I went with the name "Lurking Nightmares" to represent the big health minions lurking around, almost like spooky legends around Un'Goro. This can be tied back to my card Ancient Legend as well. There is also some cool lore tying back to Un'Goro with the Emerald Nightmare hosting Il'gynoth at the center of Un'Goro. I wish I could have expanded more on the aspect of my class bending wills and breaking the enemy down as I would have in expansions like WOTG, but sadly I can't show it off now. I will be more expressing this in the next Lich King expansion.
@IceKing16
I agree that I will probably have to change him to not be the exact copy of the example post. Might have to just make it cost -1 and have -1 Health.
I kinda agree that it is weak but I think just making it cost 7 instead would be better for Ancient Legend.
I don't think Crushing Stonewalker is too understated but +1 Health should be fine. He is a strong control tool against big boards imo.
I will have to rebalance Earth Slam.
Thank you for your feedback.
@SunnoxPL
After play testing it, it seems I can get the quest usually between 5-8 turns which I think isn't that bad but I am willing to change the quest reward to give a different effect, any ideas?
It lost the Inspire, but now gain the Divine Shield to help it stick better for you to target with the DK Hero Power.
How expensive are your secrets and what's the DK Hero Power? At first glance, the card seems balanced.
Here's my quest, plus the reward and it's tokens:
It's probably needlessly complicated, but I wanted to have something that empathised the Storm, Earth and Fire aspect of the class. Each Titan is basically incredibly powerful on if summoned, gets a lot stronger when played from hand, and makes an impactful entrance when drawn from your deck. I gave them bigger stats than most minion rewards because of the random aspect of the reward, thus they have 20 total stats vs the regular 16, but I can nerf it if need be.
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Tokens and hand synergies will be key here.
Quest No. 1 is a no because I already got it covered. I personally think no 3 is more unique and can be played around in different ways
This is something very minor, but I forgot to say it when I gave you feedback in the old thread.
I think Circle of Life is really weak. It just gives 2 more Health than Healing Touch, and delaying Healing might mean you die before making use of it. Therefore, I'd bump the healed amount to something between 12 and 15.
@Laurendor
Your Un'goro set is really well rounded, KFT not so much, although it has its highlights.
I prefer the second version of The Green Pigment. The Botanist hero doesn't have so many tools to attack, so giving it Poisonous won't be worth it.
As @linkblade91 said, Bristy Whelp should probably be an Herb. I find it a bit weird that a Dragon has Evergrowth. Also, your class needs more Herbs that can attack.
In KFT, you are introducing the concept of "Healing spell", which doesn't exist in collectible cards. Does Lifesteal count? Or stuff like Holy Fire? Or spells that only heal when a condition is met?
Not a fan of the "Counts as Ysera" part of Yseralide Seed.
Lichbloom is really, really weak. Either remove the "Can't attack" while also giving it at least 3 Attack or make it cost 1 Mana.
Silent Chanter is weak too. Compare it to Venomancer, which has better stats and an arguably better effect, while still being a weak card. 4/6 or 5/5 would be a more appropriate statlines.
As a positive note, I love the flavor of Time to Sleep and, specially, Dreamcatcher.
@Shatterstar1998
Your cards are pretty good in terms of interesting effects, but you have some issues when it comes to balance and wording.
Lunar Eclipse has a really, really weak effect for a Quest Reward. One alternative effect could be "Whenever you Gaze a minion this game, add a copy of it to your hand", although that might limit your design space.
I think the new Koltira Deathweaver might be a bit weak. It'd be more balanced as a 3/3 with the same effect, IMO.
Mark of Cancer seems quite weak. I know it can be quite strong with a board clear, but even then, 2 mana seems too much. I'd reduce the cost to 1.
Astral Fury should cost 5 mana. Right now is strictly better than Hellfire, a pretty good card which most Control Warlocks run. That said, it's a really cool usage of Elemental synergy. I wish Blizzard printed a spell with a similar twist.
As someone else told you, Obsidian Colossus is quite OP. Either reduce the stats or increase the cost.
Some of your cards are too wordy, particularly Secrets. I don't know how to fix Hidden Comet, but Strangulate could be shortened by removing the word "effect".
You aren't using the third person singular in a couple cards. Pain and Suffering should say "summons" instead of summon and Mark of Aquarius shoud say "Freezes" instead of "Freeze".
Finally, out of your Common KFT cards, I'd drop Celestial Subjugation, mainly because it's very similar to Celestial Domination (both in effect and name).
