Question: Is the token limit per expansion or overall? Can i have 9 tokens in Un'Goro and 3 in Frozen Throne for example?
There is no limit on tokens, unless it's written somewhere I cannot locate.
As a general rule of thumb, though, a high number of (unique?) tokens greatly adds to the complexity of one's expansion and class. That will be very off-putting for some people.
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
Question: Is the token limit per expansion or overall? Can i have 9 tokens in Un'Goro and 3 in Frozen Throne for example?
There is no limit on tokens, unless it's written somewhere I cannot locate.
As a general rule of thumb, though, a high number of (unique?) tokens greatly adds to the complexity of one's expansion and class. That will be very off-putting for some people.
They are just the option cards for a "craft a custom weapon" effect, like Kazakus.
Question: Is the token limit per expansion or overall? Can i have 9 tokens in Un'Goro and 3 in Frozen Throne for example?
There is no limit on tokens, unless it's written somewhere I cannot locate.
As a general rule of thumb, though, a high number of (unique?) tokens greatly adds to the complexity of one's expansion and class. That will be very off-putting for some people.
They are just the option cards for a "craft a custom weapon" effect, like Kazakus.
That should be fine, then, yeah.
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
Have some time left, here's a review for everyone who hasn't submitted yet
@IceKing16
Un'goro
I can withstand the fact that you used the Quest I wanted to use, but ALL other cards in this are waaay too close to my Alchemist. You have both multi-tribe synergy and 1-Cost minion synergy. I can't get behind that.
KFT
Permafrost Drake could be a 4/5
Melting Barrage's image is dead
Ah Puch is complicated, and the base effect is better than the Favor one most of the time.
The Lich King card's effect looks too trivial
@Turkeybag
Un'goro
Same comment as last phase: Your cards are waay too complicated!
Your Training Dummy synergies have the same problem as Jade stuff back in MSoG: You are required to play ALL the Training Dummy synergy if you want this to be effective. Your Quest should be broad enough to be completed with a variety of cards
KFT
Cards are complicated, again
Solidify weapon can pretty much be "Give your Weapon +2 Durability". You're always gonna attack before playing this.
Animated Wookwaker could just be "Summon two 0/3 Training Dummys" since Dummys are generic minions
"your hero's attack" on Searlus
The DK seems super weak and not very interesting
@NiRast
Un'goro
Tortollan Cannoneer looks too powerful
Extinction Event is too confusing
I got a very similar idea to your Territorial Firehound for my set lul
Overall I like the set, in particular the minion merging stuff. I might draw inspiration for that, lel
KFT
Nothing in particular to say, except that I don't really like the art
@Noah_McGrath
Un'goro
Sanguing Spring heals your hero whenever a minion dies, not whenever "anything" dies.
Skull-Feather Amuler -> "loses"
The Moon's Chosen is a strict powercreep on Polymorph, which is already very strong
KFT
No KFT set yet?
@Wailor
Un'goro
Exotic Fragrances wouldn't work imo
Paleochemist Nydia should cost more.
KFT
Twisted Geneticist
The rest of the set looks alright
Overall both of your sets lack synergy with your Transmute keyword.
@thepowrofcheese
Un'goro
It's a personal thing, but I don't like "this game" effect that aren't trackable (one of the many reasons why Crystal Core is bad)
Exploit Un'goro could cost (2).
KFT
Plaguemaster Bork is OP as fuck for this cost. It should cost 9 or even 10.
Spark of Madness could cost less given its random nature.
Festergut is too confusing. Dealing damage to minions that aren't on the board is impossible.
Blightmare is best.
Overall I like your sets. Cool ideas. Guaranteed future finalist and maybe winner.
@Piricival
Un'goro
Crap, I had almost the same idea for my quest
I don't understand Dino-Might. Is it supposed to affect future copies of the card?
Evergreen Grower is waaay too good on turn 2. It's even worse than Mole into Razormaw.
KFT
Magic Forcefield sucks, it could cost less.
First Izzy.
@krowski_nall
Your images are dead bro
@SunnoxPL
Un'goro
The Quest is waaaay too hard to complete, especially since your set only has ONE support card for the archetype!
The rest of your cards are too simple and lack originality. Besides the Adapt one, all could have been in the classic set.
KFT
Void Touch is bad because it can give permastealth
I already submitted, but I will implement the changes you proposed about Nydia and the Geneticist, as they quality as minor changes.
