it means to give your hero Evergrowth. Seems too much of a win-more situation, getting your hero involved. I'll take the big stat-stick.
SunnoxPL
Combative Knight is weird. Perhaps I'm off-base because I don't fully remember your Basic set, but are you planning to include more buffs? 'Cause as of right now you have little if-any means to improve this minion's effect, in which case it should just say "At the start of your turn, give your hero +2 Attack." It should probably just say that anyway, in terms of balance.
Start of/end of turn effects are powerful, especially if you're ahead, so I would be careful with them. Especially on someone cheap like Protective Weevil.
I love the Hornet art, but I don't love giving her a last name. I don't think anyone in Hollow Knight has a last name; she's just "Hornet". As for her effect, I'm not entirely sure what this amounts to: are Fury effects now Battlecries? What about when your hero has Windfury, and kills more than one minion in a turn? It's not clear how Hornet is supposed to play out, and the effect could get really messy down the line.
Regarding Poisonous i don't understand. Cobra is from the classic and also the Stealth Poisonous minion from the rogue...
For the 0 damage there i got some interaction planned with future card that i didn't;t wanted to use in the classic...but maybe i should at this point to justify the 0. I got a minion that deal damage when the hero does 0 damage with spell, and another one that draw cards when dealt 0 damage with spell to...i'll try to fit them in the classic at this point.
Singing sunflower...is a pet of warcraft and most important there is a mini game in game like plant vs zombie. that's why i choose it
This is what i was actually thinking. I removed some Herbs because i was going to have too many synergies and i added instead some minions. Lichens Cropper can be OP i know, but at this stage it's one of my few way to clear the board. And it's also related to the quest i planned for un'goro.
I also need help with the Legendary, i like the second option weaker in stats but the buff is huge for my class. The first one is ok, but not as special to me.
I'm also thinking to remove the Crop Harvester to have an epic herb on the list.
Hearth of the Wild is my challenge 2 showcasing a future mechanic of buffing and working with the cards into the deck
STRONG/WEAK POINTS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist.
Strength
Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive.
Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. the Seeds are the mostdangerous draw for the opponent but they are useless if drawn with a full board.
Weakness
Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
Weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low
Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offer good passive effects but have no synergies at the moment with evergrowth.
Choose your alliances. Herbs offer good passive effects but have no synergies at the moment with evergrowth. The botanist must choose whether to play grass or bet on the Seedlings power.
I agree with Shatterstar about the board clear: even if it's not a strength, I feel like every class should at least have something to fall back on. It could be a relatively-bad clear, or an expensive one, but at least the option would exist.
I also agree with respect to the minions: Widgetsmith could be a 4/5/4, and Bomb Builder could be a 3/4/3.
I continue to like your weapons; keep it up!
Spell Magnet's outcome with the "terrible" cards you mentioned is fuzzy. If you could somehow cast Shadowflame or Grim Rally for your opponent, wouldn't the spell cast from their perspective? Losing a 1-mana Secret to inflict 1 damage to all enemy minions or to gain +1/+1 on your minions isn't bad at all. That doesn't mean your card is OP or whatever; I just think your examples might be wrong.
Wailor
Yeah...the Quest needs to be changed. I forgot about your Hero Power; that's like me creating a Quest to Freeze people. Having the objective attached to your HP is a problem.
If you change the Quest, The Cursed King should be fine.
Maggot Juice is disgusting; why did you name it that XD I agree with the others in-that it could be phrased better.
I'm not totally clear on what Essence of Frost does. Does it cause the minion to Freeze itself, like Frozen Crusher? Or does it provide the Water Elemental/Snowchugger effect? It should be phrased to match the outcome you're looking for, using quotations if necessary, because right now it could go either-way. "Give a minion 'Freeze any character damaged by this minion.'" or "Give a minion 'After this minion attacks, Freeze it.'"
Oxidation is a class tech-card, which some people will not agree with. It's too niche, especially when people can just use the Basic Acidic Swamp Ooze.
Having too many 2-mana cards isn't a bad thing, per se; the 2-mana slot is one of the most important for a deck. Fast archetypes need the slot to start ramping up their pressure, and slower archetypes need it to prepare for the future.