@krowski_nall
I agree with @Laurendor, your Quest doesn't seem very related to your class lore-wise, nor to the rest of your set. If you go with his idea about gorillas, just call your Quest Reward something like Uhk'loc, Leader of the Pack, which also fits the current effect. Otherwise, you could just use a big Stone Elemental, which seems to be your thing in Un'goro.
The rest of your set seems quite good, both flavor and balance-wise.
@Noah_McGrath
I don't think minion sacrifice is a good idea for your class, because it makes it very similar to Warlock.
Fortunatelly, the solution for this is easy: just get rid of the "friendly" restriction of your Quest and replace the cards related with Bound Sacrifice.
Finally, your set feels a bit unrelated to Un'goro, so maybe you could add a card with Adapt or an Elemental.
@IceKing16
Your Un'goro set seems more well rounded now. Good job! Just a couple comments:
I like the new effect of Spikeshell Defender much more, but he seems a bit weak now. I'd bump the stats to 4/6 or something like that.
I'm a bit worried about Artemis, the Huntress. How easy is it to gain 15 Favor points?
Now, about KFT:
Your DK's Battlecry is a worded in a very redundant way. It should read "Freeze all minions. Gain 1 Armor and Favor (1) for each."
Similarly, A Taste of the Frozen Wastes should be worded as "Deal 2 damage to a Frozen character. Gain 2 Armor and Favor (2)."
Your Deathrattle Dragon archetype needs more support. Right now, you only have Permafrost Drake and Rubyscale Emissary, and there aren't many Neutral Deathrattle Dragons. The easy way is to remake Diamond Dragon with a Deathrattle.
I'm not sure if I like the multi Hero Power thing from your DK.
@NiRast
I like the idea of having three Primal Titans as reward but your Quest seems too complex, overall. Besides, Torterra is a Pokémon :P
About your Lich King card, it should probably be worded as "Whenever your opponent summons a minion this game, Freeze it."
@CheeseEtc
For your Quest, I'd go with the second option. The option itself isn't nothing of the other world, but all support cards are really cool, particularly Mass Extinction.
About Frozen Throne... I must admit I freaked out a little bit when I saw so many 1/1 things, because I'm also going with 1/1 stuff, but yours is very different. Both options are neat, but I'd say I like the second one a bit better. Other than that, the DK should only summon one Skeleton, as you said.
Sorry I’ve been gone. Life has been busy lately, and I’ve been scrapping and rebuilding my expansions over and over. I was originally going for an Elemental theme but decided it took too much away from my other goals. Here is my current Un’Goro quest. It much better fits my themes of taking over, polluting the land, and then crushing resistance with your limitless resources. The quest will take time and investment to complete, but the reward is very powerful!
Please let me know what you think! I’m hoping to give feedback and post more cards soon.
Exotic Fragances. I don't plan to remove this card, but I'm gonna have to check every Potion I print so that it's not broken with it.
Wicked Crystalization. It's a very powerful tutor, and as such it's very hard to balance. Then again, my class is supposed to be about tutors, and Druid has Juicy Psychmelon which is stronger, so...
Stitch to the Plan. While I think the flavor is very good, summoning a huge minion without effects it's not really good design. It either gets removed (most likely) or it simply destroys your opponent with its titanic Attack. Either this or Wicked Crystalization will probably get replaced by Shadow Flask.
Grave Homunculus. I'm having troubles balancing this card. Right now it's a 3/3/3, akin to Silverware Golem. I think the card is balanced if you only have one in your hand, but it might get out of control if you have both of them. Then again, that would empty your hand a lot, so it might be alright-ish.
I like the idea of having three Primal Titans as reward but your Quest seems too complex, overall. Besides, Torterra is a Pokémon :P
About your Lich King card, it should probably be worded as "Whenever your opponent summons a minion this game, Freeze it."
I know it's a pokemon, where do you think I got the name from :p
I could make the quest just be summon 10 Metamorph, but I feel that'd make it too easy. Would 15 be overkill? What if I just made it "play"? Also, what do you think of the Titans themselves?
I like the idea of having three Primal Titans as reward but your Quest seems too complex, overall. Besides, Torterra is a Pokémon :P
About your Lich King card, it should probably be worded as "Whenever your opponent summons a minion this game, Freeze it."
I know it's a pokemon, where do you think I got the name from :p
I could make the quest just be summon 10 Metamorph, but I feel that'd make it too easy. Would 15 be overkill? What if I just made it "play"? Also, what do you think of the Titans themselves?
