Is it me, or Embrace the Power is strictly better than a 4 mana Felfire Potion?
I'd advise changing its effect, as changing the Cost would make the whole set kinda too mana expensive. Also.. you forgot to post the token cards, like the weaponsmith.
Your class looks pretty nice: the idea of powerful enchantable items that have effects over time is pretty interesting and I'm looking foward with interest for all the possible applications. Follow the Footsteps looks too weak, the buff is worth 2 Mana, the copy in hand 1 Mana and the hand-buff is worth 1.5 Mana (refer to Grimy Goons cards from Mean Streets of Gadgetzan.) The card could cost 4 or 5.
That scans. I forgot that Seance existed and made Follow the Footsteps of Heroes trash to prevent shenanigans. Updated.
Nice idea. But, I would change Blank Scroll into 1/3, so it can be used well without other cards. That's how all Hero Power can be used.
Reply: Wouldn't that make it functionally better than the Rogue hero power? As it stands, it's basically half the Rogue hero power because half its functionality is synergizes with the rest of the class.
Angry Librarian, however is probably a bit too strong considering you can play her with minions which benefit from SIlence. Maybe reduce her Health by 1.
Reply: I'll make a it a 5/6 to be safe, though Angry Librarian is moving to Classic due to Silence not being a Basic keyword. I'll have to make a replacement.
Chanter's Assistant should have Battlecry.
Reply: Thanks, I missed that. Thankfully, its still a single line of text. (update: I was wrong. its 2 lines by 1 letter.)
I also think you use too many existing arts. While using arts of adventure-specific cards like you did with Scroll of Lethargy is good, but using arts of collectible cards is not a good thing, at least I think so.
Reply: I don't know where to find Hearthstone style art that isn't... in Hearthstone. I suppose I could find MTG stuff but that's a pretty big art shift. Let me know where I might find stuff?
Still working on the creator commentary for these but wanted to throw them out there to see if I was on the right track or needed to rethink things. I present the Engineer Class!
Was originally going to make the Hero Power a straightforward (2) to deal two split up, but I saw Reizarion got there first and better. Reworked it to create a token spell, and that led me down the current path which has more of a spell (and Spell Damage) focus.
The Basic Set
Will gladly take any comments or critique. Already, based on MrBurger and I thinking along similar lines, it seems Ray Projector's mechanic would be deemed overpowered? The card I'm probably most concerned with is the seemingly straightforward Tech Tuner, since it'd be the cheapest Spell Damage source in the game. But, I'm also not sure why the (1) Cost barrier hasn't been broken yet.
Hello! I'd like to participate in the competition but I've been having some trouble with the rules. I have a couple of questions:
I've seen a few cards in the thread which use Spell Damage +1 but the keyword is not included in the "usable in the basic set" rules. Is it a typo on OP's part or is it a user mistake? And if Spell Damage is not allowed (and so it's not a typo on OP's part)... why not? It seems to me like a much more straightforward keyword than, say, Windfury and I think not allowing its use in the basic sets limits a bit the creation of cool magic/spell-based classes.
The second thing is, I haven't seen it anywhere, but can you use a border for your class that's already been used by another? I'd like to make a nature-based class (while still trying to distance myself from Druids) and I would like to know if I can use the Hunter border for my cards. I'd prefer using another but on Hearthcards there are basically no good looking light green borders.
If someone could help me with these questions, that would be great. Thanks!
Yes, Spell Damage is allowed, it is a typo on my part. The keywords in the stated rule are not arbitrary, they are based on keywords found in the in-game Basic Set. I forgot to put down Spell Damage but have not disqualified anyone over using that keyword.
You can use any border you want, but it is up to voters if they like your choice or not.
I like the narrator, but I don't love or quite understand the hero power. It doesn't have any impact on the board, which all but Warlock do, and I'd value drawing a card much higher than getting a 1 mana 2/2. I dunno, I can see there is synergy with other cards, I'm just not personally buying it yet. Otherwise, the cards seem pretty good. I really like the design of The End. I'm not clear on the class having Lifesteal, though, with Passionate Narrative? I may just be nitpicking. Perhaps you could offer us "what this class is good and bad at." As for highlighting, I think The End is awesome. Once Upon a Time is good, and maybe Gusting Grimoire?
Two minor things. Pandaren Loremaster: "cast" instead of "casted". You've probably noticed it already. Also, keep in mind that part of this week's challenge is to have one card with a single line of text or less. I know I'm struggling with it.
@BallsMassive
I don't know if healing past 30 is broken. Is it only the hero power that does it? Then its kind of like armor? It's probably fine.
Basic Blade... I kinda hate it? It might just be a mouthfeel thing for me, but the massive unreliability and swingyness of it, I just don't like. On the other hand, Regenerative Wraps are really cool, making you sit back and avoid combat until the gloves come off. The other featured cards seem good.
I don't love Battle Conditioning. Mana seems to be worth so much more than Health, so to have such a bad conversion rate in the late game doesn't feel amazing. 1 mana convert 6 seems...... fine. 10 mana convert 15 seems.... terrible. Its net nothing, with no body or other effect. I have zero clue how to analyze Ukog Warrior Hero, but I hope other people can.
I might do more later, but I'm sure others know more about this stuff than me.
Still working on the creator commentary for these but wanted to throw them out there to see if I was on the right track or needed to rethink things. I present the Engineer Class!
Was originally going to make the Hero Power a straightforward (2) to deal two split up, but I saw Reizarion got there first and better. Reworked it to create a token spell, and that led me down the current path which has more of a spell (and Spell Damage) focus.
The Basic Set
Will gladly take any comments or critique. Already, based on MrBurger and I thinking along similar lines, it seems Ray Projector's mechanic would be deemed overpowered? The card I'm probably most concerned with is the seemingly straightforward Tech Tuner, since it'd be the cheapest Spell Damage source in the game. But, I'm also not sure why the (1) Cost barrier hasn't been broken yet.
My thoughts: the hero power is way busted. It should probably be 2 mana add an Arcane Missiles. If you could work it in thematically to use the actual Arcane Missiles card that would be ideal, but not necessary. This isn't necessarily the only change you could make, but 1 mana hero powers are extremely scary.
Ray projector is fine, although admittedly very scary with Upgrade! style cards. Don't print any of those.
Not that Rapid Volley is inherently over powered (its definitely extremely strong), but I don't think giving a class Fireball with potential upside is a good idea for the basic set. Mage having it is enough.
Arcane Carbine needs a wording change, as of now it reads that it gives itself spell damage, not you. So you don't get spell damage after if breaks on the second hit.
Wrecking Boom and Raging Apparat are both probably overcosted by 1. Archive Raid might be as well, but it goes from slightly weak at 5 to very strong at 4.