Before I get to Laurendor, a few words from the mods about Poisonous:
For anyone using Poisonous in their Classic set, you have to remember that it was not a Keyword back then. That didn't happen until Un'Goro. If you put it on a card, the assumption is that it once had the full phrase "Destroy any minion damaged by this minion" in the text. We are...sort of okay with people using Poisonous in Keyword form, but if your card cannot fit the full phrase on there without going over the unspoken 4-line limit, then your card wouldn't exist in Hearthstone and we will DQ you. Just...something to keep in mind. It might not seem like a big deal, but we are attempting to respect the timeline (at least a little bit).
Along with the above, Bontanica Protector should probably be an Epic. Poisonous alone is worth a Rare (Emperor Cobra); your card is much more complicated.
Is there any particular reason your variable-damage spells go to 0? That just seems to me like a super negative outcome, spending mana for literally no gain. Obviously there's going to be some risk in a gamble like that, but I would prefer to at least inflict 1 point of damage (and balance accordingly from there).
Using the Plants vs Zombies Sunflower is really weird to me. SunnoxPL is creating cards based on another game and using its art, but that was the intention from the get-go if you get what I mean. Your class is not a Plants vs Zombies class, so the Sunflower sticks out in a major way. It's not a deal-breaker, but I definitely find it distracting.
I prefer the first Legendary, with the Evergrowth +2. The "+2" functionally isn't immediately obvious, but it's ultimately less confusing to a player versus determining what it means to give your hero Evergrowth. Seems too much of a win-more situation, getting your hero involved. I'll take the big stat-stick.
SunnoxPL
Combative Knight is weird. Perhaps I'm off-base because I don't fully remember your Basic set, but are you planning to include more buffs? 'Cause as of right now you have little if-any means to improve this minion's effect, in which case it should just say "At the start of your turn, give your hero +2 Attack." It should probably just say that anyway, in terms of balance.
Start of/end of turn effects are powerful, especially if you're ahead, so I would be careful with them. Especially on someone cheap like Protective Weevil.
I love the Hornet art, but I don't love giving her a last name. I don't think anyone in Hollow Knight has a last name; she's just "Hornet". As for her effect, I'm not entirely sure what this amounts to: are Fury effects now Battlecries? What about when your hero has Windfury, and kills more than one minion in a turn? It's not clear how Hornet is supposed to play out, and the effect could get really messy down the line.
Regarding Poisonous i don't understand. Cobra is from the classic and also the Stealth Poisonous minion from the rogue...
For the 0 damage there i got some interaction planned with future card that i didn't;t wanted to use in the classic...but maybe i should at this point to justify the 0. I got a minion that deal damage when the hero does 0 damage with spell, and another one that draw cards when dealt 0 damage with spell to...i'll try to fit them in the classic at this point.
Singing sunflower...is a pet of warcraft and most important there is a mini game in game like plant vs zombie. that's why i choose it
If you plan to have this few board clear, I think you can safely add: "Few board clear" into your class weakness.
I also agree with Link is that give the potential damage to 0 is so crippling. Especially in cards like Charge Seed and Seed Outbust.
If the Singing Sunflower is based in things actually in Warcraft, than it might be useful to link it to the Wowpedia since a lot of people might not know that and think that you just pull a Plants vs Zombie reference.
Your Seeds need to have a cost. Every other Cast when Drawn card have that effect because it interact with effects like Raven Familiar. I also think it isn't wise to use a mechanic that is only in the game (on a Legendary, also) since GvG (Iron Juggernaut)
I also agree that both Poisonous cards deserve to be Epic. The Rogue Patient Assassin only interact with Poisonous in a very basic way and that warranted an Epic. The good news is that both of your Poisonous card fit the 4-lines requirement:
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Regarding Poisonous i don't understand. Cobra is from the classic and also the Stealth Poisonous minion from the rogue...
Emperor Cobra and Patient Assassin are both Poisonous minions now, but until February of 2017 their card text was "Destroy any minion damaged by this minion".
Journey to Un'Goro introduced the keyword Poisonous (which is technically a slightly different effect, in that more than just minions can be Poisonous). As such, while we are allowing people to include the keyword Poisonous on their cards prior to Un'Goro, we expect that they should be able to be written as "Destroy any minion damaged by this minion/spell/weapon" and maintain the four line limit that exists in (English) Hearthstone. I believe both your cards do meet this just fine, but as others have said, they should really both be Epic cards for the Classic set.