I think summoning 10 Metamorphs wouldn't be too easy. Look at Unite the Murlocs, its requirement is arguably easier (because Murlocs are cheap, and stuff like Call in the Finishers exists) and it's one of the worst Quests. If anything, I think the requirement should be droped to 8 Metamorphs (or 5 Metamorphs that didn't start in your deck).
About the Titans, they are what makes the Quest too complex, IMO. I know why you gave them three different effects, but it makes the whole thing very convoluted. Something more simple, like a keyword + a simple effect, would be better.
Exotic Fragances. I don't plan to remove this card, but I'm gonna have to check every Potion I print so that it's not broken with it.
Wicked Crystalization. It's a very powerful tutor, and as such it's very hard to balance. Then again, my class is supposed to be about tutors, and Druid has Juicy Psychmelon which is stronger, so...
Stitch to the Plan. While I think the flavor is very good, summoning a huge minion without effects it's not really good design. It either gets removed (most likely) or it simply destroys your opponent with its titanic Attack. Either this or Wicked Crystalization will probably get replaced by Shadow Flask.
Grave Homunculus. I'm having troubles balancing this card. Right now it's a 3/3/3, akin to Silverware Golem. I think the card is balanced if you only have one in your hand, but it might get out of control if you have both of them. Then again, that would empty your hand a lot, so it might be alright-ish.
Doesn't Gold Elemental peak at 4/4? Was there ever a card with a similar effect? (No, Jade Golems don't count)
Eternis seems really busted, even for a Quest Reward.
What is the token generated by twisted genetist?
Stitch to the plan could cost more, it honestly depends on how many 1/1s you summon in a game.
This took a lot longer than I expected; that's what I get for watching TV at the same time lel
I don't mean anything by it if I skipped over you: just trying to share my attention with everyone.
Shatterstar1998
The philosophy behind your Quest-creation is fine in theory, but it's definitely a harder sell to potential upvoters. People expect a significantly powerful Reward from their Quest. I'm concerned about its appeal.
I don't believe Battlecries are "cast"; I think they're supposed to be "activated" or "triggered". It's not a big deal, and I like Elegon already. Just a small niggle.
Minor Tarling's effect seems strong in the early game, shutting down Aggro minions and Paladin tokens alike. I don't know if it's too strong, but it feels like it could be. Especially if you can get both on the table.
I think removing the Inspire is the right call, just to avoid anyone getting uppity about it (like Wailor lol).
Does the 3/3 Servant from Rishi's Battlecry come with the text of ALL minions destroyed? That sounds like a potentially-buggy mess, combining things that were never meant to go together.
Obsidian Colossus' negative effect is not enough to justify its statline and effects. Maybe if it just had Taunt, but having Lifesteal is another matter. Plus, the negative effect is somewhat countered by the Lifesteal healing your hero.
I personally don't believe Celestial Subjugation should be a Common.
krowski_nall
I echo everyone else in saying that the Nightmare Quest has no connection the rest of your set from a standpoint of flavor. It's very obvious and very off-putting. To go with your earth-and-fire feel of your other cards, what about a "prophecy of a great natural disaster" or something like that? It could connect to Lili's snatching of the idol, setting off a catastrophe. Just brainstorming.
In spite of the Quest, you have a strong nucleus of cards in your set. Boulderfists and Earth Slam are cool, while Volcanic Emissary and Living Meteor have great flavor. I like those four a lot. I think you have the pieces to make for a really cohesive and appealing set; it's just a question of finding the story - the Quest - that connects them all together.
Noah_McGrath
I have to agree with Wailor in-that the Warlock similarities run really high in your set. It's not a complete deal-breaker, but it is noticeable.
I'm not sure what the issue is with Sanguine Spring's formatting. If you don't put anything in the Health and Attack section, they don't appear; at least, that's how it's working for me.
I don't believe the Spring is enough of a reward for the self-destructive playstyle:
You have to destroy your minions, specifically with spells, and that assumes your opponent isn't destroying them before you can.
While you're doing this, you're not using these spells or minions to engage the enemy. A 0/1 does nothing else for you but sit there :/
After you're done with the Quest, you're somehow supposed to have enough resources left to continue the fight. You'll be drained from fighting a 2v1 (You + Them vs You), but you're not offering a way to refuel.
All of this for a conditional healing shrine? It's just not enough.
Honestly, I think that healing effect needs to be on a regular card, to allow the archetype to keep itself alive while it hunts for a different, more impactful reward. Something that pushes you to start fighting the enemy instead of yourself, like how the Warrior goes from defensive with the Taunts to aggressive with the Sulfuras Hero Power.