I don't really understand what do you mean when you say my class lacks Transmute synergy. Do you mean things like Gold Elemental or stuff that benefits from Transmute in a more indirect way?
Anyways, I'll give you some feedback tomorrow, as well as other people.
I've started working on my Archaeologist submission:
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps build off of the defensive strength with new Decaying Armor. Decaying Armor is seperate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions, and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tortollan Trapfinderis my Challenge 1 card and great fuel for the Quest, completing one third of it's requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
Taletellersis a large minion that supports spilling your hand in Elemental Archaeologist, because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
Search for theArk is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy Discovers her path of Un'goro?
Faraghoul is my example card to show off Decaying Armor. Because Decaying Armor is also Armor, the third line of text is to prevent loops. Although on it's own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have Decaying Armor.
Izzy the Defiler's text sets it apart from the other Death Knight heroes, making it's focal point not the immediate effect, but the deathrattle. At a 10 Mana Cost, it can be tricky to play, but it guarentees some extra survivability and opens ground for a comeback. Additionally, it fulfills the third challenge, because the Hero Power Discovers cards, helping finish out the Quest in the late game.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Mystick does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
Dino-mightis a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
Paven, Elemental of Surprise's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
Again, Keeper Greatooth counts all Armor as Armor, and gains regular Armor.
Quickly posting cards. Some of them were changed around (Artificial Evolution, Zomborg Apocalypse and Blightmare primarily) while a few others were rebalanced as suggested. Any questions or comments are greatly appreciated. I will give (likely brief) reviews tomorrow night. My class is in my signature if you need a reminder.
Un'Goro
Flavor- Taking over the land, resource acquisition, robotic dinosaurs, pollution Themes - Tempo, discard and transform
Notes Artificial Evolution reworked and King Katalyst now hits your hand. Both work very well with Zomborgs in the next expansion.
Knights of the Frozen Throne
Flavor - Plague, Zombies animated by technology Themes - Token generation, hand size
Zomborg Apocalypse reworked to be casted sooner. It can be a huge hand increase for certain cards. Or, with planning, a huge summon effect. This is my biggest worry in terms of balance.
I've started working on my Archaeologist submission:
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps build off of the defensive strength with new Decaying Armor. Decaying Armor is seperate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions, and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tortollan Trapfinderis my Challenge 1 card and great fuel for the Quest, completing one third of it's requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
Taletellersis a large minion that supports spilling your hand in Elemental Archaeologist, because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
Search for theArk is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy Discovers her path of Un'goro?
Faraghoul is my example card to show off Decaying Armor. Because Decaying Armor is also Armor, the third line of text is to prevent loops. Although on it's own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have Decaying Armor.
Izzy the Defiler's text sets it apart from the other Death Knight heroes, making it's focal point not the immediate effect, but the deathrattle. At a 10 Mana Cost, it can be tricky to play, but it guarentees some extra survivability and opens ground for a comeback. Additionally, it fulfills the third challenge, because the Hero Power Discovers cards, helping finish out the Quest in the late game.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Mystick does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
Dino-mightis a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
Paven, Elemental of Surprise's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
Again, Keeper Greatooth counts all Armor as Armor, and gains regular Armor.
Quickly posting cards. Some of them were changed around (Artificial Evolution, Zomborg Apocalypse and Blightmare primarily) while a few others were rebalanced as suggested. Any questions or comments are greatly appreciated. I will give (likely brief) reviews tomorrow night. My class is in my signature if you need a reminder.
Un'Goro
Flavor- Taking over the land, resource acquisition, robotic dinosaurs, pollution Themes - Tempo, discard and transform
Notes Artificial Evolution reworked and King Katalyst now hits your hand. Both work very well with Zomborgs in the next expansion.
Knights of the Frozen Throne
Flavor - Plague, Zombies animated by technology Themes - Token generation, hand size
Zomborg Apocalypse reworked to be casted sooner. It can be a huge hand increase for certain cards. Or, with planning, a huge summon effect. This is my biggest worry in terms of balance.
Everything looks good to me. I absolutely LOVE how thematic your sets are! Especially Un'Goro!
And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:
The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.
First option: Durability/mana cost
1 mana 0/1 weapon
3 mana 0/2 weapon
5 mana 0/3 weapon
Second option: How the weapon is triggered
Fresh Blood
After you cast a spell
After an opposing Hero Power is used
Third option: What the weapon does when it's triggered
Restore 10 health to your Hero
Deal 3 damage to all enemies
Add a random Bloodburner spell that costs (5) or more to your hand
Examples:
If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!
