@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
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:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Shatterstar: I think your cards are probably overcomplicated; most of them have four lines (including tokens!) and are kinda confusing. It might be a good idea to make more simple but solid designs. Also transforming enemy minions into a 0/1 guy seems like a bad idea because most decks can't do anything with them. Gazing your hero is way too impactful for a common. I don't see how meteorites can be hidden. Start of turn effects are bad. This whole Secret thing doesn't seem very well thought out if you made a synergistic legendary but started it in KoFT. Unwilling Sacrifice. Potion of Polymorph. These cards seem like there's barely any theme to them. I don't get how planets (0/1 planets???? Aren't planets massive???) play a role in Un'goro. Divine Shield shouldn't have a period after. Celestial Intervention is bad. Quest is dependant on matchup. The only thing I like much about your set are the Marks. I would consider reworking most of the cards.
This one are my corrections from the previous post.
Un'Goro.
Major Changes
UPDATE
Changed the Phytoblade, now it has +2 attack while you have 2 or more Evergrowth
Sap scrying costs 2
Fixed the quest as suggested. I decided to gave him Poisonous and +1 attack only during the opponent turn.
Sap Infusion is gone, Phytoblade is in ( I realized i didn't planned any weapon for the KFT so it make sense to have 2 in Un'Goro, specially to give more flexibility with the quest reward) (Fun Fact: Phytoblade is an in-game weapon, the only weapon that can go inside an Herbalist Bag)
Sap Elemental Lord is gone graphically, Sap Giantess is in ( I decided to call it Giantess to be in line with the other giants)
Vitalus, Nightmare Vine is a bit different, it gets a smaller buff and it can't attack heroes. It can be a powerfull minion on the board but only to remove other minions, specially with what i got in mind with Witchwood.
KFT
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Major Changes
Add at random at Herbling
Slightly changed the text of Deadnettles Geist
Herbling now can only get randomly Lifesteal, Evergrowth or Poisonous, not the 3 of them combined.
Fixed the grammar error (hopefully all of them)
Infesting Lichesn now does 1-2 damage to be more in line with the class damaging spells.
Harvester Grano is no more an Elemental (*cry*) but it's a 3/5 now.
Lich King card - Silence them all, and because they might attack we gonna freeze them too.
Laurendor: Again, your Quest is matchup dependent. The quest reward should be "Your hero has +1 Attack during your opponent's turn this game." Sap Scrying feels off with the rest of the set. Bristly Podling doesn't need while this is alive. I wouldn't do Elemental synergy at all. You don't need this one, just say this. Ghost Mushroom seems winmore. Phytoblade seems out of place. Herb synergy seems clunky, it seems like you randomly substituted Herb in for minion in some places. I don't understand the DK card. What does it mean? Toxic Specimen could cost 1. The random cards are bad. Team 5 stopped making those cards for a reason, it's that it's out of the player's control and there's little thought process that could go into playing an RNG card and they feel bad when you lowroll. Why does Geist have that first sentence? Grano seems random. Seed synergy is also very clunky, there's no uniting theme behind those cards.
This was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it so I'm showing it first as it comes up a lot!
Un'goro:
Grown Sporestick: Not super happy with the art but it'll do in the meantime. Fitting art for this class is super tricky to find D: Overzealous Trainee: I'm debating cutting this card due to card text and I feel it's one of the weaker designed cards of the set. Jungle Master Voldat: Note that Spellfury (2) is actually quite hard to get, as currently the only possible ways are by either using Conflagration Cutlass on the enemy hero while they have exactly 1 minion, or by using the quest reward if it hasn't gained effects that'll change it's damage. Primal Practice: You can kinda customize your reward based on what you use. It can only get each weapons effect once, but even so it's still surprisingly powerful.
KotfT
Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately. Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance! Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable. Searlus the Enticer: While this guy is out, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! He also works well with the hero power Battlemancer Anielas: The class is rather slow, and this is definitely a slow DK as he quite literally does nothing when you play him aside from grant the normal armor. However there are some big spellfury cards out there and that can give you some pretty crazy healing. The hero power is a bit lackluster normally but with spellfury it is actually insane as you'll also heal for 6. It's easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons is a good idea, otherwise you might not even be able to trigger low spellfury cards.
I'm out of time but I will give full explanations for the cards eventually!
Turkeybag: Still not a fan of the weapons can't attack immediately thing, and Spellfury seems like a very limited effect. I would make it on fewer cards, instead of trying to cheat around it. I don't like any of the cards that have multiple effects because they have multiple effects, detracting from the purpose of the card and making it harder to play. You don't have enough Training Dummy synergy and summoning cards to reliably finish your quest unless I missed it and it was in classic? The Un'goro cards don't fit Un'goro very well. Tortollan Primalshell doesn't fit in with the rest of the set. Voldat should be Gain X. Primal Peacemaker is a really bad reward. Given that your entire KoFT set is about Spellfury, I'm not a fan. Solidify Weapon could just be used after your hero attacks, or if you use a weapon that can't attack immediately. Animated Woodwaker doesn't feel like it belongs in KoFT and doesn't synergise with the rest of the set. Bloodblade's () effect feels dumb. Searlus's effect should be hero's, and I don't like that it's two different effects jammed together. Your DK HP feels clunky and overcomplex, with disconnected effects. Spellsword Slayer seems like it could force you to rebalance your weapons around it. Also the Dummy summoning things should say they have Taunt. This set also has the issue of overcomplexity with multiple 4-line cards with several effects.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
Haven't posted my stuff in a while, but not much has changed: just a couple balancing tweaks based on feedback. Here's my "final submission", unless someone has anything additional they'd like to say :)
The Lich
For this Phase, the connecting theme between the two expansions is Corruption:
In Journey to Un'Goro, Kel'Thuzad has corrupted the very idea of Darwinism and natural selection. Through forced evolution and the resurrection of extinct species, High Cultist Herenn will create new soldiers for the Scourge!