Just brainstorming: what about something like "(X), the Blood God", with Elusive and the Battlecry "For each Sacrifice that died on your turn this game, gain +Y/+Y." A super stat-stick minion to turn the game around.
SunnoxPL
I really like the Quest: I think it works well in trying to get people to play differently. You have to be defensive and smart, timing your hero attacks wisely such that you don't take Health damage. I do wonder if it's on the easy side, but it's hard to say for certain when we cannot play-test the set.
In Primordial Armor, "board" is not the proper terminology. Hearthstone always refers to the table as "the battlefield."
I agree with NiRaSt in-that Nymm can be statted better.
Everything else seems fine. Nice work!
NiRaSt
The Quest is very complicated and it's frankly off-putting: there's just too much going on there. You could keep all three just fine if they were much simpler in execution.
CheeseEtc
I think Option #3 is the right call: the fabled Philosopher's Stone (and Alchemy in general) is about creating things, which would fit perfectly with the idea of summoning minions via spells. The menagerie approach of #1 doesn't fit with the Reward, and destroying minions is the opposite of what the Stone is supposed to do. That being said, I wonder if the name and art of the Quest do not fit with the idea of creation.
I think the Death Knight's passive Hero Power is more interesting to me. Losing access to an active Hero Power, possibly as early as turn 1, could dramatically shake up how a class would be played.
Rapid Contamination would fit as the Challenge #3 card, if you go with the above.
thepowrofcheese
I like it: the urbanization of Un'Goro begins! "They paved paradise, and put up a parking lot..." *evil laughter*
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 think removing the Inspire is the right call, just to avoid anyone getting uppity about it (like Wailor lol).
Did I sound uppity? D: I didn't want to :C
Nah, I'm just busting on you :P
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
This It's still a work in progress, in short words, Freywinn got his power in death from the successful experiment on Valithria Dreamwalker, a mix betwenn dreams and death.
What a perfect candidate to unleash the power of Valithria. They didn't heal her wounds, we consume her essence and twist her power, tapping into the Dream itself to spread the grip of the Lich king. The Botanist was once a simple researcher of the plant life, now it's an harald of their corrupted essence.
I know that some of you of pointing out the fact the this didn't fit the flavour of the class so i tried t make some adjustment but i don't know if't is the right way to go. The missing Epic card will be an healing spell
Astral Fury now cost 5. Also has new art because I feel that the person on the art feels more like a superhero rather than an Astromancer / magic caster fantasy the class is going for.
Lunar Eclipse now double the amount of healing and damage it deals. I don't want to go with the "Infinite Resoure" for the Quest Reward since I think it steps on the DK's shoe and would just make the class obnoxious to play against with 2 resource generating machine.
Mark of Cancer now cost 1.
Strangulate, Mark of Aquarius, Elegon and Pain and Suffering have their wording fix. Astral Servant has its card text remove to avoid any confusion
Add Showcase cards list.
Showcase Card:
Titanic Ritual: The Quest and build-around card for the class. 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 card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the DK 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:
Theme: Elemental synergy, Gaze synergy
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 Secret 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 threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
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. 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. Fulfill challenge #3
I liked your previous Quest, but it's true that the current one fits more with the flavor you're pushing.
I guess you'll still use some of the old cards, right? For instance, that Polluted Water Elemental you had (or whatever its name was, lol) also fits a lot with the current Quest and has a very good flavor.
I wanted to show a couple changes I might make:
Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.
While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.
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 kin, 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.
Freeze - Cold Armor - Weakness Favor - Loneliness
Every turn, after using 'Power of the Undying' 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 god of each expansion 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 Armor and 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 is a powerful one but the Deathrattles don't have an immediate impact (Shuffle a minion into your deck, Freeze a random minion, Add a random Dragon to your hand - Bone Drake). Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
A low damage, high heal card which will get you back in the game in no time ( Challenge 2 )
This is something very minor, but I forgot to say it when I gave you feedback in the old thread.
I think Circle of Life is really weak. It just gives 2 more Health than Healing Touch, and delaying Healing might mean you die before making use of it. Therefore, I'd bump the healed amount to something between 12 and 15.
@Laurendor
Your Un'goro set is really well rounded, KFT not so much, although it has its highlights.
I prefer the second version of The Green Pigment. The Botanist hero doesn't have so many tools to attack, so giving it Poisonous won't be worth it.