PSA to all who plan on entering. Read the FAQ. More than half of all entries have violated the keyword rule. I do not assume any responsibility for not notifying entrants that broke rules. I work 28hrs a week so I may not be able to check this site daily.
Besides what has already been told about the scary synergy between Rapid Volley and your set, and Ray Projector and anything that boosts weapons, I think some cards need better wording or be simplified.
Wrecking Boom should probably say "destroy a minion, then deal as much damage randomly split among enemies as its Health", an Making Friends is open to crazy teamups to the point I cant even say if its balanced or not.
You should try to print as few token cards as possible in the basic... or at least make them straightforward, like Animal Companion.
I just realized I had no card in the whole set that had less than 2 lines of text. So, here we are again:
THE NARRATOR
This lady has dedicated her life to store ancient books and scrolls, thus getting to use such knowledge in the most varied ways. Like:
Magic has infused the books with life of their own, and strength to be reckoned, and the Narrator can use her tomes, helpers, and own skills at story telling in her advantage.
I was thinking on putting Pandaren Loremaster, Silent Study and Codex Guardian for highlights.
Hey ! It's been a whil since I last gave feedback so I missed a few new entries. Let's gatch up :
@McF4rtson
I love Empty Palm Arts, it's very flexible with the Hero Power. Bamf! is best at 3 with 1/1 stats. If you want it to be more of a defensive option and less of a removal tool, I would suggest 2 mana with 3/3 stats. I've also been thinking about Summoning Jutsu and I think I'm on the side of 7 mana 8/8. that fact that you have to transform on of your minions, in a class that doesn't have much token generation, is a big cost. Faceless Corruptor is only 5 Mana after all.
For your Hero Power, I think Spirit Bomb is cool if a little wordy. The thing is, do you really want the HP to refresh ? It's not a bad idea but it introduces a lot of problems. The main tension is that you want to keep the power level in check but still reward players for using it multiple times a turn (with great mana cost). I think that you should remove the refresh part from the HP itself but make it a core mechanic of the class (maybe in the Initiate set). This way, you can design a 2 Mana Hero Power that feels right and explore the HP refresh part in cards which are a more flexible design space.
Should you choose this solution, I think that the other HP you showed (the one that buffs your weapon) could also be a good fit. It's a bit weaker but you can balance you refresh cards around that.
Another, kinda crazy, idea would be to have one hero power on each side of the button. You would then always flip from on to the other when ussing you HP. This way, you have refresh and you can balance each HP to be 1 or 2 mana. Just something to think about.
@Reizarion
Good call on changing your Hero Power. Shadow Fury is interesting and I hope you play into it with your cards.
I like the last iterration of you basic set, my only concern is with Devilish Voidcaster which I find a bit extrem. Why not make him destroy one card from your deck and balance around that ? It would be a better introduction to the mechanic Imo.
@SirTrumpet
Great Hero Power !
Your cards are cool and seem balanced to me. For Soulburn, you could split the damage or deal 4 and the excess to your hero. I like the new Dread Reaper. My main concern is with your keyword. It's too restictive, unusable by other classes (Mind Vision and Pilfer come to mind) and it breaks the Finley test for your class. Basicaly, you need to make sure that a card with your keyword can be used by a hero with a different Hero Power. It could destroy your left-most minion of destroy a random friendly minion for instance.
@Granduroi
Cool concept but the change in hero might be confusing. Just a UI concern, I don't think it changes anything about the design. I like your Hero Powers tho To the Lady! seems more powerful. They work also work very well together, maybe too well. Demon Hunter sure showed us how anoying a class with great weapons and good healing can be, especially when they can attack every turn.
Lava Touch is a bit boring unfortunately. Maybe split the damage or add a condition for 4 damage. Crystalized Power is wierd. Why Armor when you have healing in your Hero Power ? I think you need to choose one or the other to be more consistant flavor-wise. Weapon Enchantment has a lot a power, especially considering the Hero Power.
@whatTheHeck
Solid work ! Maybe you should consider moving a few minions to the Initiate set and adding more spells in your basic set. Hunter has the most with 4 minions and one spell the summons a minion but most classes only have 2-3 minions in Basic. I think it's because all spells are class cards so there needs to be more of them.
@MrBurger
Your Hero Power is interesting but a bit clunky (like Shaman's in fact). For one thing, I think you should shave one off. You don't need to worry about rolling the same twice because they replace eachothers so you don't really need four. I think Small Pistol should go since it's similar to Rogue's dagger. Short Shotgun seems more powerful, maybe make it deal 1 additional damage to a random minion. This way you get a uniform 2 damage/1 Durability but spiced up a bit.
Overheated Pistol scales too much. Maybe have it gain 1 attack as a battlecry if your hero attacked this turn ? This way it's above average in terms of stats but it's slower. Extra Ammo is a little too much. As a basic card, it dramaticaly limits the design of weapons. Weapons scale really fast because their damage potential is Attack*Durability. Hearthstone deals with this mostly by not printing Durability increases. I'd say it's fine if you go own to +1 Durability but it should be on of the only durabily buffs in your entire class. Deckbreaker is also a problem. As a baselin, it can deal 14 damage for 8 Mana. That's a lot of damage ! Add weapon buffs (which you class might want in the future) and it becomes crazy so fast. Big weapons are a problem and that's why Arcanite Reaper is the biggest since the game's lauch.
So yeah great concept and most of you cards are good but weapons are hard to balance and I think you should think about that. I'm not even sure I know myself what is ok and what is too stong.
@Frost2dragon
Cool Hero Power, if a bit complex. Your use of weapons is very intersting and unique.
The main problem with your cards is complexity. Basic cards often have 1 or 2 lines of texts and only on distinct effect.
I also find your use of art problematic. Art is hard, I fully agree, and I get that you are starting out so really it's not a big deal. Still, choosing the right artwork gives a card much more meaning, flavor and coherence. It's a bit like watermarks : it doesn't change the design in any meaningful way but it contextualizes it. If you're looking for ressources, there's Pinterest, deviant art, google image even ! Use keywords like "warcraft" or "fantasy" to get something that fits the artstyle. No one will bat an eye if it's a little more complex than what Hearthstone's artstyle usualy looks like. You can also find unused artworks from the game or fanart made in the style of Hearthstone. I advise you to save every artwork you find while browsing because it will save you time latter on. It's also a way to get creative. You have a cool artwork, make a card out of it !
In any case, good luck on your first custom class !
@Noah_McGrath
Magma Whelp is lovely and I agree that Dragon synergy is a grat fit for your class.
All your showcase cards are about burst damage... Maybe try to slice Cauterize or Fire Dance in there ?
@BallsMassive
Intersting Hero Power, although it's pretty much a worse Armor Up...