The Quest focuses on mastery of revival effects, with hand-Adapt on the side. Minions will return to the battlefield better than ever!
In Knights of the Frozen Throne, Kel'Thuzad has finally taken his rightful place as ruler of the Scourge. Without The Lich King holding him back, he can unleash his full power upon the world, bringing an eternal winter to all!
On a gameplay-level, the Lich will "corrupt" people's perception of what can be done with Freeze, Freezing your own minions for benefits (Moorabi? Never heard of it).
Example Cards
Survival of the Fittest is my Quest, perfecting life through constant death and resurrection. Call it "trial and error". Know that playing the second copy of a minion after the first card died still counts.
Evolving Tactics is a double-example, showing off the cycle of 3-mana Secrets and the hand-Adapt archetype. Prepare for what's coming!
Kel'Thuzad, Unleashed is my "Death Knight", the cornerstone of the "self-Freeze" archetype. Freezing your minions buffs them much like Dinomancy, but they can still attack like normal. Adds greater versatility to the Hero Power.
Undying Turtle is my card for Challenge #2. He can help fulfill the Quest while allowing you to maintain a constant board presence.
Hinterland Golem is my card for Challenge #3. Costing 9-mana, he'll sit in your hand for a while; this allows him to soak up enchantments from the Un'Goro Adapt cards. Because he can copy himself, all of the enchantments you've put on him will also be on the copy.
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
High Cultist Herennis the Scourge's agent in the Un'Goro region, attempting to create the ultimate bio-weapon for the Scourge. If left alive (or replicated) Herenn can quickly get out of hand, empowering your minions into Elusive, Divine Shield-ed goliaths. No pun intended.
Unnatural Selector was seen way back in Phase I, and finally gets to be showcased for real. They will be rebuilt; we have the magic!
Reconstruction is the Epic card in the cycle of Secrets. Functionally, it falls between Effigy and Splitting Image, although the Lich has minions that are far more appealing to revive.
Necrotic Devilsaur is the ultimate trade minion, sturdy and self-healing. Very appealing target for Adapts, especially Poisonous.
RareLife Finds A Way adds fuel to your hand for the late game. The minions can then be given Adaptations or played to fulfill the Quest.
Scouting Raptor provides recon for your forces, allowing you to plan ahead.
Circle of Life is the last card in the cycle of Secrets, providing healing for your hero.
Knights of the Frozen Throne
Lady Deathwhisper is a reflection of her Icecrown Citadel boss fight, with her Hero Power translated into a Battlecry. The Lifesteal can provide an extremely powerful heal.
Iceborne Drake can work in concert with my Classic Legendary Sapphiron to create a powerful combo of minion damage. They're both Dragons, too...I wonder what that could mean?
Your New Master implies that the slain minion is then raised on your side of the board, but it is ultimately a 2/2 Zombie at its heart. The effects of the old minion are attached like buffs: if you revived the Zombie, it would just be a plain 2/2.
Essence Leech is a singular instance of Lady Deathwhisper's effect. The Lifesteal keeps it from being just a bad Hunter's Mark.
Frostguard is like Defender of Argus, but cheaper and with more Health. In exchange, he must remain Frozen. By having the aura attached to Frostguard, it can be reapplied if a new minion becomes adjacent.
Regenerate is a delayed healing effect. It can act as a deterrent against aggression, healing the damage that would be coming next turn.
Cold Sprite can help keep a minion locked down, or set up combos with the self-Freeze.
Servants of the Cold Dark is a combo-enabler, allowing you to immediately Freeze minions you play. This could then give them immediate applications of their auras, or the +2/+2 buff from the Hero card.
Thank you to everyone who has provided me feedback; I'm always open for more.
Link: Evolving Tactics feels pretty unnecessary as a Secret. It's balanced if it wasn't, and the passive start of turn trigger is uninteresting. Iceborn Drake doesn't need both effects. Life finds a way should be copies. You need way more Quest synergy in your Un'Goro set. Your new master could just summon a 2/2 copy of it. Cold Sprite feels kinda like antisynergy and not much fun to play with. Regenerate feels floaty (untrackable effect, too similar to the Secret about minion death). Servants of the Cold Dark (long name) doesn't synergize with enough cards to be good, but DK might make it ok. Freeze synergy feels kinda clumsy in that you both encourage freezing friendly and enemy minions. Passive Health effects are scary because they are unintuitive. Adapting in your hand is cute but doesn't work with many things from either set. I don't like how similar the DK hero power is to the original hero power.
Aaaaand here's my set:
Un'Goro: Archetypes: Discover, Elementals
KoFT (Decaying Armor is hit first, stacks on Armor, 1 is lost at end of turn) - Themes: Armor loss, Decaying Armor
Challenge 1:
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
@Pircival I don't want to sound rude, but you can't expect me to stop using my core mechanic because you think it's parasitic. It's fine as it is. You invest mana into gathering Favor an then get rewarded properly.
The hero power doesn't work that way. The hero power is Way of the Scourge. Whenever you use it you are presented with 3 options. You can use Path of Cold one turn and Path of Solitude the next one. It's not a one time Discover that lasts the whole game. You pay 2 mana to Discover the hero power and instantly use it, then it goes back to Way of the Scourge.