As @linkblade91 said, Bristy Whelp should probably be an Herb. I find it a bit weird that a Dragon has Evergrowth. Also, your class needs more Herbs that can attack.
In KFT, you are introducing the concept of "Healing spell", which doesn't exist in collectible cards. Does Lifesteal count? Or stuff like Holy Fire? Or spells that only heal when a condition is met?
Not a fan of the "Counts as Ysera" part of Yseralide Seed.
Lichbloom is really, really weak. Either remove the "Can't attack" while also giving it at least 3 Attack or make it cost 1 Mana.
Silent Chanter is weak too. Compare it to Venomancer, which has better stats and an arguably better effect, while still being a weak card. 4/6 or 5/5 would be a more appropriate statlines.
As a positive note, I love the flavor of Time to Sleep and, specially, Dreamcatcher.
@Shatterstar1998
Your cards are pretty good in terms of interesting effects, but you have some issues when it comes to balance and wording.
Lunar Eclipse has a really, really weak effect for a Quest Reward. One alternative effect could be "Whenever you Gaze a minion this game, add a copy of it to your hand", although that might limit your design space.
I think the new Koltira Deathweaver might be a bit weak. It'd be more balanced as a 3/3 with the same effect, IMO.
Mark of Cancer seems quite weak. I know it can be quite strong with a board clear, but even then, 2 mana seems too much. I'd reduce the cost to 1.
Astral Fury should cost 5 mana. Right now is strictly better than Hellfire, a pretty good card which most Control Warlocks run. That said, it's a really cool usage of Elemental synergy. I wish Blizzard printed a spell with a similar twist.
As someone else told you, Obsidian Colossus is quite OP. Either reduce the stats or increase the cost.
Some of your cards are too wordy, particularly Secrets. I don't know how to fix Hidden Comet, but Strangulate could be shortened by removing the word "effect".
You aren't using the third person singular in a couple cards. Pain and Suffering should say "summons" instead of summon and Mark of Aquarius shoud say "Freezes" instead of "Freeze".
Finally, out of your Common KFT cards, I'd drop Celestial Subjugation, mainly because it's very similar to Celestial Domination (both in effect and name).
@krowski_nall
I agree with @Laurendor, your Quest doesn't seem very related to your class lore-wise, nor to the rest of your set. If you go with his idea about gorillas, just call your Quest Reward something like Uhk'loc, Leader of the Pack, which also fits the current effect. Otherwise, you could just use a big Stone Elemental, which seems to be your thing in Un'goro.
The rest of your set seems quite good, both flavor and balance-wise.
@Noah_McGrath
I don't think minion sacrifice is a good idea for your class, because it makes it very similar to Warlock.
Fortunatelly, the solution for this is easy: just get rid of the "friendly" restriction of your Quest and replace the cards related with Bound Sacrifice.
Finally, your set feels a bit unrelated to Un'goro, so maybe you could add a card with Adapt or an Elemental.
@IceKing16
Your Un'goro set seems more well rounded now. Good job! Just a couple comments:
I like the new effect of Spikeshell Defender much more, but he seems a bit weak now. I'd bump the stats to 4/6 or something like that.
I'm a bit worried about Artemis, the Huntress. How easy is it to gain 15 Favor points?
Now, about KFT:
Your DK's Battlecry is a worded in a very redundant way. It should read "Freeze all minions. Gain 1 Armor and Favor (1) for each."
Similarly, A Taste of the Frozen Wastes should be worded as "Deal 2 damage to a Frozen character. Gain 2 Armor and Favor (2)."
Your Deathrattle Dragon archetype needs more support. Right now, you only have Permafrost Drake and Rubyscale Emissary, and there aren't many Neutral Deathrattle Dragons. The easy way is to remake Diamond Dragon with a Deathrattle.
I'm not sure if I like the multi Hero Power thing from your DK.
@NiRast
I like the idea of having three Primal Titans as reward but your Quest seems too complex, overall. Besides, Torterra is a Pokémon :P
About your Lich King card, it should probably be worded as "Whenever your opponent summons a minion this game, Freeze it."
@CheeseEtc
For your Quest, I'd go with the second option. The option itself isn't nothing of the other world, but all support cards are really cool, particularly Mass Extinction.
About Frozen Throne... I must admit I freaked out a little bit when I saw so many 1/1 things, because I'm also going with 1/1 stuff, but yours is very different. Both options are neat, but I'd say I like the second one a bit better. Other than that, the DK should only summon one Skeleton, as you said.