Similarly, while we allow minions to be Elementals or Mechs, you are not allowed to have cards which explicitly reference Elementals or Mechs until they were introduced to the game. The assumption would be that your cards were not Mechs or Elementals originally, but became so when the tribe was added.
Here's the first run of my Classic set. First my hero and the previous submission
My Basic submission
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They are weak early game but have strong cards to reclaim the board in the mid-game. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, my Keyword cards, of which there probably should be more. There's a lot going on my with my class (keyword, weapons, mechs, hand size, secrets) so there's a LOT to cover. So I only have 7 Keyword cards so far.
Synchronize is triggered when the card with it uses all your remaining Mana Crystals. For some, using it on-curve is strong. For others, you'll want to play a bunch of cards before them. Still others are more balanced by giving you a strong effect that you are unlikely to benefit from until the next turn.
Assault Hammer - The quintessential Tinker weapon.
Tinkertown Watchman - Cheap Taunt that can get pretty big later in the game.
Bomb Builder - Gives you powerful removal if you trigger the effect AND have a Scrapbot, but you can't use the Bomb this turn without a Coin. This is the first look at transforming effects, a key class feature that will expand significantly in Un'Goro.
Widgetsmith - Giving weapons more Durability is tricky to balance, especially when they do stuff with each attack like many of my weapons. But I wanted at least one card that did it because of my Basic card Overclock that gives your hero Windfury for a turn.
Spark of Genius - Tinker has okay card draw, but they are a Combo class. This card gives them the power to make Bots over a few turns, then dump them for a big draw. But you can't use those cards until the next turn. Also its not completely useless if stolen by a Priest or Rogue, even though Draw 1 for (3) is terrible.
Show of Force - Tinkers think big. Here's a big buff. But depending on your board state, you might want to go wide instead of tall.
Rocketeer Blitzfyre - This guy is a finisher. Play a bunch of Bots or other cards, burn down your opponent.
Secrets - 4 Secrets and 1 synergy card
Net-o-Matic - Efficient temporary removal, backfires if they have cheap minions or great battlecries.
Goblin Land Mine - 4 damage might be too high, but 3 felt weak. Let me know what you think.
Rapid Repair - Defensive Secret that can be a huge help, or you get 2 Armor. Yay.
Spell Magnet - By far the most complex one. Great if your opponent buffs one of their dudes. Terrible if they cast Shadowflame, Grim Rally, or Shadowstep.
Tinkering Away - This fulfills the 1-Cost spell Challenge. Add some Bots to your hand to use on other effects. Later sets will give more options to buff them, transform them, make them Magnetic, or just give more general hand size synergy.
The rest - 3 cards
Rocket Strike - Hand size based removal.
Remote Operator - I made this for the original challenge of a worse card, based on OG Warsong Commander, then made it cost more.
Brass Bodyguard - Weapon synergy. This is the only Mech of the Classic set. Mech synergies will come on strong in future expansions. I wanted this to have good stats but not be too strong for Classic.
In total:
6 minions (+2 more in Basic)
8 spells (4 are Secrets, +6 more in Basic))
1 weapon (+2 more in Basic)
I'm happy with the set so far, but will continue to Tinker away at it! Let me know what you think! I'm hoping to give feedback this weekend.
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
I feel like the overall design to not give the class board clear is a big mistake. A class with poor early game, card draw and only mediocre survival will just pigeonhole the class into aggressive combo deck that isn't very consistent. Now onto your card:
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:
Update to my entry with Starhoarder replaced with Celestial Guardian. I decided to pick Celestial Wonder to be my 1 mana spell and remade Horn of Capricorn into a proper Secret called Mark of Capricorn since I was noticed that it doesn't work the way I intended it to.
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire, Succubus, Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Tinkmaster Overspark
Strength and Weakness:
Strength:
Weakness:
Example cards:
Token:
Remaining Cards:
Token:
Previous Phase:
Phase II submission
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:
Well, I finally have my laptop, so I'm posting my cards. I'll write the text for Challenge #1 later and will give some feedback too.
Tokens:
Challenges:
Challenge #1: Coming soon™
Challenge #2: Love Potion hints a debuff archetype.
Challenge #3: The Cursed King uses Transmute.