My class was a Demon class from day 1. The class's flavor is praying to gods to earn their Favor. But you can also sell your soul to the Demons and earn their Favor too. My classic set has 3 Demon cards and I said I will bring in more to the table in future expansion to create a unique different archetype, unlike the well known Demon Warlock.
The Dragon synergy has a total of 6 cards in this set only, with 1 in the un'goro and a few in the classic set. The classic dragons are 8-8 and 4-12, very strong stats with a Taunt effect. The whole point of this contest is to create unique cards with unique effects. A Deathrattle Dragon is something never seen before and they fit perfectly in the set. Sindragosa is an undead Dragon and there is a whole cult based around her.
The Ah Puch effect is very strong. Taunting big dragons is a bit upside so I had to balance it with a freeze effect, a frozen wall to block the way.
I already expained the deal with demons. For the Freeze effect, I will try to implement it differently by making a few changes.
If i could have made more than 10 cards, I would have been able to make a lot for the archetypes, but this is not possible. An archetype isn't created in one expansion, it is supported over many to make room for cooler ideas.
Thanks for your feedback but the whole point is trying to balance the cards, not telling me how everything is wrong. I know how my class works and what kind of cards I can work with, Favor and Demons are key mechanics to the class, I can't just forget they exist and do something else.
People said that Elegon is just too slow and clunky at 7 mana. I've reduced his cost to 5 and his stat to 4/7 (from a 6/8). The 5 mana 4/7 stat already had precedence in my Basic set (Knight of the Eclipse) so I think this is an appropriate adjustment without changing his core idea of being a value generator that can also impact the board if you draft the right Elemental.
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People said that Elegon is just too slow and clunky at 7 mana. I've reduced his cost to 5 and his stat to 4/7 (from a 6/8). The 5 mana 4/7 stat already had precedence in my Basic set (Knight of the Eclipse) so I think this is an appropriate adjustment without changing his core idea of being a value generator that can also impact the board if you draft the right Elemental.
Took a quick look at the elementals in the game, excluding whatever minions you may have, you have about 6 that don't require an elemental to be played the previous turn and aren't targeted. Considering this is a start of turn effect, and such minions have low survivability, I'd say it's balanced.
Here are my Un'Goro cards, minus the quest:
Haven't decided on a name yet for this one, and I need the awesome tortollan art posted in the thread for phase 3, if anyone still has it. Also, if anyone has suggestions for a better wording, I'll listen.
The minion generated. It's one of my basic cards.
This seems like as good a place as any to talk about one of the main mechanics introduced in this set: transforming minions of another tribe into Metamorphs by doing something with Elementals. Metamorphosis (the only real word that has anything to do with my whole tribe :p) works pretty much the same as the Zombeasts: both minions cost less than 5, the first one as an effect, the second one is vanilla or only has keywords. The order is dictated in parenthesis. The Drake is a small tech against Elementals, and gains bonus stats if you kill your own minions. Great with Deathrattle. Also good for a dragon archetype, which I'll explore more in KFT and Kobolds.
Here we have the other mechanic of the set: using Flame Elementals (the little guys created my Fire Fly and Igneous Elemental) as fuel for other cards. Elementary Ignition can basically double your fuel, but I'm not sure if it's too strong or too slow. I'm not sure whether to keep this mechanic into KFT or even Kobolds.
Some more fuel generators and Metamorph synergy. I might move the Cannoneer to the rare slot if Elementary Ignition gets scrapped, or I might make it a common even if it doesn't.
In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Adapting Sparkling - Adapts you Hero Power tokens and other 1-Cost minions you Discover or play in your deck.
Spikeshell Defender - More of a control card, it ensures the survival of your Worshipers in order to gather Favor to fuel your late game cards.
Erupting Geyser- A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - This card allows you to Discover a Tribal minion to advance your quest. What lies deep in the jungle?
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1. What a deal. Hinting the Dragon archetype from Frozen Throne.
Chimeric Vision - A powerful card draw that helps you advance you quest and search for powerful minions. Useful in a number of decks.
Primal Shaman - Your main card for the Quest deck. Changes your Hero Power into a more useful version branching the class from the Favor mechanic.
Artemis, the Huntress- Artemis is capable of taming even the wildest creatures. She teaches the art of the hunt to those who have ears to listen, being a wise advisor to the gods and mortals alike.
A value machine, with Tribal synergies.
Frozen Throne
Themes: Dragons, Freeze, Demons
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to 'The Way of the Scourge'.
Frosy Friends (Challenge 3) - Support for the Tribal Quest archetype, adding a Murloc, an Elemental and a Dragon to your hand. (Brrrloc, Glacial Shard). Also support for the Freeze archetype.
Draconic Defensive - The reprinted version of the original Breath of Life, this card is a perfect fit in a control Dragon deck.
Permafrost Drake - An ice-breathing Dragon, perfect for a Quest deck.
A Taste of the Frozen Wastes - A glimpse of the Death Knight's power, combining the 3 effects into a flexible card.
Frostguard - A cold-blooded demon with a weakness for ice.
Diamond Dragon - A strong Dragon with an array of defensive options.
Melting Barrage - an unique effect that allows you to remove the Freeze debuff from all minions, mostly in your benefit. Usable as a mild board clear or after a board freeze to allow your minions to attack as normal.
Crystal Fiend - A chaotic Demon bent on freezing everything aroun him.
Ah Puch, the Risen - Fallen from the sky staight into the Frozen Wastes, the God of Death found new subjects to toy with... Dragons. What is more magnificent than raising an army of undead Dragons to conquer the world?
