Here's my idea for the combo. Adaption, hero card, recruit. Lorewise it symbolizes the mutation of the night elves into naga after the bargain of their queen.
Here's my idea for the combo. Adaption, hero card, recruit. Lorewise it symbolizes the mutation of the night elves into naga after the bargain of their queen.
I really like this thematically. My only suggestion would be to raise the cost to 10 since the recruit effect could be very powerful if your deck is full of big, expensive minions. So delaying that another turn or two would be a bit more balanced i think.
This is also very good. For balance I might suggest either 1) increase the amount of Recruits necessary to complete the quest to 4 (maybe 5?) since Master Oakheart would complete it all by himself, or 2) drop the number of legendaries summoned to 2.
What do you guys think about this idea? Idea is that you use the legendary rogue dagger to recruit the king minion to your opponent and then slay it immediately. From the balancing perceptive I think that 4 or 5 is a fair cost considering you can technically keep summoning opponent's minions to be slaughtered without attacking with the dagger. But what do you think? :D
Here's my idea for the combo. Adaption, hero card, recruit. Lorewise it symbolizes the mutation of the night elves into naga after the bargain of their queen.
I think I need help to balance the different effects xD
I like the idea of using the D&D aligments, but I can't agree with Chaotic good. While it is fair - probably more fair than LG and CE, it just doesn't fit Good. So as a flavour Suggestion: Either: heal all minions for two (would fit class identity, Maybe some heal-synergy), or : Heal your minions for two (well, certainly weaker, but it fits the chaotic good flavour of "doing something now, and eventually having to fix it later" better). Third Option: Heal your Minions for 4.
Really, great flavourful Card. But as a D&D player, I'd really like another, more friendly depection of CG.
A freezing spell is a spell which has the word "Freeze" or "Frozen" in it, even if it does not freeze a minion. Example: Icicle or Shatter (even though Shatter can't be more useful with this card).
I've seen some Mage spells that has a bonus effect if you cast it on a frozen minion, but casting a spell on an already frozen minion is kinda pointless. So I figured this card would help a little bit. Since the effect is not really that significant if it only give one or two cards to cast again, drawing a card could help Mage get that one extra effect or simply not wasting 3 mana for nothing.
GerVez0512 Yeah, I know it's similar to yours. Sorry about that. I have a feeling that a lot of submissions will be close to each other given the limitations of our combinations this round.
I think I need help to balance the different effects xD
I like the idea of using the D&D aligments, but I can't agree with Chaotic good. While it is fair - probably more fair than LG and CE, it just doesn't fit Good. So as a flavour Suggestion: Either: heal all minions for two (would fit class identity, Maybe some heal-synergy), or : Heal your minions for two (well, certainly weaker, but it fits the chaotic good flavour of "doing something now, and eventually having to fix it later" better). Third Option: Heal your Minions for 4.
Really, great flavourful Card. But as a D&D player, I'd really like another, more friendly depection of CG.
My idea was that Chaotic effects were about destruction and Lawful effects about gaining stuff.
Comparing CG vs CE, CG is focused against evil because they are a tech against Deathrattle (despite also teching Divine Shield), while CE is raw destructive power.
In the case of Lawful effects, Good benefits your minions and Evil your own ass.
I really like the idea but feel like it could be tweaked a bit. 1) I would probably raise the cost to 5 since a 4 mana 4/4 plus deal 3 dmg plus another effect is pretty strong. 2) Also maybe this should be neutral? It definitely fits with mage, but would fit just as well in shaman. I'm on the fence about this point even as I type it so idk maybe see what others think. 3) I would also shift the extra effects around to be more consistent with the "lore"/elemental types: I'd say swap effects on earth & lightning (lifesteal works for earth since the plants, etc "draw life" from the earth; and adapt works for storms since the winds/storms are so changeable). For Glacial i might just go with freeze all enemy minions or destroy a frozen minion or something more consistent with how HS deals with ice since recruit doesn't make a lot of sense.
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 is my first idea. If I come up with something else, I will post it here:
If you don't have any minions on the board, the 3 versions look like so: 1v. 6 mana summon a 2/2 Frostwolf Grunt; 2v. 6 mana summon 2 3/3 Ironfur Grizzlies; 3v. 6 mana summon 3 Adapted Grizzlies.
Its kinda cool idea, with the Shaman Quest this sinergizes pretty good man, a hero to upgrade it's a good design but the last hero power could be really broken nevertheless, and to upgrade the hero you don't need to play them, and seems to be really unfair.
Its kinda cool idea, with the Shaman Quest this sinergizes pretty good man, a hero to upgrade it's a good design but the last hero power could be really broken nevertheless, and to upgrade the hero you don't need to play them, and seems to be really unfair.