Your cards are good but it's hard to see the themes or the class overall. Is it a really controly with big minions style or more of a big health mid range ? Idk I'm a bit confused.
@MvonTzeskagrad
Great work ! I really like The End, I think you should showcase it. I must say, I don't love your Hero Power but itgets the job done.
@Sideltem
Right out the gate, I hope you noticed that two other contestants have a concept similar to your own. Nothing wrong with that Imo but you might want to take it into consideration when developping your class.
While I usualy don't like Hero Power that add cards to hand, I think yours is cool and you make great use of the synergies so great work !
Ray Projector may become a problem if you add weapon buffs to you class. Wrecking Boom might be a bit complex for the Basic set.
Didn't see your comment till I posted, but thanks, made me correct the typo in the submission. About my class, I can say it's going to have stuff about hand interaction, secrets and spells stuff. More cards like Codex Guardian and Dalaran Apprentice are easily going to show up as well to support more direct minion strategies.
Btw, I think you're in need of looking for other card arts. Most of yours are collectibles, and that will pose a problem when getting people into liking your class. Maybe finding shorter names for some of these? Also, the 2 mana murloc is an interesting card, but in initiate set you'll need an interesting cheap buff for it. Follow the Footsteps of Heroes could use a buff, at least unless the copy gets the buff as well, wich as how the game works, I don't really think.
Not sure about how this class would work, but looks like a cool concept to me.
My thoughts: the hero power is way busted. It should probably be 2 mana add an Arcane Missiles. If you could work it in thematically to use the actual Arcane Missiles card that would be ideal, but not necessary. This isn't necessarily the only change you could make, but 1 mana hero powers are extremely scary.
Ray projector is fine, although admittedly very scary with Upgrade! style cards. Don't print any of those.
Not that Rapid Volley is inherently over powered (its definitely extremely strong), but I don't think giving a class Fireball with potential upside is a good idea for the basic set. Mage having it is enough.
Arcane Carbine needs a wording change, as of now it reads that it gives itself spell damage, not you. So you don't get spell damage after if breaks on the second hit.
Wrecking Boom and Raging Apparat are both probably overcosted by 1. Archive Raid might be as well, but it goes from slightly weak at 5 to very strong at 4.
Recoil Blast is awesome.
Keep it up, you're doing great :)
Thanks for the feedback/encouragement! So I'm clear, do you feel that 1-mana HP in themselves are an issue? I understand the problems with Demon Hunter, but that also had an immediate effect on the board starting from turn 1. Here you still need two mana to affect the board, on the first turn (barring the Coin) you'd only be able to begin hoarding Vents. I might be missing something though.
My tweak to Rapid Volley and Wrecking Boom are below. With regards to Arcane Carbine I was using Thori'dal, the Stars' Fury as inspiration. Admittedly I've never actually used it in a game, does it only provide two instances of Spell Damage on three attacks? If so I'll try to reword.
I agree Archive Raid is about a 4.5 cost effect. Lack of good draw is part of my conception for the class, ala Hunter, so I'm fine with erring on the weaker side.
Besides what has already been told about the scary synergy between Rapid Volley and your set, and Ray Projector and anything that boosts weapons, I think some cards need better wording or be simplified.
Wrecking Boom should probably say "destroy a minion, then deal as much damage randomly split among enemies as its Health", an Making Friends is open to crazy teamups to the point I cant even say if its balanced or not.
You should try to print as few token cards as possible in the basic... or at least make them straightforward, like Animal Companion.
Understood about weapon buffs, currently there's none in my outline so the weapons themselves are more quirky.
Wrecking Boom is an issue card, yes. Your wording is definitely cleaner, but I'm trying to steer away from flat out 'destroy' effects so that the class has to rely on damage (i.e. Divine Shield will be its constant annoyance). This was also me trying to sneak in a Basic version of the class keyword (still working on the name, but essentially "Excess damage dealt by this card is split randomly among all enemy minions"), but I might have been too clever by half there.
With regards to tokens, currently there's one more token than Animal Companion. Do you think the tokens themselves are too complicated? I tried to base them on card text already available in the Basic set, but if I missed the mark I can vanilla them up more.
Incorporating the feedback, here's my current revisions:
Raging Apparat I agree I overcosted. Rapid Volley was again me trying to be too clever and thinking it was just a Fireball clone, even though my other intention was to allow it to help deal with deathrattles/reborn stuff. Now it feels a little more balanced: Without Spell Damage it deals 5 damage (so worse than Fireball, although potentially helpful with the second hit), with Spell Damage +1 it deals 7 (in line with Fireball), and you need to get to Spell Damage +2 for it to pull ahead.
The problem child of my Basic set. I think the 5 damage one is what I'm leaning towards, since it's essentially a clean way to say "This class Assassinates differently." The other version retains some of what I was going for originally, but might be overpowered?
And reviews of stuff that came after me:
@Frost2dragon
Agree with the note that you're going to need to get new original art for some of these. Silvermoon Lorekeeper feels very very niche for a Basic card, since its a counter for a counter. It's absolutely thematic in how it shows shows the primacy of weapons for the class, but it feels like a response to the meta rather than a card you'd practically consider using.
@MvonTzeskagrad
I really like your stuff. My biggest note is mostly copyediting, since there's some missing or unnecessary capitalization throughout your card text ("Lowest Attack" instead of "lowest Attack", "Spell damage" instead of "Spell Damage", etc). Also 'casted' is not a term in the game, maybe "played a spell" this turn for Pandaren Loremaster.
@Anatomy_of_Time
Heh, great minds think alike! Although I think we're going down pretty separate paths even if starting from a similar space. I like a lot of your concepts. My two notes would be on Trail of Magic which feels overcosted for how narrow it is (I have a similar overcosted tutor draw, but the Spell Damage minion restriction feels like a step beyond mine), and Ray of Venom which doesn't quite scan for its cost. I get that it's your Assassinate, but I don't get why it is 1 cheaper than Assassinate if the only downside is Divine Shield targets. Also not sure why it's 2 damage and poisonous, since 1 damage would do the trick, but that's minor.
I've decided to buff Voidcaster to remove only two cards, so de debuff isn't too extreme. Is this version fine or should I nerf it to 2/1?
@AnatomyofTime:
Love the idea of a Razorpetal based class with Spell Damage Synergy, but I think Floral Slash should cost 5, and I'm confused how should Jungle Blessing be worded to make the discard mandatory without overcomplicating the card.
@MvonTzeskagrad:
IMO The cards that should be highlighted are: A friend in a Book, because of the Book Keeper and hand synergies, Pandaren Loremaster, because of the "If you casted a spell this turn" effect, and maybe Codex Guardian, because, as you said, there will be a lot of "normal summoning" synergy.