I really don't like your DK. Not saying it's OP, but the amount of useless cards you can give him is ridiculous. Either change the Battlecry, or the HP. This will make Blood Burst significantly weaker, so look into that. The rest of the set seems balanced.
You've got your work cut out for you with that Quest. That's a LOT of tokens you'll have to make for it. You'll also run into the problem of having too many weapons into your deck in order to complete the quest, so your hand will be full of unusable cards most of the time.
Fist of Kalimos will Adapt the last minion played, so it can also do it to your opponent's. Metamorphosis works like Rexxar DK: Both options less than (5), first has test on it, the second only keywords or vanilla. I think the rest of the cards re pretty straightforward.
And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:
The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.
First option: Durability/mana cost
1 mana 0/1 weapon
3 mana 0/2 weapon
5 mana 0/3 weapon
Second option: How the weapon is triggered
Fresh Blood
After you cast a spell
After an opposing Hero Power is used
Third option: What the weapon does when it's triggered
Restore 10 health to your Hero
Deal 3 damage to all enemies
Add a random Bloodburner spell that costs (5) or more to your hand
Examples:
If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!
I REALLY dislike the condition of having to play 5 Weapon. Your class's weapon are 0 Attack Charms weapon, which mean that you are encourage to willy-nilly override your weapon before you can get value out of it in order to complete the Quest, which is not just feel bad (since the fantasy of your class is supposed to be a grinder class) but also will likely clog your hand with useless expansive 0 Attack weapon. I suggest you make the Quest into "Your Weapon lose 7 Durability".
Also nitpick: The 2nd condition should be "After an enemy Hero Power is used". It looks cleaner and allows for shorter text. Also, your example token is using the Neutral border.
I also suggest that you remove the "random" from the spell payoff since that is the only way that I can squeeze your Spell payoff with the Hero Power condition into 4 lines of text:
I also think that the payoff condition for the spell isn't as powerful as the other two condition. Restoring 10-30 Health and cast 3 board clear is clearly superior than the spell condition. I would make it a Discover effect. This also resolve the long text problem and fits in with the expansion.
@NiRaST: Your Quest should be definately has to have the condition to Adapt X minions. Your cards have so many Adapt cards already that it just made sense.
Quick reviews! Feel free to disagree or not, this is just quick impressions. Hope it helps!
@CheeseETC
I prefer the "Summon minions with spells" over "Discover" quests. There are just too many class cards in that pile with Discover. However, be wary of your class being able to complete the quest too quick. Your reward allows infinite card generation, and you can complete that fairly easily already.
Magical Anklyosaur sees way too strong. It's fairly easy to set up, especially with all the card generation you have and the ALL minion in your Classic set. At the -very- least it should only target minions, and even then it either needs to cost more or deal less damage.
I don't like the 1 Mana Death Knight. It's extremely weak (because otherwise it would be horribly broken) and kinda pointless.
Blood Ooze as is seems too strong. Perhaps the remaining Clots recombine instead of transforming into new 3/3s? Then you could get a 2/2 Blood Ooze if one Clot died.
Replica of Leokk - You keep posting this card. I don't like it. I would much rather see some variant of all 3 Animal Companions, or just do away with this one. Make it a Zombie Wyvern or something. It doesn't need to be Leokk if you can't use all 3.
@SunnoxPL
Overall good cards. Your class has always been strong and balanced mechanically. But my biggest concern is theme, specifically with the KotFT set. I don't see Scourge or Death Knights in your cards. There's no undead, no reanimation, no gothic imagery, no deathrattles, nothing that calls to mind the central theme of the set. Instead there's one ice related card, one lifesteal card, and some stealth synergy. I'm sorry that this is coming so late in this stage, but I would honestly recommend rebuilding the set, if you can. You have a couple neat cards that have nothing to do with Icecrown or the Lich King, and I think that will cost you votes.
@Pircival
Does decaying armor have a different visual, to distinguish it from regular armor?
I don't like the Death Knight. Your's is (1) confusing, and (2) completely different from all other Death Knights. No other Death Knight gets 'cured' so I don't see why your's does. Also the Fossils are too powerful. Rexxar has RNG that can screw him up, and has to pay for his better minions. Your's are just minions with better than average stats.
Icecrown Shackles is too good for 2 Mana because most decks won't be able to remove it. Should cost at least 4.
Does Keeper Gravetooth give you armor when it decays?
@Noah_McGraph
I agree with NiRaSt about your DK and Shatterstar1988 about your quest.