Please read the descriptions and don't make pointless comments. Thank you and have a nice day.
Just say 1/2 Elemental on these cards NiRaSt. Also try not to make any parasitic cards: That is, your spells fizzle completely if you don't have any flame elementals, which is just awful — if a rogue or priest steals it they can never play it essentially. I really just am not sure about specifically synergizing with the 1/2s — even discarding Elementals in general is quite parasitic. You may need to rethink a few of these. Also the Legendary is a big no no! 4 tiny lines with like three different conditions/effects. And the 4/5s are way too complicated (and the effect is way too niche).
Fafnir is something that caught my eye as an odd, maybe even detrimental card. The initial Dragon resummoning is cool. But the Favor effect...
First, Fafnir is a super late game card. Unless you curve real well, you’re going to want some big dragons to die before you play him. Then you resummon then, and then the Favor triggers.
Now you have a big dragon wall that can’t attack. Late in the game. Against other late-game decks that win by combos, face burst, and use board clears. So your opponent can either go face and ignore your impotent minions, or nuke the board after you play the lengendary.
The only counterplay would be a way to destroy your own legendary, which just feels really lame. It’s like a worse Hadronox, so unless your class has Naturalize I don’t see why you’d want to trigger that effect.
Thought I was going to be the first to submit, only to Discover I've been beaten to it by five hours @teknician :P
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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
So I've got an idea of how to revise my KotFT set and need some feedback. Right now my class is themed on weapons and artillery used by the Scourge. Now, that'll be more focused on delivering the Scourge's plagues. Enter the Plague Bomb, a collectible card that can be generated by some other cards in the set. Decent on it's own, powerful removal if you can chain a few together. (Remember: the Synchronize card needs to be your last card that uses your last mana crystal.) But it's the new Hero that really ramps it up.
Becoming a Death Knight expands Bork's mind and empowers his spells. The Hero Power replaces your Scrapbots with Plague Bots. While in your hand, you can discard and transform it like normal Scrapbots. Play it, and it throws a Plague Bomb, which chains off the Bombs generated by your other cards.
The rest of the set will be themes of mechanically enhanced zombies, other plague delivery systems, and a few more class cards like transform or hand size effects. The other legendary will either be The Skyterror (a gunship created from the wreckage of the Alliance and Horde's fallen vessels) or Grand Apothecary Putress.
Also! I forgot to show off my Lich King spell! It's a good counter to the usually Combo-oriented Tinker.
So I've got an idea of how to revise my KotFT set and need some feedback. Right now my class is themed on weapons and artillery used by the Scourge. Now, that'll be more focused on delivering the Scourge's plagues. Enter the Plague Bomb, a collectible card that can be generated by some other cards in the set. Decent on it's own, powerful removal if you can chain a few together. (Remember: the Synchronize card needs to be your last card that uses your last mana crystal.) But it's the new Hero that really ramps it up.
Becoming a Death Knight expands Bork's mind and empowers his spells. The Hero Power replaces your Scrapbots with Plague Bots. While in your hand, you can discard and transform it like normal Scrapbots. Play it, and it throws a Plague Bomb, which chains off the Bombs generated by your other cards.
The rest of the set will be themes of mechanically enhanced zombies, other plague delivery systems, and a few more class cards like transform or hand size effects. The other legendary will either be The Skyterror (a gunship created from the wreckage of the Alliance and Horde's fallen vessels) or Grand Apothecary Putress.
Also! I forgot to show off my Lich King spell! It's a good counter to the usually Combo-oriented Tinker.
Just to start, your DK needs to specify "(blah blah blah) this game", to match the other Hero cards with permanent effects.
I like the flavor of the idea because it turns you into a poisonous bomber-type character; it seems like a fun kind of evil to play as.
It seems balanced at first glance, but I wonder if a better player than myself would become so adept at riding the Synchronize that they can regularly hit the Poisonous. Having access to Poisonous on a consistent basis is dangerous to the game, so there is some concern there.
All-in-all I think this could be worth pursuing, as long as you're careful with the Poisonous.
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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
Fafnir is something that caught my eye as an odd, maybe even detrimental card. The initial Dragon resummoning is cool. But the Favor effect...
First, Fafnir is a super late game card. Unless you curve real well, you’re going to want some big dragons to die before you play him. Then you resummon then, and then the Favor triggers.
Now you have a big dragon wall that can’t attack. Late in the game. Against other late-game decks that win by combos, face burst, and use board clears. So your opponent can either go face and ignore your impotent minions, or nuke the board after you play the lengendary.
The only counterplay would be a way to destroy your own legendary, which just feels really lame. It’s like a worse Hadronox, so unless your class has Naturalize I don’t see why you’d want to trigger that effect.
I didn't think of that. I will work with the favor effect more, thank you for the feedback.
@thepowerofcheese - I really like the way it's going now :D
Just one suggestion, have you thought about making the plague bot with a deathrattle instead of a battlecry and use the battlecry of the Hero to summon 3 of them?
Minion Deathrattle: Cast a Plague Bomb on an enemy minion. This counts like a Scrapbot.
Hero Battlecry: Draw 3 Cards. Summon a Plague Bot whenever you kill a minion with a spell this game.
Also, I would keep the effect a bit more generic so you can open the gameplay to future sacrifice synergies.
Anyway, I made some changes to my set based on the feedback...
QUEST - Now it should be clear that the Hero has Poisonous while attacking ( if he got a weapon equipped) and during the opponent's turn (destroy minions attacking him).