@SideItem:
I don't think Tech Tuner is that busted, as a 1 mana 1/1 is very easy to remove, and is a cheap spell damage source that gives a bit of board presence but isn't very busted. Rapid Volley, by the other hand, is very strong, especially in a class the afromentioned cheap spell damage. Personally I would make it a 3 mana spell that deal 2 damage, but feel free to give it your own spin.
Thanks for the feedback. Basic Blade is my favourite idea simply because it creates so much stress in the player using it. I originally had it as “50% chance of breaking before attacking.”
Healing past 30hp would be attached to certain cards only (maybe), could well possibly be broken either way. I removed Battle Conditioning.
RE: Chanter v2, Silvermoon Lorekeeper will see play because of the stat line, but I would remove ‘except by durability loss’ otherwise I don’t see the text being very relevant unless an opponent runs Ooze. This may then need new stats.
What happened to Angry Librarian? I liked that one.
Thanks for sharing your thoughts, this card creation is tough. Yes, the hero power is a worse Armor up, but we can’t let Hero Power be the focus of a Basic Set, there's room for it to be more overpowered.
My idea is based on my wife’s play style – kill all minions. Therefore a class that just destroys minions in creative ways without caring about face damage to either side. No idea if it works, but it’s fun having a go. But yes, it’s really controlly.
Very nice artwork, really consistent. I really like your synergies around the razor petals. Ray of Venom is an instakill spell, save for Divine Shield minions, so maybe that’s balanced. Floral Slash is probably overpowered. Rest is pretty solid.
Lots of improvement since the last time I looked. I still have a few issues:
Malicious Blaster is a little on the strong side. If you scale down Flanking Strike to 3 mana, I'd say deal 2, summon a 2/2 is fine. So 2 mana should be deal 2, summon a 1/1.
Shadowmoon Brawler is a little strong. Possibly 3/4 or 2/5?
First up, you can input 40 Health into your Hero Portrait.
You can't use Deathrattle in the Basic Set.
Battle Conditioning is worded as though you convert 6 of your Health *Total* into Armor. Which is very bad.
Deprive Yourself needs to cost 3, maybe even 2. You equip a weapon, so already you spent a card. That's -1 cards. Then, you have a mere 1 mana discount for destroying your own weapon, that you probably paid at least 1-2 for. So you, essentially, pay at least 5 mana to draw 2.
Regenerative Wraps is just a permanent heal, yeah? Pay 3 mana for infinite healing is problematic long-term.
And finally, Basic Blade... I'd stay away from 50% chance of breaking, and 50% chances in general.
(I don't remember if I commented on this class yet)
So this turned out very similar to the Nymph class, the underlying core being cheap spells and Spell Damage. I must say, I'm usually not super sold on Hero Powers filling up your hand. There are a lot of powerful interactions with hand size and cheap spells that it typically becomes problematic down the line.
But, I'm also not sure why the (1) Cost barrier hasn't been broken yet.
There is a reason for that. Cheap Spell Damage throws balance on spells completely out the window. You might notice the base AOE spells (which get the most return from Spell Damage) take 2 mana to increase by 1 in damage. (Arcane Explosion, Consecration, and you can count Lightning Storm as 5 mana) Cheap Spell Damage is too good of an enabler in far too many cases. Flamestrike is the exception here, but I give it a pass since it is so clunky to use.
Ray Projector is very strong. It was completely nuts in a Pirate class (that entry had a clone of this weapon), but even in yours, it is still very good. Not sure if you addressed this issue already, I know someone else mentioned it.
Rapid Volley, one person said it was fine. I personally do not think so. Your class can stack the spell damage, from what I can see, so this card can be deadly. For example, a 4-card combo: weapon equipped on previous turn, Kobold Geomancer, two Rapid Vollies. 24 damage: 4 from weapon, 20 from rapid Volley. 28 if you swung the turn you equipped your weapon. And that is completely localized within the Basic Set. That's not ok. (hopefully this also shows you why Spell Damage needs to be balanced carefully)
I agree with another person, Wrecking Boom is likely too complex. So are the Mooks, though its mostly just BZRK. If you removed that, the other three are good tokens.
Try searching up "[topic] warcraft art". That way, you don't have to reuse so much hearthstone art.
I would suggest maybe shortening some of your card names.
As for balance, Proselytizer will often be a dead card. You only seem to have a single minion buff, and it's an expensive one. And I do get the feeling that your class' Basic Set is a little complex, as there are quite a few cards with 4 lines of text, and an... odd card that protects your weapons from being destroyed, yet allows them to be destroyed anyways. I know that's due to balance, but it's just very odd. I think a card that protects against Ooze is too niche. You can find better use for that slot.
I know you already submitted, but I'll give some brief remarks. As I have said to others, I'm not a huge fan of Hero Power adding tokens to hand due to hand size shenanigans, but at 2 mana and it being a minion is more acceptable in my eyes.
Only Pandaren Loremaster concerns me. It feels like a better fit in Initiate, since you can only have a maximum of 10 spells in a Basic deck, meaning she's a dead card for a good portion of the time in your hand.
Copy paste from above: "So this turned out very similar to the Nymph class, the underlying core being cheap spells and Spell Damage. I must say, I'm usually not super sold on Hero Powers filling up your hand. There are a lot of powerful interactions with hand size and cheap spells that it typically becomes problematic down the line."
I know you bumped Floral Slash up to 5, but the safe call is 6 mana, imo. Lightning Storm is technically 5 mana.
Ray of Venom is... honestly pretty strong. I'd balance it by putting it to 5 mana but deal 5, so you can use it to hit the opponent hard in the face, but still destroy 95% of minions in the game.
Here's my final iteration of the Hero Power. If there are no further issues, I'll be putting this in.
Ok, incorporating the feedback here's what I have: Engineer 1.2
Showcase Cards:
The Rest of the Basic Set
I understand the concerns with Ray Projector. My reasoning is that while it is 6 damage for (2), that 6 is spread over three turns, and it can't start dealing with 3/2s immediately. Plus, no weapon buffing in the class to avoid shenanigans.
Rapid Volley has gone from the class's Fireball to the "Deal 3 damage" variant for the class. Overcosted without Spell Damage, but encourages you to dip into Spell Damage while (hopefully) not being OP.
Wrecking Boom I've just simplified to the class's Assassinate. The class shakes its gnomey fist at Divine Shield.
Raging Apparat is indeed outclassed by Priestess of Fury, but that card is overpowered. The comparison I'm going for is Fire Elemental. If it's weak compared to that then I can tweak the number up.