Scarlet Omen is -way- too good. Your class has a few weapons, all with good effects. 5 mana to destroy 3 minions is OP.
Krel is very strong. Consider making the tokens 1/2. This wil make them Annoy-o-Tron level of removal difficult, which is more reasonable. Krel himself can probably be at least a 5/5 but not much bigger.
@NiRaSt
Does Fist of Kalimos buff enemy minions if you don't play one first?
I agree with Shatterstar1988, your quest seems perfect to work with Adapt.
I've started working on my Archaeologist submission:
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps build off of the defensive strength with new Decaying Armor. Decaying Armor is seperate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions, and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tortollan Trapfinderis my Challenge 1 card and great fuel for the Quest, completing one third of it's requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
Taletellersis a large minion that supports spilling your hand in Elemental Archaeologist, because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
Search for theArk is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy Discovers her path of Un'goro?
Faraghoul is my example card to show off Decaying Armor. Because Decaying Armor is also Armor, the third line of text is to prevent loops. Although on it's own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have Decaying Armor.
Izzy the Defiler's text sets it apart from the other Death Knight heroes, making it's focal point not the immediate effect, but the deathrattle. At a 10 Mana Cost, it can be tricky to play, but it guarentees some extra survivability and opens ground for a comeback. Additionally, it fulfills the third challenge, because the Hero Power Discovers cards, helping finish out the Quest in the late game.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Mystick does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
Dino-mightis a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
Paven, Elemental of Surprise's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
Again, Keeper Greatooth counts all Armor as Armor, and gains regular Armor.
Questions: - Is my keyword change ok? - Are my showcase cards good? - Are any cards still bad? - Should I swap an Epic KoFT card for ?
I really, REALLY hate Izzy. Not only that it implies that a Death Knight that can be "cured" with their death (which is NOT the case in lore and in the game, even with the Frost Lich Jaina adventure fight), it's kind of a cop-out since DK is supposed to be huge late-game bomb that fundamentally alter your gameplay. Not only that, the effect is a blatant attempt to copy Ice Block, a card that was HOF for a reason.
Melting Fortress is kind of weak compare to Branching Paths, which not only you keep the Armor but also is incredibly versatile. I think raising the Armor to 15 is a good compromise.
I think your DK card is just too punishing. The problem with this is that even with an Aggro or combo deck (which is what the card encourage you to do) the LIch King can easily summon the minions back and then gain board advantage over you or gain a copy of the combo pieces which then turn them back to you. I would make the card obtained cost (1) more.
Reposting, now with correct cards and some minior changes
Ungoro:
KotFT;
Feedback very appreciated ! :)
Question: Does Seal Dangers Away count on your opponent's turn? Because that will drastically change my evaluation of it.
Proceed Extinction need a wording change. It should be worded as a limitation (Your opponent can only has 3 minions on the battlefield at the same time)
Why is Frost Fly name that way while it has nothing to with Freeze?
Dream Shield, Furious Vengefly, Crystal Guardian and Ogrim need a rename/redesign. I get what you're trying to (trying to link the Stealth theme with the Windfury. Unfortunately, the Windfury aspect is just not right for the Frozen Throne expansion. I would rename Dream Shield and redesign the rest. Maybe focus more on the Freeze theme of your class.
Edit: @thepowrofcheese: Your card set seems almost ready and set to go. If there's something I would change, is that I would make the DK's two Battlecry more synergistic to each other. How does drawing cards is supposed to go with the other part of the Battlecry or the Hero Power?
And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:
The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.
First option: Durability/mana cost
1 mana 0/1 weapon
3 mana 0/2 weapon
5 mana 0/3 weapon
Second option: How the weapon is triggered
Fresh Blood
After you cast a spell
After an opposing Hero Power is used
Third option: What the weapon does when it's triggered
Restore 10 health to your Hero
Deal 3 damage to all enemies
Add a random Bloodburner spell that costs (5) or more to your hand
Examples:
If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!
Previous posts ^
Based on feedback, here are the changes:
All the hero cards have their Battlecries do something different from their Her0 Powers, so it makes sense that my heroes's battlecry and hero power shouldn't both give Blood Curses. Giving a spell lifesteal feels like something a Blood DK could do, so that's what i'm going with, while also keeping the old Hero Power.
Reduced the skeleton health and buffed Krel's stats.
Reworked the weapon. Now it's like a targeted Vaporize. As long as that minion doesn't attack you, this does nothing, and when that minion dies this is just a 0/1 weapon. Also works with the new quest which is:
@Shatterstar1998: "Your weapons lose 7 durability" sounds a bit weird to me, as all the other quests are written from the perspective of the player, while this is from the perspective of the weapons. "Trigger the effects of your weapons 7 times" is mechanically similar (all my weapons besides the new Scarlet Omen lose durability when triggered) but this phrasing includes more stuff (like the new Scarlet Omen).
Just to clarify, say the weapon is "Fresh Blood: Draw a card and lose 1 Durability". Activating the Fresh Blood on the weapon would count for the quest. When the minion chosen by Scarlet Omen dies from attacking your hero, that also counts.
And the changed option's for Deran's craft-a-weapon screen:
First option: Durability/mana cost
1 mana 0/1 weapon
3 mana 0/2 weapon
5 mana 0/3 weapon
Second option: How the weapon is triggered
Fresh Blood
After you cast a spell
After an opposing Hero Power is used
Third option: What the weapon does when it's triggered
Restore 10 health to your Hero
Deal 3 damage to all enemies
Discover a spell that costs (5) or more
I didn't change "After an opposing Hero Power is used" because i can't. Hearthstone has to be consistent with itself, and this exact phrasing is used in Dart Trap. It's the same trigger so i have to use the same words.
@NiRaST: Your Quest should be definately has to have the condition to Adapt X minions. Your cards have so many Adapt cards already that it just made sense.
You're both right about the quest. I think something like "Adapt your minions 7 times".
Choosing your Quest is a difficult issue. In a vacuum, Quest #1 is much more interesting, but I don't like that you barely have support for it. I mean, sure, you can complete it with just Amber Drop and Prehistoric Bananas, but that neans you're running a "package" (similar to the Finja, the Flying Star package) instead of building a deck around your Quest, which is the point of them
Quest #2, on the other hand is blander, but it's integrated in your set in a more satisfactory way. Plus, I really like the flavor of Exotic Pet Collector and Speleologist (I'm a sucker for card cycles).
I must congratulate you for your DK, because it is very balanced even if it costs 1, which is difficult to accomplish. About the Hero Power, I prefer the non-passive version, even if it is similar to powrofcheese's basic HP. Having a passive HP so early increases draw RNG too much: if you draw well, you generate cards for free, but if you don't, you have literally nothing to do on early turns. Priest HP is considered one of the worst designed for this very reason.
I don't have much more to say about the rest of the set, except that I like the flavor of Brains in Jars and Stitch (I also have a Stitch card :D)
@NiRast
Your Quest could be about Adapting stuff, since you have a lot of Adapt effects. The only problem is that it would prevent you from printing support for it outside Un'goro.
Rockvalley Assaulter seems a bit OP compared to other Adapt effects. I mean, look at how understated Verdant Longneck is, and yours has an extra effect. A 3/4 or 2/5 statline would be more appropriate.
Your epics and Turn to Tar are very cool.
@Pircival
Stalagmite Stomper is very weak. I'd change the stats to something like 3/6.
I like that Scout costs 0. That makes it a pretty interesting card, IMO.
How does Mystic work with the +3 Health, +1/+1 and Deathrattle options?
Your DK seems very weak. Appart from the Hero Power, she is like an overcosted Ice Block that isn't guaranteed to give you an extra turn.
Your KFT set is a bit unrelated to your class, flavor-wise. You should find a new flavor for certain cards (especially Stitchsmith, who doesn't seem related at all)
@Noah_McGrath
Your new Quest is cool, but I don't know if you have enough support for it. I can't find the latest iteration of your Un'goro set :_D.
About your Quest reward, Discover only works in your turn. Therefore, it doesn't make a lot of sense with the Fresh Blood and 'enemy Hero Power' triggers. Also, its name shouldn't end with a full stop.
Your DK seems too slow: the Battlecry has no immediate effect, and the HP won't be relevant after a couple of turns. Also, neither of them affect the board in any way. I'd change the Battlecry to something that affects the board in some way.
Everything else is fine, although I'd like to see your Un'goro set. Decay is pretty cool, actually.
Demon, there's this card from our expansion that was designed by you:
<=====
I thought of that too, but didn't mention it. I'm amazed that Team 5 found a way to make it even more powerful. I still think they should've done what we did and add a "Combined Overload" statistic to the card you get (this would make it an Overload card for the purposes of cards like Unbound Elemental and Thunderhead).
Clearly they were jealous of our version of Year of the Dragon, so they just copied one of our cards from it.
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Click the image to go to my custom Time Traveler class.
Your Deathknight is cool but the Loot HP just feels unaccessable. Since the card is 10 Mana, do nothing immediately (besides gain 5 Armor), it feels that you'll just die and clear the board. I think maybe making the Hero card be a bit cheaper would be fair and would allow you to taste the HP.
I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.
These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.
And my Frozen Throne set:
Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!
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There is no limit on tokens, unless it's written somewhere I cannot locate.
As a general rule of thumb, though, a high number of (unique?) tokens greatly adds to the complexity of one's expansion and class. That will be very off-putting for some people.
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
They are just the option cards for a "craft a custom weapon" effect, like Kazakus.
That should be fine, then, yeah.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the feedback!
I already submitted, but I will implement the changes you proposed about Nydia and the Geneticist, as they quality as minor changes.
I don't really understand what do you mean when you say my class lacks Transmute synergy. Do you mean things like Gold Elemental or stuff that benefits from Transmute in a more indirect way?
Anyways, I'll give you some feedback tomorrow, as well as other people.
I've started working on my Archaeologist submission:
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps build off of the defensive strength with new Decaying Armor. Decaying Armor is seperate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions, and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Previous Phases
Phase I
Phase II
Phase III
Questions:
- Is my keyword change ok?
- Are my showcase cards good?
- Are any cards still bad?
- Should I swap an Epic KoFT card for ?
Quickly posting cards. Some of them were changed around (Artificial Evolution, Zomborg Apocalypse and Blightmare primarily) while a few others were rebalanced as suggested. Any questions or comments are greatly appreciated. I will give (likely brief) reviews tomorrow night. My class is in my signature if you need a reminder.
Un'Goro
Flavor- Taking over the land, resource acquisition, robotic dinosaurs, pollution
Themes - Tempo, discard and transform
Notes
Artificial Evolution reworked and King Katalyst now hits your hand. Both work very well with Zomborgs in the next expansion.
Knights of the Frozen Throne
Flavor - Plague, Zombies animated by technology
Themes - Token generation, hand size
Zomborg Apocalypse reworked to be casted sooner. It can be a huge hand increase for certain cards. Or, with planning, a huge summon effect. This is my biggest worry in terms of balance.
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
Links to my previous sets: Basic, Classic.
So, here's my Frozen Throne set:
And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:
The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.
First option: Durability/mana cost
Second option: How the weapon is triggered
Third option: What the weapon does when it's triggered
Examples:
If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!
Here's the hero border for your class:
If you can't make use of it, I'd ask one of the other folks here to help you, since I don't have access to Photoshop at the moment.
I'm worried Bone Bouncer is too strong. It's basically a Kor'kron Elite with one more health that you can get at any time. I'd change it.
How long does the deathrattle of Cavern Resolidifier last? If it's until the end of the game, then it's absolutely busted.
The rest of the cards seem fine.
Regarding formatting: I'd make it so you have only one rarity on each row (common on first row, rare on secon etc.), it'll look a lot cleaner.
Everything looks good to me. I absolutely LOVE how thematic your sets are! Especially Un'Goro!
I really don't like your DK. Not saying it's OP, but the amount of useless cards you can give him is ridiculous. Either change the Battlecry, or the HP. This will make Blood Burst significantly weaker, so look into that. The rest of the set seems balanced.
You've got your work cut out for you with that Quest. That's a LOT of tokens you'll have to make for it. You'll also run into the problem of having too many weapons into your deck in order to complete the quest, so your hand will be full of unusable cards most of the time.
God dammit Blizzard, stop stealing my cards.
https://www.hearthpwn.com/news/6476-hunter-legendary-reveal-vereesa-windrunner
It's not just this card either.
Although at the same time, my designs are making it into the game in a way, so I guess... keep stealing my cards?
How about they make an expansion entirely around my cards?
Click the image to go to my custom Time Traveler class.
Reworked my Un'Goro set, only missing the quest:
Fist of Kalimos will Adapt the last minion played, so it can also do it to your opponent's. Metamorphosis works like Rexxar DK: Both options less than (5), first has test on it, the second only keywords or vanilla. I think the rest of the cards re pretty straightforward.
I REALLY dislike the condition of having to play 5 Weapon. Your class's weapon are 0 Attack Charms weapon, which mean that you are encourage to willy-nilly override your weapon before you can get value out of it in order to complete the Quest, which is not just feel bad (since the fantasy of your class is supposed to be a grinder class) but also will likely clog your hand with useless expansive 0 Attack weapon. I suggest you make the Quest into "Your Weapon lose 7 Durability".
Also nitpick: The 2nd condition should be "After an enemy Hero Power is used". It looks cleaner and allows for shorter text. Also, your example token is using the Neutral border.
I also suggest that you remove the "random" from the spell payoff since that is the only way that I can squeeze your Spell payoff with the Hero Power condition into 4 lines of text:
I also think that the payoff condition for the spell isn't as powerful as the other two condition. Restoring 10-30 Health and cast 3 board clear is clearly superior than the spell condition. I would make it a Discover effect. This also resolve the long text problem and fits in with the expansion.
@NiRaST: Your Quest should be definately has to have the condition to Adapt X minions. Your cards have so many Adapt cards already that it just made sense.
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:
Quick reviews! Feel free to disagree or not, this is just quick impressions. Hope it helps!
@CheeseETC
I prefer the "Summon minions with spells" over "Discover" quests. There are just too many class cards in that pile with Discover. However, be wary of your class being able to complete the quest too quick. Your reward allows infinite card generation, and you can complete that fairly easily already.
Magical Anklyosaur sees way too strong. It's fairly easy to set up, especially with all the card generation you have and the ALL minion in your Classic set. At the -very- least it should only target minions, and even then it either needs to cost more or deal less damage.
I don't like the 1 Mana Death Knight. It's extremely weak (because otherwise it would be horribly broken) and kinda pointless.
Blood Ooze as is seems too strong. Perhaps the remaining Clots recombine instead of transforming into new 3/3s? Then you could get a 2/2 Blood Ooze if one Clot died.
Replica of Leokk - You keep posting this card. I don't like it. I would much rather see some variant of all 3 Animal Companions, or just do away with this one. Make it a Zombie Wyvern or something. It doesn't need to be Leokk if you can't use all 3.
@SunnoxPL
Overall good cards. Your class has always been strong and balanced mechanically. But my biggest concern is theme, specifically with the KotFT set. I don't see Scourge or Death Knights in your cards. There's no undead, no reanimation, no gothic imagery, no deathrattles, nothing that calls to mind the central theme of the set. Instead there's one ice related card, one lifesteal card, and some stealth synergy. I'm sorry that this is coming so late in this stage, but I would honestly recommend rebuilding the set, if you can. You have a couple neat cards that have nothing to do with Icecrown or the Lich King, and I think that will cost you votes.
@Pircival
Does decaying armor have a different visual, to distinguish it from regular armor?
I don't like the Death Knight. Your's is (1) confusing, and (2) completely different from all other Death Knights. No other Death Knight gets 'cured' so I don't see why your's does. Also the Fossils are too powerful. Rexxar has RNG that can screw him up, and has to pay for his better minions. Your's are just minions with better than average stats.
Icecrown Shackles is too good for 2 Mana because most decks won't be able to remove it. Should cost at least 4.
Does Keeper Gravetooth give you armor when it decays?
@Noah_McGraph
I agree with NiRaSt about your DK and Shatterstar1988 about your quest.
Scarlet Omen is -way- too good. Your class has a few weapons, all with good effects. 5 mana to destroy 3 minions is OP.
Krel is very strong. Consider making the tokens 1/2. This wil make them Annoy-o-Tron level of removal difficult, which is more reasonable. Krel himself can probably be at least a 5/5 but not much bigger.
@NiRaSt
Does Fist of Kalimos buff enemy minions if you don't play one first?
I agree with Shatterstar1988, your quest seems perfect to work with Adapt.
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 really, REALLY hate Izzy. Not only that it implies that a Death Knight that can be "cured" with their death (which is NOT the case in lore and in the game, even with the Frost Lich Jaina adventure fight), it's kind of a cop-out since DK is supposed to be huge late-game bomb that fundamentally alter your gameplay. Not only that, the effect is a blatant attempt to copy Ice Block, a card that was HOF for a reason.
Melting Fortress is kind of weak compare to Branching Paths, which not only you keep the Armor but also is incredibly versatile. I think raising the Armor to 15 is a good compromise.
I think your DK card is just too punishing. The problem with this is that even with an Aggro or combo deck (which is what the card encourage you to do) the LIch King can easily summon the minions back and then gain board advantage over you or gain a copy of the combo pieces which then turn them back to you. I would make the card obtained cost (1) more.
Question: Does Seal Dangers Away count on your opponent's turn? Because that will drastically change my evaluation of it.
Proceed Extinction need a wording change. It should be worded as a limitation (Your opponent can only has 3 minions on the battlefield at the same time)
Why is Frost Fly name that way while it has nothing to with Freeze?
Dream Shield, Furious Vengefly, Crystal Guardian and Ogrim need a rename/redesign. I get what you're trying to (trying to link the Stealth theme with the Windfury. Unfortunately, the Windfury aspect is just not right for the Frozen Throne expansion. I would rename Dream Shield and redesign the rest. Maybe focus more on the Freeze theme of your class.
Edit: @thepowrofcheese: Your card set seems almost ready and set to go. If there's something I would change, is that I would make the DK's two Battlecry more synergistic to each other. How does drawing cards is supposed to go with the other part of the Battlecry or the 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:
Demon, there's this card from our expansion that was designed by you:
<=====
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:
Previous posts ^
Based on feedback, here are the changes:
All the hero cards have their Battlecries do something different from their Her0 Powers, so it makes sense that my heroes's battlecry and hero power shouldn't both give Blood Curses. Giving a spell lifesteal feels like something a Blood DK could do, so that's what i'm going with, while also keeping the old Hero Power.
Reduced the skeleton health and buffed Krel's stats.
Reworked the weapon. Now it's like a targeted Vaporize. As long as that minion doesn't attack you, this does nothing, and when that minion dies this is just a 0/1 weapon. Also works with the new quest which is:
@Shatterstar1998: "Your weapons lose 7 durability" sounds a bit weird to me, as all the other quests are written from the perspective of the player, while this is from the perspective of the weapons. "Trigger the effects of your weapons 7 times" is mechanically similar (all my weapons besides the new Scarlet Omen lose durability when triggered) but this phrasing includes more stuff (like the new Scarlet Omen).
Just to clarify, say the weapon is "Fresh Blood: Draw a card and lose 1 Durability". Activating the Fresh Blood on the weapon would count for the quest. When the minion chosen by Scarlet Omen dies from attacking your hero, that also counts.
And the changed option's for Deran's craft-a-weapon screen:
First option: Durability/mana cost
Second option: How the weapon is triggered
Third option: What the weapon does when it's triggered
I didn't change "After an opposing Hero Power is used" because i can't. Hearthstone has to be consistent with itself, and this exact phrasing is used in Dart Trap. It's the same trigger so i have to use the same words.
Yes, the fist also buffs enemy minions if they're the last PLAYED (so would be good against spell hunter)
You're both right about the quest. I think something like "Adapt your minions 7 times".
@CheeseEtc
Choosing your Quest is a difficult issue. In a vacuum, Quest #1 is much more interesting, but I don't like that you barely have support for it. I mean, sure, you can complete it with just Amber Drop and Prehistoric Bananas, but that neans you're running a "package" (similar to the Finja, the Flying Star package) instead of building a deck around your Quest, which is the point of them
Quest #2, on the other hand is blander, but it's integrated in your set in a more satisfactory way. Plus, I really like the flavor of Exotic Pet Collector and Speleologist (I'm a sucker for card cycles).
I must congratulate you for your DK, because it is very balanced even if it costs 1, which is difficult to accomplish. About the Hero Power, I prefer the non-passive version, even if it is similar to powrofcheese's basic HP. Having a passive HP so early increases draw RNG too much: if you draw well, you generate cards for free, but if you don't, you have literally nothing to do on early turns. Priest HP is considered one of the worst designed for this very reason.
I don't have much more to say about the rest of the set, except that I like the flavor of Brains in Jars and Stitch (I also have a Stitch card :D)
@NiRast
@Pircival
@Noah_McGrath
I thought of that too, but didn't mention it. I'm amazed that Team 5 found a way to make it even more powerful. I still think they should've done what we did and add a "Combined Overload" statistic to the card you get (this would make it an Overload card for the purposes of cards like Unbound Elemental and Thunderhead).
Clearly they were jealous of our version of Year of the Dragon, so they just copied one of our cards from it.
Click the image to go to my custom Time Traveler class.
@Pircival
Your Deathknight is cool but the Loot HP just feels unaccessable. Since the card is 10 Mana, do nothing immediately (besides gain 5 Armor), it feels that you'll just die and clear the board. I think maybe making the Hero card be a bit cheaper would be fair and would allow you to taste the HP.
Links to my previous sets: Basic, Classic.
I finally remade my Un'Goro set
I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.
These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.
And my Frozen Throne set:
Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!