Un Goro
About Artemis....This card is aimed to be a finisher in a control deck where you can generate enough favor to activate its effect. An aggro deck won't be able to trigger the charge effect because the cards that generate favor are control oriented, so the card won't pose a problem . I hope it's clear now how it is intended to work.
God cards are very powerful and are designed for a control deck only, which is the main strength of the class. Other archetypes won't be able to use them successfully because of the high favor cost which is attainable only via some control cards.
Aggro doesn't have a place in my class and I intend to leave it that way.
Frozen Throne
Thanks for the advice with the wording of the dk and the spell card, I have changed them and they look better.
Deathrattle Dragon - Like every archetype created, this too will receive support over the next expansions. For now the class has 3 deathrattle dragons and 2 deathrattle triggers. The effect of the legendary is very powerful on its own, so I wanted to make the Favor one a bit control oriented so it won't break the game. You don't have to play only deathrattle dragons to make the deck work, Diamond Dragon is also a strong addition because it has taunt and gives you armor, acting as a strong defense against a lot of decks.
The 3 hero powers are part of the story i'm trying to build. I have polished them a bit to make them more close in strength to each other so you really have a choice. Each one is good in a different scenario. If you need to find a specific card to end the game you can go for Crystal Barrier ( Path of Frailty ) , if you need to trigger a Favor effect but you don't have enough to do it, A New Friend ( Path of Solitude ) is the answer. If you need to deal with a big threat you can Chilling Grasp ( Path of Cold ) it until it dies. I won't change the triple hero power because I think it makes my hero card unique without making it broken.
Now for your cards
I wanted to show a couple changes I might make:
Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.
While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.
Thoughts?
For the Gold Elemental I think the first version is better because keeping enchantmesnts the effect is too strong (Lichbane is a very problematic card because of its effect) and the wording of the first version makes it kinda clear to me it will keep the stacking +1/+1 buff.
I think Stitched Nightmare is cool even though I liked the punny name too. I guess some things have to change.
You need at least 4 minions to make the card worth its cost so I think it's pretty balanced.
Thanks for the feedback and I hope I was helpful with mine.
I liked your previous Quest, but it's true that the current one fits more with the flavor you're pushing.
I guess you'll still use some of the old cards, right? For instance, that Polluted Water Elemental you had (or whatever its name was, lol) also fits a lot with the current Quest and has a very good flavor.
I wanted to show a couple changes I might make:
Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.
While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.
Thoughts?
Yup, I do plan to keep the Polluted Surger and a few of the other cards already. The Tinker will have a couple elements like Priests and Paladins, but they won’t be a major theme.
Compare your Gold Elemental with Astral Tiger. The Tiger costs (1) more, has +2 Health, and doesn’t keep enchantments or get stat bonuses. As such, I think your Gold Elemental currently is too strong. I’d suggest at least upping the cost, maybe make it a (5) 5/5. Still good on turn, not broken as a (5) 6/6, but costly if you need to play other cards that turn. Alternatively, use the design for a Legendary, as it’s a strong, complicated effect, like Kingsbane.
Stitched Nightmare seems to be easier to balance than the spell, so I agree with that change.
Here's the new version of Koltira:
It lost the Inspire, but now gain the Divine Shield to help it stick better for you to target with the DK Hero Power.
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:
@Laurendor
I went with the name "Lurking Nightmares" to represent the big health minions lurking around, almost like spooky legends around Un'Goro. This can be tied back to my card Ancient Legend as well. There is also some cool lore tying back to Un'Goro with the Emerald Nightmare hosting Il'gynoth at the center of Un'Goro. I wish I could have expanded more on the aspect of my class bending wills and breaking the enemy down as I would have in expansions like WOTG, but sadly I can't show it off now. I will be more expressing this in the next Lich King expansion.
@IceKing16
Thank you for your feedback.
@SunnoxPL
After play testing it, it seems I can get the quest usually between 5-8 turns which I think isn't that bad but I am willing to change the quest reward to give a different effect, any ideas?
I will also be changing Earth Slam.
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
How expensive are your secrets and what's the DK Hero Power? At first glance, the card seems balanced.
Here's my quest, plus the reward and it's tokens:
It's probably needlessly complicated, but I wanted to have something that empathised the Storm, Earth and Fire aspect of the class. Each Titan is basically incredibly powerful on if summoned, gets a lot stronger when played from hand, and makes an impactful entrance when drawn from your deck. I gave them bigger stats than most minion rewards because of the random aspect of the reward, thus they have 20 total stats vs the regular 16, but I can nerf it if need be.
I also have the Lich King card:
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Tokens and hand synergies will be key here.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Quest No. 1 is a no because I already got it covered. I personally think no 3 is more unique and can be played around in different ways
Feedback time! I'll post my cards later.
@linkblade91
This is something very minor, but I forgot to say it when I gave you feedback in the old thread.
I think Circle of Life is really weak. It just gives 2 more Health than Healing Touch, and delaying Healing might mean you die before making use of it. Therefore, I'd bump the healed amount to something between 12 and 15.
@Laurendor
Your Un'goro set is really well rounded, KFT not so much, although it has its highlights.
@Shatterstar1998
Your cards are pretty good in terms of interesting effects, but you have some issues when it comes to balance and wording.
@krowski_nall
I agree with @Laurendor, your Quest doesn't seem very related to your class lore-wise, nor to the rest of your set. If you go with his idea about gorillas, just call your Quest Reward something like Uhk'loc, Leader of the Pack, which also fits the current effect. Otherwise, you could just use a big Stone Elemental, which seems to be your thing in Un'goro.
The rest of your set seems quite good, both flavor and balance-wise.
@Noah_McGrath
I don't think minion sacrifice is a good idea for your class, because it makes it very similar to Warlock.
Fortunatelly, the solution for this is easy: just get rid of the "friendly" restriction of your Quest and replace the cards related with Bound Sacrifice.
Finally, your set feels a bit unrelated to Un'goro, so maybe you could add a card with Adapt or an Elemental.
@IceKing16
Your Un'goro set seems more well rounded now. Good job! Just a couple comments:
Now, about KFT:
@NiRast
I like the idea of having three Primal Titans as reward but your Quest seems too complex, overall. Besides, Torterra is a Pokémon :P
About your Lich King card, it should probably be worded as "Whenever your opponent summons a minion this game, Freeze it."
@CheeseEtc
For your Quest, I'd go with the second option. The option itself isn't nothing of the other world, but all support cards are really cool, particularly Mass Extinction.
About Frozen Throne... I must admit I freaked out a little bit when I saw so many 1/1 things, because I'm also going with 1/1 stuff, but yours is very different. Both options are neat, but I'd say I like the second one a bit better. Other than that, the DK should only summon one Skeleton, as you said.
Sorry I’ve been gone. Life has been busy lately, and I’ve been scrapping and rebuilding my expansions over and over. I was originally going for an Elemental theme but decided it took too much away from my other goals. Here is my current Un’Goro quest. It much better fits my themes of taking over, polluting the land, and then crushing resistance with your limitless resources. The quest will take time and investment to complete, but the reward is very powerful!
Please let me know what you think! I’m hoping to give feedback and post more cards soon.
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've updated several cards according to the feedback I received.
Un'goro is mostly unchanged (except for Magmatic Flow, which I buffed and renamed to Basaltic River), but several KFT cards have changed a little bit.
UN'GORO
Themes: Elementals, shuffling, Potion synergy
FROZEN THRONE
Themes: 1/1 minions, minions that cost (4) or more, Transform
Ghoul
Cards I'm watching closely:
I know it's a pokemon, where do you think I got the name from :p
I could make the quest just be summon 10 Metamorph, but I feel that'd make it too easy. Would 15 be overkill? What if I just made it "play"? Also, what do you think of the Titans themselves?
I think summoning 10 Metamorphs wouldn't be too easy. Look at Unite the Murlocs, its requirement is arguably easier (because Murlocs are cheap, and stuff like Call in the Finishers exists) and it's one of the worst Quests. If anything, I think the requirement should be droped to 8 Metamorphs (or 5 Metamorphs that didn't start in your deck).
About the Titans, they are what makes the Quest too complex, IMO. I know why you gave them three different effects, but it makes the whole thing very convoluted. Something more simple, like a keyword + a simple effect, would be better.
Doesn't Gold Elemental peak at 4/4? Was there ever a card with a similar effect? (No, Jade Golems don't count)
Eternis seems really busted, even for a Quest Reward.
What is the token generated by twisted genetist?
Stitch to the plan could cost more, it honestly depends on how many 1/1s you summon in a game.
The other cards seem fine to me.
This took a lot longer than I expected; that's what I get for watching TV at the same time lel
I don't mean anything by it if I skipped over you: just trying to share my attention with everyone.