For Make Friends I've swapped out BZRK (my attempt at a Gurubashi Berserker) and gone for something hopefully simpler. If B33Z is still too complicated I'll probably just go to the three plainer tokens as the only options. Looked through the general Basic card lit and I wasn't happy with other keyword options, since stuff like Taunt or Charge or Rush gives an immediate effect on the board while I want these to be threatening but potentially ignorable.
Hi, guys! This is my first time posting in this website, but I have been visiting it regularly!
This is too my first time in a competition like this, so I'll appreciate some help if you feel that my cards are so op!
Without more delays, I'd like to present...
The Dragon Queen class!
The idea of this class is to combine healing with a lot of Dragons on the battlefield. Also, I thought on some kind of Librams, the Bonds, that give some habilities to friendly Dragons for the rest of the game. These are some of the basic cards I created:
Ok, there are things to comment here (just to start with, I'd advise not using Alexstrasza having already 2 legendaries, Krasus for example could be an interesting approach, no one ever remembers him)
Fire Whelp is OP, at worst is a split 1/3, wich is nice, but if not insta removed becomes crazy.
Not a fan of having Bond as a mechanic, specially in basic set, and with Librams already set for paladin. Also, their battlecries can mess up with another battlecries they already have, and the deathrattle of the whelps, worded as it is, will get infinite whelps, as those will also spawn them.
Red Apples Seller is huge, could perfectly stand as a 1/2 and carry on, specially as you want to force dragons into this class theme.
I See Fire should be "Deal 3 damage to a minion and summon two 1/1 Red Whelps"
Reborn is not an accepted keyword for basic set, nor deathrattle. You should either pick any vanilla keyword (besides deathrattle, overload, combo, choose one and stealth) or rush and/or lifesteal.
Rollback Post to RevisionRollBack
Click to see my Hearthstone projects:
To post a comment, please login or register a new account.
@Granduroi
Is it me, or Embrace the Power is strictly better than a 4 mana Felfire Potion?
I'd advise changing its effect, as changing the Cost would make the whole set kinda too mana expensive. Also.. you forgot to post the token cards, like the weaponsmith.
Click to see my Hearthstone projects:
That scans. I forgot that Seance existed and made Follow the Footsteps of Heroes trash to prevent shenanigans. Updated.
Still working on the creator commentary for these but wanted to throw them out there to see if I was on the right track or needed to rethink things. I present the Engineer Class!
Was originally going to make the Hero Power a straightforward (2) to deal two split up, but I saw Reizarion got there first and better. Reworked it to create a token spell, and that led me down the current path which has more of a spell (and Spell Damage) focus.
The Basic Set
Will gladly take any comments or critique. Already, based on MrBurger and I thinking along similar lines, it seems Ray Projector's mechanic would be deemed overpowered? The card I'm probably most concerned with is the seemingly straightforward Tech Tuner, since it'd be the cheapest Spell Damage source in the game. But, I'm also not sure why the (1) Cost barrier hasn't been broken yet.
Yes, Spell Damage is allowed, it is a typo on my part. The keywords in the stated rule are not arbitrary, they are based on keywords found in the in-game Basic Set. I forgot to put down Spell Damage but have not disqualified anyone over using that keyword.
You can use any border you want, but it is up to voters if they like your choice or not.
Chanter v2
2nd go at the Chanter Basic Cards!
@MvonTzeskagrad
I like the narrator, but I don't love or quite understand the hero power. It doesn't have any impact on the board, which all but Warlock do, and I'd value drawing a card much higher than getting a 1 mana 2/2. I dunno, I can see there is synergy with other cards, I'm just not personally buying it yet. Otherwise, the cards seem pretty good. I really like the design of The End. I'm not clear on the class having Lifesteal, though, with Passionate Narrative? I may just be nitpicking. Perhaps you could offer us "what this class is good and bad at." As for highlighting, I think The End is awesome. Once Upon a Time is good, and maybe Gusting Grimoire?
Two minor things. Pandaren Loremaster: "cast" instead of "casted". You've probably noticed it already. Also, keep in mind that part of this week's challenge is to have one card with a single line of text or less. I know I'm struggling with it.
@BallsMassive
I don't know if healing past 30 is broken. Is it only the hero power that does it? Then its kind of like armor? It's probably fine.
Basic Blade... I kinda hate it? It might just be a mouthfeel thing for me, but the massive unreliability and swingyness of it, I just don't like. On the other hand, Regenerative Wraps are really cool, making you sit back and avoid combat until the gloves come off. The other featured cards seem good.
I don't love Battle Conditioning. Mana seems to be worth so much more than Health, so to have such a bad conversion rate in the late game doesn't feel amazing. 1 mana convert 6 seems...... fine. 10 mana convert 15 seems.... terrible. Its net nothing, with no body or other effect. I have zero clue how to analyze Ukog Warrior Hero, but I hope other people can.
I might do more later, but I'm sure others know more about this stuff than me.
My thoughts: the hero power is way busted. It should probably be 2 mana add an Arcane Missiles. If you could work it in thematically to use the actual Arcane Missiles card that would be ideal, but not necessary. This isn't necessarily the only change you could make, but 1 mana hero powers are extremely scary.
Ray projector is fine, although admittedly very scary with Upgrade! style cards. Don't print any of those.
Not that Rapid Volley is inherently over powered (its definitely extremely strong), but I don't think giving a class Fireball with potential upside is a good idea for the basic set. Mage having it is enough.
Arcane Carbine needs a wording change, as of now it reads that it gives itself spell damage, not you. So you don't get spell damage after if breaks on the second hit.
Wrecking Boom and Raging Apparat are both probably overcosted by 1. Archive Raid might be as well, but it goes from slightly weak at 5 to very strong at 4.
Recoil Blast is awesome.
Keep it up, you're doing great :)
Sigh...
PSA to all who plan on entering. Read the FAQ. More than half of all entries have violated the keyword rule. I do not assume any responsibility for not notifying entrants that broke rules. I work 28hrs a week so I may not be able to check this site daily.
@Sideitem
Besides what has already been told about the scary synergy between Rapid Volley and your set, and Ray Projector and anything that boosts weapons, I think some cards need better wording or be simplified.
Wrecking Boom should probably say "destroy a minion, then deal as much damage randomly split among enemies as its Health", an Making Friends is open to crazy teamups to the point I cant even say if its balanced or not.
You should try to print as few token cards as possible in the basic... or at least make them straightforward, like Animal Companion.
Click to see my Hearthstone projects:
I just realized I had no card in the whole set that had less than 2 lines of text. So, here we are again:
THE NARRATOR
This lady has dedicated her life to store ancient books and scrolls, thus getting to use such knowledge in the most varied ways. Like:
Magic has infused the books with life of their own, and strength to be reckoned, and the Narrator can use her tomes, helpers, and own skills at story telling in her advantage.