Things I'm not convinced about:
The Un'goro Quest that is totally broken with The Cursed King:
Other cards:
Firemaster Meletev is the Legendary I designed before knowing the challenge. Liquid Fire is a Potion from the Basic set that deals 4 damage.
The Cursed King is an alternative design to my current one. I like the current one more, but he also limits my design space.
Shady Salesman was for the previous challenge #2, as it is a weaker version of Sorcerer's Apprentice.
@Wailor
@Shatterstar1998
@thepowrofcheese
Still a bit sad that I decided not to participate.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 the latest entry for my submission, now including the remaining pieces like the Strength/Weaknesses and the showcase/spoiler split. Let me know what you think! Is the S/W section too wordy, did I pick the right cards to showcase, is the entire post too long, etc.
I have returned, mortals! It is I, Kel'Thuz-*cough* *cough* Okay, I have to drop the gag. It's really hard to explain things like comboes and strengths/weaknesses for a card game while being in character. So, with that in mind, let's proceed:
The Lich
As a master of the cold and the cycle of life and death, Kel'Thuzad freezes enemies in their tracks while his undead forces continue to take over the land. Under his command the Scourge's victory is only a matter of time; the living will eventually have to accept that fact.
Strengths/Weaknesses - It's behind a spoiler for now, but it won't be when it comes time to submission.
Strengths + Themes
The Lich is more likely to win the longer the game goes on, as he outlasts his opponent's assault. The undead do not tire, do not need food, and do not feel pain; the forces of the living become weak from endless fighting, while the Scourge only grows in strength. Gameplay-wise, this translates into a slower playstyle, namely a "fatigue" late-game archetype where you slowly exhaust your opponent of resources. This comes from:
In the hands of Kel'Thuzad, death is not quick: it's a slow, torturous march towards inevitability.
Weaknesses
Naturally, The Lich suffers against those who can rally a sizable force quickly. The tactics that provide Kel'Thuzad his great power are also the ones that hold him back, as each of them are slow. Deathrattles take time to go off, Freeze is not the same as killing an enemy outright, and reviving minions means they have to die first. Adding cards to your hand or deck gives you more juice for when the battle drags on long, but it means you need to spend more time and mana to make use of them. It's ultimately just not as efficient and timely as a straight-forward aggressive playstyle. Lastly, The Lich suffers from poor card-draw: with a focus on recycling spent minions and adding new cards to one's hand, Kel'Thuzad doesn't have the luxury of drawing cards he wants from the deck. It's another knock against the class' ability to mobilize.
Example Cards
Remaining Cards
(Links to Phase I and II would go here)
Thank you to everyone who gives it a look :)
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've kind of said my piece already regarding feedback and how much I like the class, but something I forgot to mention relates to your Strength/Weakness section. We do not want people to hide this section behind a spoiler...which may be a problem for you, because yours is quite lengthy.
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
That's pretty easy. I'll just remove some of the entries:
Strength:
Weakness:
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:
That works :)
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I also finished writing out about my example cards:
Example cards:
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:
Ok, onto some feedback, I will try to update my entry later one :)
Shatterstar1998 Looks good to me and I think your class is almost ready to go. I think the legendary could be a bit too OP considering that in the future you will def have more way and cards to gaze minion. Also I think is OP because it's a Pyroblast in combo with Scutiny on the opponent Hero. I wouldn't change the legendary but I would Change Scutiny to target minions only or a random enemies.
linkblade91
Love you class man and i love how you use Dragon for the classic set.With the right Hand the Legendary is a win condition as you said but it will need at least 1 extra turn. Is that working also if an opponent freeze one of their minion which makes it interesting.
My only concern is Ghastly Soldier, It's balanced but it can be very OP and annoying to del with, I was just wondering if you should make it cheaper and set the stat of the minion that you resummon fixed (like a 3/3 copies)
@Wailor
I don't like the flavour of Magot Juice and i think is weak.
Acid Bomb in the other hand is too OP. I would fix the damage dealt on the next turn to 1 to make it a bit more handy to work with.
Chemical Chimarae i think it's just too slow for its cost. It need too much time to activate the effect and that's probably why i wouldn't mind a battlecry instead of a deathrattle .
For the legendary it doesn't fell as strong in the classic and it's broken with the quest. I guess it might work but it's not one of my favourite pieces. Also the quest you showed it's very easy for you class to complete but this is not the challenge for it lol. Anyway why don't you make the legendary cheaper and similar to Van Cleff? Like transmute your hand and gain +2+2 for each card you transmuted.
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
Feedback will be more than appreciate! :D
This is what i was actually thinking. I removed some Herbs because i was going to have too many synergies and i added instead some minions. Lichens Cropper can be OP i know, but at this stage it's one of my few way to clear the board. And it's also related to the quest i planned for un'goro.
I also need help with the Legendary, i like the second option weaker in stats but the buff is huge for my class. The first one is ok, but not as special to me.
I'm also thinking to remove the Crop Harvester to have an epic herb on the list.
Hearth of the Wild is my challenge 2 showcasing a future mechanic of buffing and working with the cards into the deck
STRONG/WEAK POINTS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist.
Strength
Weakness
TOKENS
BASIC HERB TOKEN (from Phase I)
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
Hi !
Haven't been around for a moment, because I was very busy. Here are 10 out of 15 cards for Classic set.
Note: Chipped Spike is not a card for a challenge.
I'll try to give some feedback tommorow.
Feedback always appreciated ! :)
Edit: Just realized Hornet's wording is a bit unclear. I'll change it tommorow to: 'Activating Fury requires only attacking a minion'.
...Soul of Wyrm. Soul of Root. Heart of Void...
Additional feedback!
thepowrofcheese
Wailor
Before I get to Laurendor, a few words from the mods about Poisonous:
For anyone using Poisonous in their Classic set, you have to remember that it was not a Keyword back then. That didn't happen until Un'Goro. If you put it on a card, the assumption is that it once had the full phrase "Destroy any minion damaged by this minion" in the text. We are...sort of okay with people using Poisonous in Keyword form, but if your card cannot fit the full phrase on there without going over the unspoken 4-line limit, then your card wouldn't exist in Hearthstone and we will DQ you. Just...something to keep in mind. It might not seem like a big deal, but we are attempting to respect the timeline (at least a little bit).
SunnoxPL
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
Thanks guys for the feedback. I’ve got a couple ideas to implement to rebalance some cards, make others better, and work in an expensive aoe.
In regards to linkblade91
My interpretation was that if your opponent cast Grim Rally, the copies spell would trigger for your opponent. So the end result is your opponent’s minions get another +1/+1. If that’s not the case, and the copied spell is ‘cast’ by you (or your secret), then that makes more sense, thanks for clearing that up.
I’m hoping to give some feedback tonight after people leave, or tomorrow night.
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
Regarding Poisonous i don't understand. Cobra is from the classic and also the Stealth Poisonous minion from the rogue...
For the 0 damage there i got some interaction planned with future card that i didn't;t wanted to use in the classic...but maybe i should at this point to justify the 0. I got a minion that deal damage when the hero does 0 damage with spell, and another one that draw cards when dealt 0 damage with spell to...i'll try to fit them in the classic at this point.
Singing sunflower...is a pet of warcraft and most important there is a mini game in game like plant vs zombie. that's why i choose it
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
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:
Emperor Cobra and Patient Assassin are both Poisonous minions now, but until February of 2017 their card text was "Destroy any minion damaged by this minion".
Journey to Un'Goro introduced the keyword Poisonous (which is technically a slightly different effect, in that more than just minions can be Poisonous). As such, while we are allowing people to include the keyword Poisonous on their cards prior to Un'Goro, we expect that they should be able to be written as "Destroy any minion damaged by this minion/spell/weapon" and maintain the four line limit that exists in (English) Hearthstone. I believe both your cards do meet this just fine, but as others have said, they should really both be Epic cards for the Classic set.
Similarly, while we allow minions to be Elementals or Mechs, you are not allowed to have cards which explicitly reference Elementals or Mechs until they were introduced to the game. The assumption would be that your cards were not Mechs or Elementals originally, but became so when the tribe was added.
You can find me here! Good luck everyone!
Thank you all for the clarification and the feedback. I’m gonna rework some cards at this point!
For the seeds I agree that “cast when draw” could be too much, I’m goin to make them 1 mana cost.
Same thing for the damaging spell, I will move the minimum to 1
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