Hey, thx for the feedback. If you don't mind, I will comment on your cards tomorrow, because my parents want to use the laptop now and I have to log off soon. But I came here to say the following:
In order to upgrade Lilki, you DO need to play the murlocs from your hand. It's not like the quest, where you can simply summon them. So upgrading her is not that easy as you think. I agree with you about the last HP though, but let me remind you that the final version of a spellstone is always OP in comparison to a basic card. If you think that playing 6 murlocs isn't much of a requirement for this powerful effect, I might increase their number to 8.
Scrapped the initial idea, legendary weapons feel like the least clunkiest to work with. With this I wanted a battle for board in which if you don't have the upperhand it can be detrimental to play it or if your opponent gets control then they can remove your weapon to benefit themselves. High durability to not allow the druid to immediately remove the effect. Also prevents druid from popping this off in case opponent has a sizeable board as well and effects what you would choose on the adapt.
As I promised, I'll return you the favour by giving you feedback on your card.
I'll start by saying, that I agree with most what ArngrimUndying said in his response to your post. Fire Elemental has almost the same effect as your Elemental and it has -1/-1 in stats in comparison to a vanilla minion. Fire Plume Phoenix has -3 points of stats and can do only 2 damage. Imho you should lower the Attack of your Elemental by 1 and change its battlecry to the following one: If you played an elemental last turn, deal 3 damage. It will be more flavourful this way and it will be kinda similar to Blazecaller. Now, here's my analysis to the four different versions:
Stonecore Elemental - If it's a 3/4 and gets the +1/+1 Adaptation, it will turn into a Chillwind Yeti with a "deal 3 damage" benefit, which is absolutely fine and this was the reason why I'm advising you to lower your minion's stats. If it's a 4 mana 5/5 deal 3, it feels kinda busted. Unlike ArngrimUndying I think the Earth thematic fits the Adapt keyword well, as Water is the element that is connected to healing. But since I can't come up with a good effect for your Lightning Elemental (other than windfury which is shaman specific), you could follow the user's advice and swap the effects.
Firelash Elemental - if you keep the light blue borderline (aka the mage one), then imho you should make the minion give you a random Mage spell.
Lightning ElemeNtal - as I said above, the Lifesteal effect in a lightning elemental doesn't make sense. Give it to the Stonecore version.
Glacial Elemental - Tbh I've never liked recruit as a keyword. The moment the devs announced it, I saw it as problematic and I hated it. And in your case you will be able to cheat out a lot of stats with that elemental early on on top of pinging an enemy minion. You will just have to adjust your deck so that you won't recruit worthless 1 mana tokens (check the following list here). I agree with ArngrimUndying, that Glacial makes more sense with a freezing effect. So imho the ping should freeze the character. Having two freezes at one (ping and normal attacks) would make your minion too powerful.
Here's my idea for the combo. Adaption, hero card, recruit. Lorewise it symbolizes the mutation of the night elves into naga after the bargain of their queen.
Hi all, this is mine.
Zeplha I like the idea. It's a bit messy for my tastes, but I love how it captures the flavor of the year.
I really like this thematically. My only suggestion would be to raise the cost to 10 since the recruit effect could be very powerful if your deck is full of big, expensive minions. So delaying that another turn or two would be a bit more balanced i think.
This is also very good. For balance I might suggest either 1) increase the amount of Recruits necessary to complete the quest to 4 (maybe 5?) since Master Oakheart would complete it all by himself, or 2) drop the number of legendaries summoned to 2.
What do you guys think about this idea? Idea is that you use the legendary rogue dagger to recruit the king minion to your opponent and then slay it immediately. From the balancing perceptive I think that 4 or 5 is a fair cost considering you can technically keep summoning opponent's minions to be slaughtered without attacking with the dagger. But what do you think? :D
May your nets always be full! 🎣
LOL, thats so similar to my idea:
It's OK however since i got new idea already:
I like the idea of using the D&D aligments, but I can't agree with Chaotic good. While it is fair - probably more fair than LG and CE, it just doesn't fit Good. So as a flavour Suggestion: Either: heal all minions for two (would fit class identity, Maybe some heal-synergy), or : Heal your minions for two (well, certainly weaker, but it fits the chaotic good flavour of "doing something now, and eventually having to fix it later" better). Third Option: Heal your Minions for 4.
Really, great flavourful Card. But as a D&D player, I'd really like another, more friendly depection of CG.
A freezing spell is a spell which has the word "Freeze" or "Frozen" in it, even if it does not freeze a minion. Example: Icicle or Shatter (even though Shatter can't be more useful with this card).
I've seen some Mage spells that has a bonus effect if you cast it on a frozen minion, but casting a spell on an already frozen minion is kinda pointless. So I figured this card would help a little bit. Since the effect is not really that significant if it only give one or two cards to cast again, drawing a card could help Mage get that one extra effect or simply not wasting 3 mana for nothing.
GerVez0512 Yeah, I know it's similar to yours. Sorry about that. I have a feeling that a lot of submissions will be close to each other given the limitations of our combinations this round.
This will be my submission. I wanted to give some sort of ninja flavor to it for rogue, just a quick question: is the balance ok?
This is my first idea. If I come up with something else, I will post it here:
UPDATE: Since the card is OP in its current state, I'm planning to make the follwoing changes:
My idea was that Chaotic effects were about destruction and Lawful effects about gaining stuff.
Comparing CG vs CE, CG is focused against evil because they are a tech against Deathrattle (despite also teching Divine Shield), while CE is raw destructive power.
In the case of Lawful effects, Good benefits your minions and Evil your own ass.
I'm not sure of this design, any toughts?
Edit: Added the tribe to one of the elementals.
Ascendit a terra in coelum, iterumque descendit in terram, et recipit vim superiorum et inferiorum.
I really like the idea but feel like it could be tweaked a bit. 1) I would probably raise the cost to 5 since a 4 mana 4/4 plus deal 3 dmg plus another effect is pretty strong. 2) Also maybe this should be neutral? It definitely fits with mage, but would fit just as well in shaman. I'm on the fence about this point even as I type it so idk maybe see what others think. 3) I would also shift the extra effects around to be more consistent with the "lore"/elemental types: I'd say swap effects on earth & lightning (lifesteal works for earth since the plants, etc "draw life" from the earth; and adapt works for storms since the winds/storms are so changeable). For Glacial i might just go with freeze all enemy minions or destroy a frozen minion or something more consistent with how HS deals with ice since recruit doesn't make a lot of sense.
The Submission thread is open!
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
Its kinda cool idea, with the Shaman Quest this sinergizes pretty good man, a hero to upgrade it's a good design but the last hero power could be really broken nevertheless, and to upgrade the hero you don't need to play them, and seems to be really unfair.
Ascendit a terra in coelum, iterumque descendit in terram, et recipit vim superiorum et inferiorum.
Hey, thx for the feedback. If you don't mind, I will comment on your cards tomorrow, because my parents want to use the laptop now and I have to log off soon. But I came here to say the following:
In order to upgrade Lilki, you DO need to play the murlocs from your hand. It's not like the quest, where you can simply summon them. So upgrading her is not that easy as you think. I agree with you about the last HP though, but let me remind you that the final version of a spellstone is always OP in comparison to a basic card. If you think that playing 6 murlocs isn't much of a requirement for this powerful effect, I might increase their number to 8.
Scrapped the initial idea, legendary weapons feel like the least clunkiest to work with. With this I wanted a battle for board in which if you don't have the upperhand it can be detrimental to play it or if your opponent gets control then they can remove your weapon to benefit themselves. High durability to not allow the druid to immediately remove the effect. Also prevents druid from popping this off in case opponent has a sizeable board as well and effects what you would choose on the adapt.
As I promised, I'll return you the favour by giving you feedback on your card.
I'll start by saying, that I agree with most what ArngrimUndying said in his response to your post. Fire Elemental has almost the same effect as your Elemental and it has -1/-1 in stats in comparison to a vanilla minion. Fire Plume Phoenix has -3 points of stats and can do only 2 damage. Imho you should lower the Attack of your Elemental by 1 and change its battlecry to the following one: If you played an elemental last turn, deal 3 damage. It will be more flavourful this way and it will be kinda similar to Blazecaller. Now, here's my analysis to the four different versions:
Stonecore Elemental - If it's a 3/4 and gets the +1/+1 Adaptation, it will turn into a Chillwind Yeti with a "deal 3 damage" benefit, which is absolutely fine and this was the reason why I'm advising you to lower your minion's stats. If it's a 4 mana 5/5 deal 3, it feels kinda busted. Unlike ArngrimUndying I think the Earth thematic fits the Adapt keyword well, as Water is the element that is connected to healing. But since I can't come up with a good effect for your Lightning Elemental (other than windfury which is shaman specific), you could follow the user's advice and swap the effects.
Firelash Elemental - if you keep the light blue borderline (aka the mage one), then imho you should make the minion give you a random Mage spell.
Lightning ElemeNtal - as I said above, the Lifesteal effect in a lightning elemental doesn't make sense. Give it to the Stonecore version.
Glacial Elemental - Tbh I've never liked recruit as a keyword. The moment the devs announced it, I saw it as problematic and I hated it. And in your case you will be able to cheat out a lot of stats with that elemental early on on top of pinging an enemy minion. You will just have to adjust your deck so that you won't recruit worthless 1 mana tokens (check the following list here). I agree with ArngrimUndying, that Glacial makes more sense with a freezing effect. So imho the ping should freeze the character. Having two freezes at one (ping and normal attacks) would make your minion too powerful.