I was thinking on putting Pandaren Loremaster, Silent Study and Codex Guardian for highlights.
Click to see my Hearthstone projects:
Hey ! It's been a whil since I last gave feedback so I missed a few new entries. Let's gatch up :
@McF4rtson
I love Empty Palm Arts, it's very flexible with the Hero Power. Bamf! is best at 3 with 1/1 stats. If you want it to be more of a defensive option and less of a removal tool, I would suggest 2 mana with 3/3 stats. I've also been thinking about Summoning Jutsu and I think I'm on the side of 7 mana 8/8. that fact that you have to transform on of your minions, in a class that doesn't have much token generation, is a big cost. Faceless Corruptor is only 5 Mana after all.
For your Hero Power, I think Spirit Bomb is cool if a little wordy. The thing is, do you really want the HP to refresh ? It's not a bad idea but it introduces a lot of problems. The main tension is that you want to keep the power level in check but still reward players for using it multiple times a turn (with great mana cost). I think that you should remove the refresh part from the HP itself but make it a core mechanic of the class (maybe in the Initiate set). This way, you can design a 2 Mana Hero Power that feels right and explore the HP refresh part in cards which are a more flexible design space.
Should you choose this solution, I think that the other HP you showed (the one that buffs your weapon) could also be a good fit. It's a bit weaker but you can balance you refresh cards around that.
Another, kinda crazy, idea would be to have one hero power on each side of the button. You would then always flip from on to the other when ussing you HP. This way, you have refresh and you can balance each HP to be 1 or 2 mana. Just something to think about.
@Reizarion
Good call on changing your Hero Power. Shadow Fury is interesting and I hope you play into it with your cards.
I like the last iterration of you basic set, my only concern is with Devilish Voidcaster which I find a bit extrem. Why not make him destroy one card from your deck and balance around that ? It would be a better introduction to the mechanic Imo.
@SirTrumpet
Great Hero Power !
Your cards are cool and seem balanced to me. For Soulburn, you could split the damage or deal 4 and the excess to your hero. I like the new Dread Reaper. My main concern is with your keyword. It's too restictive, unusable by other classes (Mind Vision and Pilfer come to mind) and it breaks the Finley test for your class. Basicaly, you need to make sure that a card with your keyword can be used by a hero with a different Hero Power. It could destroy your left-most minion of destroy a random friendly minion for instance.
@Granduroi
Cool concept but the change in hero might be confusing. Just a UI concern, I don't think it changes anything about the design. I like your Hero Powers tho To the Lady! seems more powerful. They work also work very well together, maybe too well. Demon Hunter sure showed us how anoying a class with great weapons and good healing can be, especially when they can attack every turn.
Lava Touch is a bit boring unfortunately. Maybe split the damage or add a condition for 4 damage. Crystalized Power is wierd. Why Armor when you have healing in your Hero Power ? I think you need to choose one or the other to be more consistant flavor-wise. Weapon Enchantment has a lot a power, especially considering the Hero Power.
@whatTheHeck
Solid work ! Maybe you should consider moving a few minions to the Initiate set and adding more spells in your basic set. Hunter has the most with 4 minions and one spell the summons a minion but most classes only have 2-3 minions in Basic. I think it's because all spells are class cards so there needs to be more of them.
@MrBurger
Your Hero Power is interesting but a bit clunky (like Shaman's in fact). For one thing, I think you should shave one off. You don't need to worry about rolling the same twice because they replace eachothers so you don't really need four. I think Small Pistol should go since it's similar to Rogue's dagger. Short Shotgun seems more powerful, maybe make it deal 1 additional damage to a random minion. This way you get a uniform 2 damage/1 Durability but spiced up a bit.
Overheated Pistol scales too much. Maybe have it gain 1 attack as a battlecry if your hero attacked this turn ? This way it's above average in terms of stats but it's slower. Extra Ammo is a little too much. As a basic card, it dramaticaly limits the design of weapons. Weapons scale really fast because their damage potential is Attack*Durability. Hearthstone deals with this mostly by not printing Durability increases. I'd say it's fine if you go own to +1 Durability but it should be on of the only durabily buffs in your entire class. Deckbreaker is also a problem. As a baselin, it can deal 14 damage for 8 Mana. That's a lot of damage ! Add weapon buffs (which you class might want in the future) and it becomes crazy so fast. Big weapons are a problem and that's why Arcanite Reaper is the biggest since the game's lauch.
So yeah great concept and most of you cards are good but weapons are hard to balance and I think you should think about that. I'm not even sure I know myself what is ok and what is too stong.
@Frost2dragon
Cool Hero Power, if a bit complex. Your use of weapons is very intersting and unique.
The main problem with your cards is complexity. Basic cards often have 1 or 2 lines of texts and only on distinct effect.
I also find your use of art problematic. Art is hard, I fully agree, and I get that you are starting out so really it's not a big deal. Still, choosing the right artwork gives a card much more meaning, flavor and coherence. It's a bit like watermarks : it doesn't change the design in any meaningful way but it contextualizes it. If you're looking for ressources, there's Pinterest, deviant art, google image even ! Use keywords like "warcraft" or "fantasy" to get something that fits the artstyle. No one will bat an eye if it's a little more complex than what Hearthstone's artstyle usualy looks like. You can also find unused artworks from the game or fanart made in the style of Hearthstone. I advise you to save every artwork you find while browsing because it will save you time latter on. It's also a way to get creative. You have a cool artwork, make a card out of it !
In any case, good luck on your first custom class !
@Noah_McGrath
Magma Whelp is lovely and I agree that Dragon synergy is a grat fit for your class.
All your showcase cards are about burst damage... Maybe try to slice Cauterize or Fire Dance in there ?
@BallsMassive
Intersting Hero Power, although it's pretty much a worse Armor Up...
Your cards are good but it's hard to see the themes or the class overall. Is it a really controly with big minions style or more of a big health mid range ? Idk I'm a bit confused.
@MvonTzeskagrad
Great work ! I really like The End, I think you should showcase it. I must say, I don't love your Hero Power but itgets the job done.
@Sideltem
Right out the gate, I hope you noticed that two other contestants have a concept similar to your own. Nothing wrong with that Imo but you might want to take it into consideration when developping your class.
While I usualy don't like Hero Power that add cards to hand, I think yours is cool and you make great use of the synergies so great work !
Ray Projector may become a problem if you add weapon buffs to you class. Wrecking Boom might be a bit complex for the Basic set.
Well I hope that helps !
@Frost2dragon
Didn't see your comment till I posted, but thanks, made me correct the typo in the submission. About my class, I can say it's going to have stuff about hand interaction, secrets and spells stuff. More cards like Codex Guardian and Dalaran Apprentice are easily going to show up as well to support more direct minion strategies.