----------->
OLD
NEW - Out the Taunt, in the weapon and hand buff. Also, I think it fits a bit more the "exotic" of the expansion
OLD vs NEW - Just a change of flavour, I think it fits better in a jungle.
------>
NEW vs OLD - I removed the weapon (moved it as a token for the Podling) and add a Discovery card that works in 2 round.
------>
DK HERO - Simplified the effect and balanced a bit more.
So I've got an idea of how to revise my KotFT set and need some feedback. Right now my class is themed on weapons and artillery used by the Scourge. Now, that'll be more focused on delivering the Scourge's plagues. Enter the Plague Bomb, a collectible card that can be generated by some other cards in the set. Decent on it's own, powerful removal if you can chain a few together. (Remember: the Synchronize card needs to be your last card that uses your last mana crystal.) But it's the new Hero that really ramps it up.
Becoming a Death Knight expands Bork's mind and empowers his spells. The Hero Power replaces your Scrapbots with Plague Bots. While in your hand, you can discard and transform it like normal Scrapbots. Play it, and it throws a Plague Bomb, which chains off the Bombs generated by your other cards.
The rest of the set will be themes of mechanically enhanced zombies, other plague delivery systems, and a few more class cards like transform or hand size effects. The other legendary will either be The Skyterror (a gunship created from the wreckage of the Alliance and Horde's fallen vessels) or Grand Apothecary Putress.
Also! I forgot to show off my Lich King spell! It's a good counter to the usually Combo-oriented Tinker.
Seems a pretty good change of path. Both cards manage to combine your class identity with KFT in a satisfactory way.
Out of your old cards, I'd keep the Corpse-o-pult and Re-Automatize. About Re-Automatize, I'd try to find a zombie-cyborg artwork for the token. One that fits the KFT aesthetics, of course.
@Mods. Do we need to put strengths and weaknesses inin th Phase too? I'd like to explain my sets' themes a little bit instead (like linkblade did in the previous page), and including both might look crowded.
Just say 1/2 Elemental on these cards NiRaSt. Also try not to make any parasitic cards: That is, your spells fizzle completely if you don't have any flame elementals, which is just awful — if a rogue or priest steals it they can never play it essentially. I really just am not sure about specifically synergizing with the 1/2s — even discarding Elementals in general is quite parasitic. You may need to rethink a few of these. Also the Legendary is a big no no! 4 tiny lines with like three different conditions/effects. And the 4/5s are way too complicated (and the effect is way too niche).
Yeah, you're right. I have this obsession with the "You can use this small card in your hand as a currency" mechanic for some reason. Might use it in this year's expansion comp, but I'll scrap it for now.
Anyway, I made some changes to my set based on the feedback...
QUEST - Now it should be clear that the Hero has Poisonous while attacking ( if he got a weapon equipped) and during the opponent's turn (destroy minions attacking him).
----------->
OLD
NEW - Out the Taunt, in the weapon and hand buff. Also, I think it fits a bit more the "exotic" of the expansion
OLD vs NEW - Just a change of flavour, I think it fits better in a jungle.
------>
NEW vs OLD - I removed the weapon (moved it as a token for the Podling) and add a Discovery card that works in 2 round.
------>
DK HERO - Simplified the effect and balanced a bit more.
--------->
Herbling - just added (at random)
--------->
Not sure what the quest is, but that reward is busted plain and simple. Your opponent simply won't be able to attack you unless they have lethal, or bye-bye borad.
Freywinn can grant you some outright broken combos depending on how easy it is to empty your hand. I'd make the cost reduction only last until the end of turn.
Tropical Podling should probably be an epic, considering how complex its effect is. You can probably move the Exotic Expedition to the rares. (sorry if I got any of these rarities wrong, I can barely tell the difference between a Rare and an Epic on this monitor for some reason)
Anyway, I made some changes to my set based on the feedback...
QUEST - Now it should be clear that the Hero has Poisonous while attacking ( if he got a weapon equipped) and during the opponent's turn (destroy minions attacking him).
----------->
OLD
NEW - Out the Taunt, in the weapon and hand buff. Also, I think it fits a bit more the "exotic" of the expansion
OLD vs NEW - Just a change of flavour, I think it fits better in a jungle.
------>
NEW vs OLD - I removed the weapon (moved it as a token for the Podling) and add a Discovery card that works in 2 round.
------>
DK HERO - Simplified the effect and balanced a bit more.
--------->
Herbling - just added (at random)
--------->
Not sure what the quest is, but that reward is busted plain and simple. Your opponent simply won't be able to attack you unless they have lethal, or bye-bye borad.
Freywinn can grant you some outright broken combos depending on how easy it is to empty your hand. I'd make the cost reduction only last until the end of turn.
Tropical Podling should probably be an epic, considering how complex its effect is. You can probably move the Exotic Expedition to the rares. (sorry if I got any of these rarities wrong, I can barely tell the difference between a Rare and an Epic on this monitor for some reason)
The rest of the cards seem fine.
thx for the feedback.
The quest is "Destroy 6 minions by using Poisonous". I know the reward looks quiet broken but it's also true that the hero will get all the damage. So, even if it clears the board, it might die in the process and that's why I think it's still balanced.
Noted for the DK. I'll think about it.
I thought about making the Podling an Epic, I just need to redesign one card. Exotic Expedition is already a rare :)
I'll try to give you all some feedbacks later one during the day guys!
Quote from Wailor>>@Mods. Do we need to put strengths and weaknesses inin th Phase too? I'd like to explain my sets' themes a little bit instead (like linkblade did in the previous page), and including both might look crowded.
Stupid phone grrr I hate replying like this.
You should be fine if you want to talk about the current sets; the Strengths + Weaknesses thing is carry over from last Phase, the ol' copy-paste. I'll talk to Shadows about it later.
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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
Turn to Tat: Pretty straightforward card. It turns a minion into a "Tar Beast" as they're called. Also good for delaying some damage coming your way.
Eat Schist!: I REGRET NOTHING! Well, ok, the art could be better, but otherwise, I REGRET NOTHING!
Servant of Ragnaros: BY FIRE, BE PURGED! FOR HALF THE PRICE! (dust-wise). My only concern with the card would be the ability to cheat out early. Even then, the 8 damage is delayed by a turn, so your opponent has more time to prepare than normal.
My DK, its hero power and the tokens they create. The text on Mors Regem is mostly there to remind you what it does, since it would appear as a ribbon below the card. It does NOT gain double effects from both the DK Battlecry and its own text.
A little explaination on how the HP works, since it's type doesn't exist in the game: think of a Self-Cast Hero Power like a combination between a Passive and an Auto-Cast form single player contents. It activates on its own when the condition is met, and ONLY if you have enough mana. You CANNOT activate it yourself. After it's activated, it's immediately refreshed. And, yes, it CAN activate during your opponent's turn.
In case my DK didn't make it clear, the main mechanics for my class during KFT are going to be Dragons, Skeletons and Dragon skeletons, whit a little bit of Metamorph generation trough unwilling means sprinkled in.
Resting Bones: A 5-mana Bone Drake for my class that can also function as a comeback when your opponent plays a big threat. If you have multiple copies, only one is cast.
Frostflame Parasite: A sort of buff that goes from minion to minion, generating Metamorphs in the process. To be clear: The minion in hand isn't transformed into another. It's just it's tribe is changed. Not sure how to make that clear.
Servant of Ragnaros should cost 6. You can’t play 2 of them on the same turn is just too OP
Bruin Frostburn - too many things and too powerfull. Same for the legendary it creates.
Eternal service - I would change it to Passive Hero Power. Also doesn’t need to say that refresh it. It’s easier to understand. Also I think it can be a passive but still cost 2.
Oh that's possible anyway there are some mistakes, the text should be:
Give your minions +5 Health and Taunt. They have 1 attack during their owner's turn.
Anyway I think it's broken if expanded to all minion on the board. it should be single target to me.
Actually, it is supposed to be single target. I just messed up the wording. Will update in a moment.
@Laurendor, I don't see how playing two Servants of Ragnaros in a turn is OP, it's actually weaker than playing the man himself, since you don't even get the 8 damage. (the card works like Blood of The Ancient One)
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IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
@Pircival I don't want to sound rude, but you can't expect me to stop using my core mechanic because you think it's parasitic. It's fine as it is. You invest mana into gathering Favor an then get rewarded properly.
The hero power doesn't work that way. The hero power is Way of the Scourge. Whenever you use it you are presented with 3 options. You can use Path of Cold one turn and Path of Solitude the next one. It's not a one time Discover that lasts the whole game. You pay 2 mana to Discover the hero power and instantly use it, then it goes back to Way of the Scourge.
My class was a Demon class from day 1. The class's flavor is praying to gods to earn their Favor. But you can also sell your soul to the Demons and earn their Favor too. My classic set has 3 Demon cards and I said I will bring in more to the table in future expansion to create a unique different archetype, unlike the well known Demon Warlock.
The Dragon synergy has a total of 6 cards in this set only, with 1 in the un'goro and a few in the classic set. The classic dragons are 8-8 and 4-12, very strong stats with a Taunt effect. The whole point of this contest is to create unique cards with unique effects. A Deathrattle Dragon is something never seen before and they fit perfectly in the set. Sindragosa is an undead Dragon and there is a whole cult based around her.
The Ah Puch effect is very strong. Taunting big dragons is a bit upside so I had to balance it with a freeze effect, a frozen wall to block the way.
I already expained the deal with demons. For the Freeze effect, I will try to implement it differently by making a few changes.
If i could have made more than 10 cards, I would have been able to make a lot for the archetypes, but this is not possible. An archetype isn't created in one expansion, it is supported over many to make room for cooler ideas.
Thanks for your feedback but the whole point is trying to balance the cards, not telling me how everything is wrong. I know how my class works and what kind of cards I can work with, Favor and Demons are key mechanics to the class, I can't just forget they exist and do something else.
People said that Elegon is just too slow and clunky at 7 mana. I've reduced his cost to 5 and his stat to 4/7 (from a 6/8). The 5 mana 4/7 stat already had precedence in my Basic set (Knight of the Eclipse) so I think this is an appropriate adjustment without changing his core idea of being a value generator that can also impact the board if you draft the right Elemental.
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Took a quick look at the elementals in the game, excluding whatever minions you may have, you have about 6 that don't require an elemental to be played the previous turn and aren't targeted. Considering this is a start of turn effect, and such minions have low survivability, I'd say it's balanced.
Here are my Un'Goro cards, minus the quest:
Haven't decided on a name yet for this one, and I need the awesome tortollan art posted in the thread for phase 3, if anyone still has it. Also, if anyone has suggestions for a better wording, I'll listen.
The minion generated. It's one of my basic cards.
This seems like as good a place as any to talk about one of the main mechanics introduced in this set: transforming minions of another tribe into Metamorphs by doing something with Elementals. Metamorphosis (the only real word that has anything to do with my whole tribe :p) works pretty much the same as the Zombeasts: both minions cost less than 5, the first one as an effect, the second one is vanilla or only has keywords. The order is dictated in parenthesis. The Drake is a small tech against Elementals, and gains bonus stats if you kill your own minions. Great with Deathrattle. Also good for a dragon archetype, which I'll explore more in KFT and Kobolds.
Here we have the other mechanic of the set: using Flame Elementals (the little guys created my Fire Fly and Igneous Elemental) as fuel for other cards. Elementary Ignition can basically double your fuel, but I'm not sure if it's too strong or too slow. I'm not sure whether to keep this mechanic into KFT or even Kobolds.
Some more fuel generators and Metamorph synergy. I might move the Cannoneer to the rare slot if Elementary Ignition gets scrapped, or I might make it a common even if it doesn't.
Un'goro
Themes: Tribal Minions, Adapt
In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Adapting Sparkling - Adapts you Hero Power tokens and other 1-Cost minions you Discover or play in your deck.
Spikeshell Defender - More of a control card, it ensures the survival of your Worshipers in order to gather Favor to fuel your late game cards.
Erupting Geyser- A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - This card allows you to Discover a Tribal minion to advance your quest. What lies deep in the jungle?
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1. What a deal. Hinting the Dragon archetype from Frozen Throne.
Chimeric Vision - A powerful card draw that helps you advance you quest and search for powerful minions. Useful in a number of decks.
Primal Shaman - Your main card for the Quest deck. Changes your Hero Power into a more useful version branching the class from the Favor mechanic.
Artemis, the Huntress - Artemis is capable of taming even the wildest creatures. She teaches the art of the hunt to those who have ears to listen, being a wise advisor to the gods and mortals alike.
A value machine, with Tribal synergies.
Frozen Throne
Themes: Dragons, Freeze, Demons
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to 'The Way of the Scourge'.
Frosy Friends (Challenge 3) - Support for the Tribal Quest archetype, adding a Murloc, an Elemental and a Dragon to your hand. (Brrrloc, Glacial Shard). Also support for the Freeze archetype.
Draconic Defensive - The reprinted version of the original Breath of Life, this card is a perfect fit in a control Dragon deck.
Permafrost Drake - An ice-breathing Dragon, perfect for a Quest deck.
A Taste of the Frozen Wastes - A glimpse of the Death Knight's power, combining the 3 effects into a flexible card.
Frostguard - A cold-blooded demon with a weakness for ice.
Diamond Dragon - A strong Dragon with an array of defensive options.
Melting Barrage - an unique effect that allows you to remove the Freeze debuff from all minions, mostly in your benefit. Usable as a mild board clear or after a board freeze to allow your minions to attack as normal.
Crystal Fiend - A chaotic Demon bent on freezing everything aroun him.
Ah Puch, the Risen - Fallen from the sky staight into the Frozen Wastes, the God of Death found new subjects to toy with... Dragons. What is more magnificent than raising an army of undead Dragons to conquer the world?
Please read the descriptions and don't make pointless comments. Thank you and have a nice day.
Just say 1/2 Elemental on these cards NiRaSt. Also try not to make any parasitic cards: That is, your spells fizzle completely if you don't have any flame elementals, which is just awful — if a rogue or priest steals it they can never play it essentially. I really just am not sure about specifically synergizing with the 1/2s — even discarding Elementals in general is quite parasitic. You may need to rethink a few of these. Also the Legendary is a big no no! 4 tiny lines with like three different conditions/effects. And the 4/5s are way too complicated (and the effect is way too niche).
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!) •
@IceKing16
Fafnir is something that caught my eye as an odd, maybe even detrimental card. The initial Dragon resummoning is cool. But the Favor effect...
First, Fafnir is a super late game card. Unless you curve real well, you’re going to want some big dragons to die before you play him. Then you resummon then, and then the Favor triggers.
Now you have a big dragon wall that can’t attack. Late in the game. Against other late-game decks that win by combos, face burst, and use board clears. So your opponent can either go face and ignore your impotent minions, or nuke the board after you play the lengendary.
The only counterplay would be a way to destroy your own legendary, which just feels really lame. It’s like a worse Hadronox, so unless your class has Naturalize I don’t see why you’d want to trigger that effect.
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
Thought I was going to be the first to submit, only to Discover I've been beaten to it by five hours @teknician :P
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
So I've got an idea of how to revise my KotFT set and need some feedback. Right now my class is themed on weapons and artillery used by the Scourge. Now, that'll be more focused on delivering the Scourge's plagues. Enter the Plague Bomb, a collectible card that can be generated by some other cards in the set. Decent on it's own, powerful removal if you can chain a few together. (Remember: the Synchronize card needs to be your last card that uses your last mana crystal.) But it's the new Hero that really ramps it up.
Becoming a Death Knight expands Bork's mind and empowers his spells. The Hero Power replaces your Scrapbots with Plague Bots. While in your hand, you can discard and transform it like normal Scrapbots. Play it, and it throws a Plague Bomb, which chains off the Bombs generated by your other cards.
The rest of the set will be themes of mechanically enhanced zombies, other plague delivery systems, and a few more class cards like transform or hand size effects. The other legendary will either be The Skyterror (a gunship created from the wreckage of the Alliance and Horde's fallen vessels) or Grand Apothecary Putress.
Also! I forgot to show off my Lich King spell! It's a good counter to the usually Combo-oriented Tinker.
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
All-in-all I think this could be worth pursuing, as long as you're careful with the Poisonous.
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 didn't think of that. I will work with the favor effect more, thank you for the feedback.
@thepowerofcheese - I really like the way it's going now :D
Just one suggestion, have you thought about making the plague bot with a deathrattle instead of a battlecry and use the battlecry of the Hero to summon 3 of them?
Minion Deathrattle: Cast a Plague Bomb on an enemy minion. This counts like a Scrapbot.
Hero Battlecry: Draw 3 Cards. Summon a Plague Bot whenever you kill a minion with a spell this game.
Also, I would keep the effect a bit more generic so you can open the gameplay to future sacrifice synergies.
Anyway, I made some changes to my set based on the feedback...
QUEST - Now it should be clear that the Hero has Poisonous while attacking ( if he got a weapon equipped) and during the opponent's turn (destroy minions attacking him).
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OLD
NEW - Out the Taunt, in the weapon and hand buff. Also, I think it fits a bit more the "exotic" of the expansion
OLD vs NEW - Just a change of flavour, I think it fits better in a jungle.
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NEW vs OLD - I removed the weapon (moved it as a token for the Podling) and add a Discovery card that works in 2 round.
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DK HERO - Simplified the effect and balanced a bit more.
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Herbling - just added (at random)
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Seems a pretty good change of path. Both cards manage to combine your class identity with KFT in a satisfactory way.
Out of your old cards, I'd keep the Corpse-o-pult and Re-Automatize. About Re-Automatize, I'd try to find a zombie-cyborg artwork for the token. One that fits the KFT aesthetics, of course.
@Mods. Do we need to put strengths and weaknesses inin th Phase too? I'd like to explain my sets' themes a little bit instead (like linkblade did in the previous page), and including both might look crowded.
Yeah, you're right. I have this obsession with the "You can use this small card in your hand as a currency" mechanic for some reason. Might use it in this year's expansion comp, but I'll scrap it for now.
Not sure what the quest is, but that reward is busted plain and simple. Your opponent simply won't be able to attack you unless they have lethal, or bye-bye borad.
Freywinn can grant you some outright broken combos depending on how easy it is to empty your hand. I'd make the cost reduction only last until the end of turn.
Tropical Podling should probably be an epic, considering how complex its effect is. You can probably move the Exotic Expedition to the rares. (sorry if I got any of these rarities wrong, I can barely tell the difference between a Rare and an Epic on this monitor for some reason)
The rest of the cards seem fine.
thx for the feedback.
The quest is "Destroy 6 minions by using Poisonous". I know the reward looks quiet broken but it's also true that the hero will get all the damage. So, even if it clears the board, it might die in the process and that's why I think it's still balanced.
Noted for the DK. I'll think about it.
I thought about making the Podling an Epic, I just need to redesign one card. Exotic Expedition is already a rare :)
I'll try to give you all some feedbacks later one during the day guys!
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Stupid phone grrr I hate replying like this.
You should be fine if you want to talk about the current sets; the Strengths + Weaknesses thing is carry over from last Phase, the ol' copy-paste. I'll talk to Shadows about it later.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Some more cards:
Turn to Tat: Pretty straightforward card. It turns a minion into a "Tar Beast" as they're called. Also good for delaying some damage coming your way.
Eat Schist!: I REGRET NOTHING! Well, ok, the art could be better, but otherwise, I REGRET NOTHING!
Servant of Ragnaros: BY FIRE, BE PURGED! FOR HALF THE PRICE! (dust-wise). My only concern with the card would be the ability to cheat out early. Even then, the 8 damage is delayed by a turn, so your opponent has more time to prepare than normal.
My DK, its hero power and the tokens they create. The text on Mors Regem is mostly there to remind you what it does, since it would appear as a ribbon below the card. It does NOT gain double effects from both the DK Battlecry and its own text.
A little explaination on how the HP works, since it's type doesn't exist in the game: think of a Self-Cast Hero Power like a combination between a Passive and an Auto-Cast form single player contents. It activates on its own when the condition is met, and ONLY if you have enough mana. You CANNOT activate it yourself. After it's activated, it's immediately refreshed. And, yes, it CAN activate during your opponent's turn.
In case my DK didn't make it clear, the main mechanics for my class during KFT are going to be Dragons, Skeletons and Dragon skeletons, whit a little bit of Metamorph generation trough unwilling means sprinkled in.
Resting Bones: A 5-mana Bone Drake for my class that can also function as a comeback when your opponent plays a big threat. If you have multiple copies, only one is cast.
Frostflame Parasite: A sort of buff that goes from minion to minion, generating Metamorphs in the process. To be clear: The minion in hand isn't transformed into another. It's just it's tribe is changed. Not sure how to make that clear.
Skeletal Giant: ... This card is bad, isn't it?
Turn to tar - is missing a + before 1
Eat schist ! Please change the artwork lol
Servant of Ragnaros should cost 6. You can’t play 2 of them on the same turn is just too OP
Bruin Frostburn - too many things and too powerfull. Same for the legendary it creates.
Eternal service - I would change it to Passive Hero Power. Also doesn’t need to say that refresh it. It’s easier to understand. Also I think it can be a passive but still cost 2.
Skeletal giant is ok just a bit boring maybe.
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@Laurendor
I'm pretty sure that Turn to Tar is worded just as creator meant. I doesn't increase Attack, but sets it to 1 just like Humility
Oh that's possible anyway there are some mistakes, the text should be:
Give your minions +5 Health and Taunt. They have 1 attack during their owner's turn.
Anyway I think it's broken if expanded to all minion on the board. it should be single target to me.
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Actually, it is supposed to be single target. I just messed up the wording. Will update in a moment.
@Laurendor, I don't see how playing two Servants of Ragnaros in a turn is OP, it's actually weaker than playing the man himself, since you don't even get the 8 damage. (the card works like Blood of The Ancient One)