Shatterstar1998
krowski_nall
Noah_McGrath
SunnoxPL
NiRaSt
CheeseEtc
thepowrofcheese
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
Did I sound uppity? D: I didn't want to :C
Nah, I'm just busting on you :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
Sorry guys I count' be very active lately.
This It's still a work in progress, in short words, Freywinn got his power in death from the successful experiment on Valithria Dreamwalker, a mix betwenn dreams and death.
What a perfect candidate to unleash the power of Valithria. They didn't heal her wounds, we consume her essence and twist her power, tapping into the Dream itself to spread the grip of the Lich king. The Botanist was once a simple researcher of the plant life, now it's an harald of their corrupted essence.
I know that some of you of pointing out the fact the this didn't fit the flavour of the class so i tried t make some adjustment but i don't know if't is the right way to go. The missing Epic card will be an healing spell
KFT
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
Update based on feedback:
Showcase Card:
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:
Theme: Elemental synergy, Gaze synergy
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 Secret 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 threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
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. 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. Fulfill challenge #3
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:
@thepowrofcheese
I liked your previous Quest, but it's true that the current one fits more with the flavor you're pushing.
I guess you'll still use some of the old cards, right? For instance, that Polluted Water Elemental you had (or whatever its name was, lol) also fits a lot with the current Quest and has a very good flavor.
I wanted to show a couple changes I might make:
Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.
While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.
Thoughts?
Initial Post
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 kin, 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.
Freeze - Cold Armor - Weakness Favor - Loneliness
Every turn, after using 'Power of the Undying' 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 god of each expansion 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 Armor and 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 is a powerful one but the Deathrattles don't have an immediate impact (Shuffle a minion into your deck, Freeze a random minion, Add a random Dragon to your hand - Bone Drake). Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
A low damage, high heal card which will get you back in the game in no time ( Challenge 2 )
Un Goro
About Artemis....This card is aimed to be a finisher in a control deck where you can generate enough favor to activate its effect. An aggro deck won't be able to trigger the charge effect because the cards that generate favor are control oriented, so the card won't pose a problem . I hope it's clear now how it is intended to work.
God cards are very powerful and are designed for a control deck only, which is the main strength of the class. Other archetypes won't be able to use them successfully because of the high favor cost which is attainable only via some control cards.
Aggro doesn't have a place in my class and I intend to leave it that way.
Frozen Throne
Thanks for the advice with the wording of the dk and the spell card, I have changed them and they look better.
Deathrattle Dragon - Like every archetype created, this too will receive support over the next expansions. For now the class has 3 deathrattle dragons and 2 deathrattle triggers. The effect of the legendary is very powerful on its own, so I wanted to make the Favor one a bit control oriented so it won't break the game. You don't have to play only deathrattle dragons to make the deck work, Diamond Dragon is also a strong addition because it has taunt and gives you armor, acting as a strong defense against a lot of decks.
The 3 hero powers are part of the story i'm trying to build. I have polished them a bit to make them more close in strength to each other so you really have a choice. Each one is good in a different scenario. If you need to find a specific card to end the game you can go for Crystal Barrier ( Path of Frailty ) , if you need to trigger a Favor effect but you don't have enough to do it, A New Friend ( Path of Solitude ) is the answer. If you need to deal with a big threat you can Chilling Grasp ( Path of Cold ) it until it dies. I won't change the triple hero power because I think it makes my hero card unique without making it broken.
I wanted to show a couple changes I might make:
Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.
While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.
Thoughts?
For the Gold Elemental I think the first version is better because keeping enchantmesnts the effect is too strong (Lichbane is a very problematic card because of its effect) and the wording of the first version makes it kinda clear to me it will keep the stacking +1/+1 buff.
I think Stitched Nightmare is cool even though I liked the punny name too. I guess some things have to change.
You need at least 4 minions to make the card worth its cost so I think it's pretty balanced.
Thanks for the feedback and I hope I was helpful with mine.
Yup, I do plan to keep the Polluted Surger and a few of the other cards already. The Tinker will have a couple elements like Priests and Paladins, but they won’t be a major theme.
Compare your Gold Elemental with Astral Tiger. The Tiger costs (1) more, has +2 Health, and doesn’t keep enchantments or get stat bonuses. As such, I think your Gold Elemental currently is too strong. I’d suggest at least upping the cost, maybe make it a (5) 5/5. Still good on turn, not broken as a (5) 6/6, but costly if you need to play other cards that turn. Alternatively, use the design for a Legendary, as it’s a strong, complicated effect, like Kingsbane.
Stitched Nightmare seems to be easier to balance than the spell, so I agree with that change.
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