Btw, I think you're in need of looking for other card arts. Most of yours are collectibles, and that will pose a problem when getting people into liking your class. Maybe finding shorter names for some of these? Also, the 2 mana murloc is an interesting card, but in initiate set you'll need an interesting cheap buff for it. Follow the Footsteps of Heroes could use a buff, at least unless the copy gets the buff as well, wich as how the game works, I don't really think.
Not sure about how this class would work, but looks like a cool concept to me.
Click to see my Hearthstone projects:
Thanks for the feedback/encouragement! So I'm clear, do you feel that 1-mana HP in themselves are an issue? I understand the problems with Demon Hunter, but that also had an immediate effect on the board starting from turn 1. Here you still need two mana to affect the board, on the first turn (barring the Coin) you'd only be able to begin hoarding Vents. I might be missing something though.
My tweak to Rapid Volley and Wrecking Boom are below. With regards to Arcane Carbine I was using Thori'dal, the Stars' Fury as inspiration. Admittedly I've never actually used it in a game, does it only provide two instances of Spell Damage on three attacks? If so I'll try to reword.
I agree Archive Raid is about a 4.5 cost effect. Lack of good draw is part of my conception for the class, ala Hunter, so I'm fine with erring on the weaker side.
Understood about weapon buffs, currently there's none in my outline so the weapons themselves are more quirky.
Wrecking Boom is an issue card, yes. Your wording is definitely cleaner, but I'm trying to steer away from flat out 'destroy' effects so that the class has to rely on damage (i.e. Divine Shield will be its constant annoyance). This was also me trying to sneak in a Basic version of the class keyword (still working on the name, but essentially "Excess damage dealt by this card is split randomly among all enemy minions"), but I might have been too clever by half there.
With regards to tokens, currently there's one more token than Animal Companion. Do you think the tokens themselves are too complicated? I tried to base them on card text already available in the Basic set, but if I missed the mark I can vanilla them up more.
Incorporating the feedback, here's my current revisions:
Raging Apparat I agree I overcosted. Rapid Volley was again me trying to be too clever and thinking it was just a Fireball clone, even though my other intention was to allow it to help deal with deathrattles/reborn stuff. Now it feels a little more balanced: Without Spell Damage it deals 5 damage (so worse than Fireball, although potentially helpful with the second hit), with Spell Damage +1 it deals 7 (in line with Fireball), and you need to get to Spell Damage +2 for it to pull ahead.
The problem child of my Basic set. I think the 5 damage one is what I'm leaning towards, since it's essentially a clean way to say "This class Assassinates differently." The other version retains some of what I was going for originally, but might be overpowered?
And reviews of stuff that came after me:
@Frost2dragon
Agree with the note that you're going to need to get new original art for some of these. Silvermoon Lorekeeper feels very very niche for a Basic card, since its a counter for a counter. It's absolutely thematic in how it shows shows the primacy of weapons for the class, but it feels like a response to the meta rather than a card you'd practically consider using.
@MvonTzeskagrad
I really like your stuff. My biggest note is mostly copyediting, since there's some missing or unnecessary capitalization throughout your card text ("Lowest Attack" instead of "lowest Attack", "Spell damage" instead of "Spell Damage", etc). Also 'casted' is not a term in the game, maybe "played a spell" this turn for Pandaren Loremaster.
@Anatomy_of_Time
Heh, great minds think alike! Although I think we're going down pretty separate paths even if starting from a similar space. I like a lot of your concepts. My two notes would be on Trail of Magic which feels overcosted for how narrow it is (I have a similar overcosted tutor draw, but the Spell Damage minion restriction feels like a step beyond mine), and Ray of Venom which doesn't quite scan for its cost. I get that it's your Assassinate, but I don't get why it is 1 cheaper than Assassinate if the only downside is Divine Shield targets. Also not sure why it's 2 damage and poisonous, since 1 damage would do the trick, but that's minor.
I've decided to buff Voidcaster to remove only two cards, so de debuff isn't too extreme. Is this version fine or should I nerf it to 2/1?
@AnatomyofTime:
@MvonTzeskagrad:
@SideItem:
I don't think Tech Tuner is that busted, as a 1 mana 1/1 is very easy to remove, and is a cheap spell damage source that gives a bit of board presence but isn't very busted. Rapid Volley, by the other hand, is very strong, especially in a class the afromentioned cheap spell damage. Personally I would make it a 3 mana spell that deal 2 damage, but feel free to give it your own spin.
I added my last 2 cards:
The rest:
@Granduroi
Thanks for the feedback. I’m trying to go for an angel and demon theme, but I haven’t thought up any demons yet.
I’ll like your sisters idea. I’m confused why 1 hero power is called ‘to the Warlock’ and the other is ‘to the Lady.’ Why not ‘to the Warrior?’
@Frost2dragon
Thanks for the feedback. Basic Blade is my favourite idea simply because it creates so much stress in the player using it. I originally had it as “50% chance of breaking before attacking.”
Healing past 30hp would be attached to certain cards only (maybe), could well possibly be broken either way. I removed Battle Conditioning.
RE: Chanter v2, Silvermoon Lorekeeper will see play because of the stat line, but I would remove ‘except by durability loss’ otherwise I don’t see the text being very relevant unless an opponent runs Ooze. This may then need new stats.
What happened to Angry Librarian? I liked that one.
@MvonTzeskagrad
Nice artwork on Book Keeper, super creepy. A solid set of cards, I particular like Codex Guardian. Pandaren Loremaster has a typo, casted* - cast.
@McF4rtson
+1 Attack or +1 Attack to weapon instead, is the best iteration of the card yet.
@SideItem
Great set of cards. It would be nice if Arcane Carbine could charge up to Spell Damage +2 on the second attack, I think that would justify its cost.
@Klipce
Thanks for sharing your thoughts, this card creation is tough. Yes, the hero power is a worse Armor up, but we can’t let Hero Power be the focus of a Basic Set, there's room for it to be more overpowered.
My idea is based on my wife’s play style – kill all minions. Therefore a class that just destroys minions in creative ways without caring about face damage to either side. No idea if it works, but it’s fun having a go. But yes, it’s really controlly.
@Anatomy_of_Time
Very nice artwork, really consistent. I really like your synergies around the razor petals. Ray of Venom is an instakill spell, save for Divine Shield minions, so maybe that’s balanced. Floral Slash is probably overpowered. Rest is pretty solid.
Lots of improvement since the last time I looked. I still have a few issues:
Malicious Blaster is a little on the strong side. If you scale down Flanking Strike to 3 mana, I'd say deal 2, summon a 2/2 is fine. So 2 mana should be deal 2, summon a 1/1.
Shadowmoon Brawler is a little strong. Possibly 3/4 or 2/5?
Essence Steal is a better Siphon Soul.
First up, you can input 40 Health into your Hero Portrait.
You can't use Deathrattle in the Basic Set.
Battle Conditioning is worded as though you convert 6 of your Health *Total* into Armor. Which is very bad.
Deprive Yourself needs to cost 3, maybe even 2. You equip a weapon, so already you spent a card. That's -1 cards. Then, you have a mere 1 mana discount for destroying your own weapon, that you probably paid at least 1-2 for. So you, essentially, pay at least 5 mana to draw 2.
Regenerative Wraps is just a permanent heal, yeah? Pay 3 mana for infinite healing is problematic long-term.
And finally, Basic Blade... I'd stay away from 50% chance of breaking, and 50% chances in general.
(I don't remember if I commented on this class yet)
So this turned out very similar to the Nymph class, the underlying core being cheap spells and Spell Damage. I must say, I'm usually not super sold on Hero Powers filling up your hand. There are a lot of powerful interactions with hand size and cheap spells that it typically becomes problematic down the line.
There is a reason for that. Cheap Spell Damage throws balance on spells completely out the window. You might notice the base AOE spells (which get the most return from Spell Damage) take 2 mana to increase by 1 in damage. (Arcane Explosion, Consecration, and you can count Lightning Storm as 5 mana) Cheap Spell Damage is too good of an enabler in far too many cases. Flamestrike is the exception here, but I give it a pass since it is so clunky to use.
Ray Projector is very strong. It was completely nuts in a Pirate class (that entry had a clone of this weapon), but even in yours, it is still very good. Not sure if you addressed this issue already, I know someone else mentioned it.
Rapid Volley, one person said it was fine. I personally do not think so. Your class can stack the spell damage, from what I can see, so this card can be deadly. For example, a 4-card combo: weapon equipped on previous turn, Kobold Geomancer, two Rapid Vollies. 24 damage: 4 from weapon, 20 from rapid Volley. 28 if you swung the turn you equipped your weapon. And that is completely localized within the Basic Set. That's not ok. (hopefully this also shows you why Spell Damage needs to be balanced carefully)
I agree with another person, Wrecking Boom is likely too complex. So are the Mooks, though its mostly just BZRK. If you removed that, the other three are good tokens.
Try searching up "[topic] warcraft art". That way, you don't have to reuse so much hearthstone art.
I would suggest maybe shortening some of your card names.
As for balance, Proselytizer will often be a dead card. You only seem to have a single minion buff, and it's an expensive one. And I do get the feeling that your class' Basic Set is a little complex, as there are quite a few cards with 4 lines of text, and an... odd card that protects your weapons from being destroyed, yet allows them to be destroyed anyways. I know that's due to balance, but it's just very odd. I think a card that protects against Ooze is too niche. You can find better use for that slot.
I know you already submitted, but I'll give some brief remarks. As I have said to others, I'm not a huge fan of Hero Power adding tokens to hand due to hand size shenanigans, but at 2 mana and it being a minion is more acceptable in my eyes.
Only Pandaren Loremaster concerns me. It feels like a better fit in Initiate, since you can only have a maximum of 10 spells in a Basic deck, meaning she's a dead card for a good portion of the time in your hand.
Also know you've submitted but here you go:
Copy paste from above: "So this turned out very similar to the Nymph class, the underlying core being cheap spells and Spell Damage. I must say, I'm usually not super sold on Hero Powers filling up your hand. There are a lot of powerful interactions with hand size and cheap spells that it typically becomes problematic down the line."
I know you bumped Floral Slash up to 5, but the safe call is 6 mana, imo. Lightning Storm is technically 5 mana.
Ray of Venom is... honestly pretty strong. I'd balance it by putting it to 5 mana but deal 5, so you can use it to hit the opponent hard in the face, but still destroy 95% of minions in the game.
Here's my final iteration of the Hero Power. If there are no further issues, I'll be putting this in.
Ok, incorporating the feedback here's what I have: Engineer 1.2
Showcase Cards:
The Rest of the Basic Set
I understand the concerns with Ray Projector. My reasoning is that while it is 6 damage for (2), that 6 is spread over three turns, and it can't start dealing with 3/2s immediately. Plus, no weapon buffing in the class to avoid shenanigans.
Rapid Volley has gone from the class's Fireball to the "Deal 3 damage" variant for the class. Overcosted without Spell Damage, but encourages you to dip into Spell Damage while (hopefully) not being OP.
Wrecking Boom I've just simplified to the class's Assassinate. The class shakes its gnomey fist at Divine Shield.
Raging Apparat is indeed outclassed by Priestess of Fury, but that card is overpowered. The comparison I'm going for is Fire Elemental. If it's weak compared to that then I can tweak the number up.
For Make Friends I've swapped out BZRK (my attempt at a Gurubashi Berserker) and gone for something hopefully simpler. If B33Z is still too complicated I'll probably just go to the three plainer tokens as the only options. Looked through the general Basic card lit and I wasn't happy with other keyword options, since stuff like Taunt or Charge or Rush gives an immediate effect on the board while I want these to be threatening but potentially ignorable.
Hi, guys! This is my first time posting in this website, but I have been visiting it regularly!
This is too my first time in a competition like this, so I'll appreciate some help if you feel that my cards are so op!
Without more delays, I'd like to present...
The Dragon Queen class!
The idea of this class is to combine healing with a lot of Dragons on the battlefield. Also, I thought on some kind of Librams, the Bonds, that give some habilities to friendly Dragons for the rest of the game. These are some of the basic cards I created:
The rest of the basic cards:
Token:
@Daviuducho
Please rework the whole thing, it can't be read.
Click to see my Hearthstone projects:
It's done! I've been fighting against how to insert images in a forum... And I finally won.
@Daviducho
Ok, there are things to comment here (just to start with, I'd advise not using Alexstrasza having already 2 legendaries, Krasus for example could be an interesting approach, no one ever remembers him)
Fire Whelp is OP, at worst is a split 1/3, wich is nice, but if not insta removed becomes crazy.
Not a fan of having Bond as a mechanic, specially in basic set, and with Librams already set for paladin. Also, their battlecries can mess up with another battlecries they already have, and the deathrattle of the whelps, worded as it is, will get infinite whelps, as those will also spawn them.
Red Apples Seller is huge, could perfectly stand as a 1/2 and carry on, specially as you want to force dragons into this class theme.
I See Fire should be "Deal 3 damage to a minion and summon two 1/1 Red Whelps"
Reborn is not an accepted keyword for basic set, nor deathrattle. You should either pick any vanilla keyword (besides deathrattle, overload, combo, choose one and stealth) or rush and/or lifesteal.
Click to see my Hearthstone projects: