Taking all the feedback into account, I decided to make a few changes. First and foremost, as @Ragnador pointed out, all of the 10 classes in the game have Hero Powers, which can be used at any time without any restrictions. Therefore, I resigned from the idea of making a restricted HP, though such a change will also influence the whole Initiate set. Here's the new Hero Power (and its token) :
I believe it's a fair change, as my class is lacking in value generation. Although the Thralls are not too much "value" they can be used as a nice way to either defend yourself with their taunt, or simply flood the board (I will consider a Token/Zoo deck in later sets)
Then there are also a few changes to other cards (and comments later on) :
Most of these changes were influenced by the fact, which @Klipce pointed out. Actually there are no 4-liners in the whole basic set in Hearthstone, so I also decided to make my cards simplier.
Revendreth Guard - (3/2 ---> 2/2) As @MrBurger wrote, the card would be bunkers in any faster deck. Even if I don't plan on making such an archetype, as a 3/2 the card is way to strong, so I took away 1 attack from it.
Eternal Atonement - As a few people suggested, I replaced the word "Change" with "Set" in order to make it a 3-liner instead of a clumsy looking 4-liner.
Swarming Mist - (Restricted to minions) At first I compared it with Defile and Twisting Nether. My intention was to create a good Board Clear, but I underestimated the fact that with some discounts this could be a wincondition by itself, which I wanted to avoid.
Venthyr Assassin - (+1 mana cost; -1 attack; target is not random anymore) I really liked the previous version of the card, but again, I wanted to avoid creating 4-liners, so I changed the card. It would probably be too weak to ever see play, but it is balanced at least.
Sinful Brand - (A full rework) In short, I decided to give my class OTK possibilities. The old version of Sinful Brand was a debuff / single target removal spell, while the new one is just a +1 mana, +1 damage Moonfire. Do expect more cheap spells, since I want to push a Gadgetzan Auctioneer + Malygos OTK archetype.
Yeah, I really got it all wrong there. I meant "Through Space". Idea behind it was Though Space sends a rift to damage an enemy and And Time rejuvenates them (maybe rename them to Space Rift and Rejuvenate or "Delay Harm"?)
Perhaps I should reword my hero powers so it says you can use each of them only once, so you can use both at any turn.
Really not a fan of Formless Void and in general cards like this that are way too unique and niche that it just doesn't even make sense until you put it next to another specific card. Someone reads this and thinks, "wtf?" The weapon desotrying mechanic is fine, weapons already get destroyed and that is a part of the game, but I think it should be done with cards that feel more natural and make more sense in their own right, i.e. Blade Fury being a perfect example. And then if you have the Veiled Swordsman out while using your "Blade Fury" then all the better!
Well, I have no idea what I'm doing here. I've created single card, but this is my first attempt at hero/class design, so I'll accept any ctricism you guys may have. My class is:
THE MAGICIAN
Basically, as you can probably tell, this class's identity revolves around drawing and shuffling cards. Not completely set on a direction for where to go from here, so I'm open to suggestions. I'll have more time tomorrow to leave some feedback for some of the other ideas on here, but generally I can say everyone is doing a great job so far!
I could be mistaken but I'm imagining that the hero power is actually quite weak. Random could be pretty backbreaking. Hero powers are great for filling out a dead turn while you wait for the next one. This hero power could absolutely ruin those critical swing or tempo turns and it almost discourages you from hitting the button at all if you know that you have a good play next turn. What do you think about making it more controlled? Left-most card, lowest cost card?
Bodyguar(d?) prototype is horrendously underbalanced, compare to Fizzy Elemental.
Also it makes sense for a "Bodyguard" to have Taunt.
Yeah, but this is a basic card so thats why i think its ok to be in the underpower side, and, yea its a bodyguard, but its a prototype so, the "protecting" part isnt very pulished.
I know the card feels worse than others, but i have mana discounts with mech synergys, and lowering the cost could make it even stronger than it seems. The lower i can make it is a 8 mana card. But some mana discount could make it a bit oppresive.
I-I am Ikit Claw, Skavenblight's greatest, BEST inventor! The stupid slaves dug-mined the wrong way-way and we are-are on weird planet now! But no matter, this-this place is ripe-ready for the picking! No-no other skaven here so-so, IKIT will take-steal this land for Clan Skryre! Stupid man-things and elf-things and orc-things around but we kill-kill them all yes-yes!"
THE SKAVEN
Basic Set
Warlock Engineer: "Winds of magic weak-weak here, stupid spells cost too much-much! Get help, more-more mages! More power!"
Meat Shields: "Weak slaves dug the-the wrong way-way! Put them-them in the front! Slow-top the enemy! Protect important things!"
Bell's Toll: "Horned Rat's bell rings the-the doom of the enemy! Skaven weak-weak, they die-die too fast. But the Horned one aids us today yes-yes! Kill them fast-quick before they heal-heal!"
Skaven Chieftan: "Stupid clan Mors may be useful-helpful for once. Rally-Encourage the troops! Kill-kill their forces before they can react!"
Accidents Happen: "Acceptable losses. I-I have more of them-them anyway."
Artillery Support: "The enemy staggers! Bring-bring more troops! More spells!"
Scorch: "Kill-Kill them all! No one outnumbers the skaven!"
Research: "This-this world has it's secrets yes-yes. I will find them all-all! Be the best-greatest mage!"
Poison Wind Globadier: "Stupid thing thinks he can block-stop my troops yes-yes. Only is bigger target, easier to hit-kill!"
Tokens:
A few suggestions:
Meanace below is a straight 50% buff on Pantry Spider which actually did see play. Another way of thinking about it is 3 mana for 3/9 worth of stats. While a 1 mana card is worth 1/3 in stats, you can't linearly scale when you "package" stuff together because the advantage of using 2 less cards from your hand to play the additional 1/3s is very valuable. A good rule of thumb is to add 1 mana when combining cards together. Compare to Force of Nature and you can see it clearly needs to be tuned down.
Bell's toll obviously way too strong when compared to the druid card that does the same thing for 8 mana and just adds taunt.
Accidents Happen is just an incredibly worse Minefield. Maybe reduce cost to 1 mana as an option.
Poison Wind Globadier: Change his name or work Poisonous into it somehow. The flavor is off.
Bodyguar(d?) prototype is horrendously underbalanced, compare to Fizzy Elemental.
Also it makes sense for a "Bodyguard" to have Taunt.
Yeah, but this is a basic card so thats why i think its ok to be in the underpower side, and, yea its a bodyguard, but its a prototype so, the "protecting" part isnt very pulished.
I know the card feels worse than others, but i have mana discounts with mech synergys, and lowering the cost could make it even stronger than it seems. The lower i can make it is a 8 mana card. But some mana discount could make it a bit oppresive.
Meanace below is a straight 50% buff on Pantry Spider which actually did see play. Another way of thinking about it is 3 mana for 3/9 worth of stats. While a 1 mana card is worth 1/3 in stats, you can't linearly scale when you "package" stuff together because the advantage of using 2 less cards from your hand to play the additional 1/3s is very valuable. A good rule of thumb is to add 1 mana when combining cards together. Compare to Force of Nature and you can see it clearly needs to be tuned down.
Bell's toll obviously way too strong when compared to the druid card that does the same thing for 8 mana and just adds taunt.
Accidents Happen is just an incredibly worse Minefield. Maybe reduce cost to 1 mana as an option.
Poison Wind Globadier: Change his name or work Poisonous into it somehow. The flavor is off.
I appreciate the feedback but i have made quite a few changes since that post, correcting most of what you said. Accidents happen however is not a worse Minefield as that only hits minions. Accidents Happen hits only enemies and includes the enemy hero. A better way to compare it would be to Cinderstorm, in which case it's pretty balanced.
My Basic seem to be completed. Some final minor adjustment
Adjust the showcase cards. Now they are Self-Defense Training, Orc Apprentice and Interrogate.
Arcane Sidekick is now Lightborne Sidekick. The intent is to create an evergreen 0 mana 0 Attack minion with some tribal synergy but that seems to be problematic if that minion has Spell Damage.
Fix the wording on Criminal Reforming and Whistleblowing
Write up the explanation for the class.
New card:
Old version:
The Detective
Token:
A land full of people and magic power like Azeroth is a land full of mysteries waiting to be revealed and solved. The Detective is here to leave no stones unturned looking for clues and information and training new apprentices to join their rank.
Hero Backstory:
Margaret Christie is one of the most seasoned and renowned Detectives in all of Azeroth. She doesn't regret leaving her homeland . Gilneas to adventure on her own when learning that it will enter isolation from the outside world, although she always wonder how useful to her investigation it would be if she was to become a worgen. Now rumors of unsavory magic has led Christie to use all of her wit, might and health potion to investigate the seemingly unsuspecting Scholomance Academy.
Margaret Christie's name is a reference to the author Agatha Christie and her most famous character detective Miss Marple. She was picked instead of the other famous fictional detective Sherlock Holmes to give the hero portraits both more female characters and an elderly-looking character.
Themes:
Revealing cards: Playing as a Detectives mean that you will get into the enemy's business. But the investigation business also require absolute transparency for those evidences to hold up in court. Cards and effects that reveal cards and gain benefit from those effects will be prominent in the class.
0-Attack and 0-cost cards: Who doesn't love a zero to hero story? Unlike the other classes who require being gifted in some kind of magic or physical prowess, the Detective love their puny 0-Attack minions / Apprentices and 0-cost cards (some minions are even both) and will have prominent synergies to them.
Things the class excel at:
Token spawning: Margaret Christie is famous for talent of training and attracting new recruits. The Hero Power as well as a high amount of cards in the class will allow them to easily hoard and spam out tokens.
Survivability: Detectives don't get to the bottom of the truth by being easily taken out. The class will have excellent, cost-efficient healing and Taunt. Just look at the Hero Power itself!
Combos: A detective strike when they have all the evidences and can make a case undoubtable. The playstyle of revealing cards and the high amount of cheap, 0 cost cards naturally benefit a combo playstyle. And the class would have the survivability to back it up.
Things the class is okay at:
Removal: Detectives don't start fight, but they finish them. The class will have good and efficient removals, but not too much of them.
Board clear: Detectives work in the shadow, but sometimes they stumble across large cases that will have profound impact on the world. Board clear of the class will be efficient, if not numerous.
Buff: The class have powerful buff, but they are very specific and are limited to the token playstyle half of the class
Burst: Detectives name get made by how rapidly and quickly they can strike their cases with accurate deductions. The class will have a decent amount of burst damage in either spells or weapons.
Card draw and generation: With a Hero Power that generate a very useful token for both the control / combo playstyle and the token playstyle, the class will back it up with a decent amount of draw options to draw into their win condition / important buffs.
Things the class is bad at:
Turn 4-6: Detectives either strike first when the criminals are still at the crime scene or they need time to gather evidences. The class have little to no active play in these mana slot. Their play in these turns are either reactive (weapon, board clear, removal) or leveraging the the token you spawned earlier to help dealing with the opponent. This translate to an inability to play a midrange deck and an extreme weakness in these turn if not played smartly and rationing out your Apprentices
Disruption effect: Since most important combo pieces you want to put in your deck needed (or heavily encouraged) to actively revealing cards in your hand to your opponent, you will be extra vulnerable to disruption effects. Your opponent will know a good time to play that Dirty Rat or Unseen Saboteur that can potentially destroy your entire combo.
Showcase cards:
Self Defense Training is the class's primary and most important buff. It showcase the token playstyle as well as how important 0-cost and 0-Attack minions are to the class. Note that the card will NOT double buff a 0 mana 0 Attack minions since that will limit on how much or how powerful those I can print.
Interrogate showcase the class's main selling point and playstyle of revealing cards not just from your hand but your opponent's as well. This effect is a relatively minor speed bump to your opponent but a crucial requirement for some of your class card to function so the cost will be efficient. Note that "hidden card" in this case would be a card that isn't already revealed, so your Apprentices will not get in the way of revealing effects from the class.
Orc Apprentice is a premier way of benefitting from revealed card. It also showcase the high survivability the class have access to in its cards. The class will have more powerful and complex effects that benefit from revealed card in the future, but the Basic set keep thing as simple and as obvious as possible
The rest of the class Basic set:
Explanations:
Lightborne Sidekick is the class's evergreen 0 mana 0 Attack minion. Its Elemental tag will help the class a long way to put in tribal synergy
Bonus Payment allow a detective to have some money to upgrade their Armor for a job well done. The card blends in a lot of the class's flavor: 0 cost card, powerful survivability and benefit from revealing cards.
Security Pistol is another one of the class's powerful 0-cost cards. It allow the class some pings to get rid off those pesky 1/1 that threaten their 0/2 and add some recovery for the class
Forensic Intellect is one of the main card draw engine the class and encourage them to run 0-cost cards in a majority of their deck to benefit from this very powerful card.
Criminal Reforming is the class's premiere removal. Like Hex and Polymorph, this allow to get rid of Deathrattle too and fit in with the theme of 0 Attack minions
Magnifying Glass: What's a good detective without their trusty magnifying glass? A simple yet effective card to help with their effect of revealing cards from their hand.
Whistleblowing is the class's primary board clear while still give them small amount of board presence by spawning the 0/2 tokens. In her youth and to this very day Margaret Christie doesn't stop at anything to get the truth and justice for those in need. This in turn inspire people to rally behind to either protect or follow her footstep.
I'd like to try and enter the competition... after quite some thought I realised, I could not do it alone, so I decided to make some deals
And of course, sooner or later, I found him. Or maybe he found me. Or both. Don't know, the only important thing is, we both met. There have been quite a lot of people along the universe like him. Most of them ethereals. I'm talking about a TRAVELER.
He has seen things you would not believe. He saw the Legion ships bombard the lost world of Orgon, and pure light take over Void Rifts in Tanneghar. And he took a souvenir of all these.
Being a dimension traveler ethereal brings quite some advantages. One of them being, an unique set of abilities that some would confuse with normal magic (and sometimes they'd be right, as good travelers always find their time to learn some magic tricks). Also... he brings not one but two hero powers at the same party.
Note 1: As this is a trial version of the set, I am aware this is not how hero powers look like, I'll get on the keyword later, I am mainly wanting to focus on the balance part right now.
Note 2: "And Time" is tuned so you can't just spend a whole turn in an endless hero power loop.
Highlighted cards might be these ones, to start showing the sort of themes Zhosam plays with.
Main synergies of the class:
-Recyclying cards: For long journeys across the universe, one needs the best equipment. Or, in case you already used the best equipment, you might need to get the best of the material you have left. Travelers have to be creative when using spells and minions, maybe planning ahead to try and get some specific materials back in the game for later.
-Hero power synergy: With so many cheap hero powers... is tempting to build some synergy around them, isn't it? In this case might not be the best card to play, but still works nice both as a tempo 3 mana card and as a 5 mana strong rusher.
-Big spells: Being able to reach amazing places nobody ever saw means being able to harness incredible powers on your own. And sometimes, that's enough to make an entire deck out of it, getting your best out of huge spells.
-Spell damage: Not directly present on the class, but if you like smaller spells, this can try and be tempo/combo as well. It is suppoused to have a nice share of spell damage synergy, not only in basic set, but later in the competition as well.
Btw, flavor text on these cards:
-CUT, CUT, CUT! TAKE TWO!
-What is shocking is how dirty is the mind that actually casted that spell.
-Its main motives are searching glimpses of eldritch cosmic truths... and juggling.
-No longer on gun format because of all those stupid confusions between Portal Guns and Ray Guns.
-At the third shot you might start hearing demonic whispers trying to claim your soul.
-The only way a traveler can be tricked into playing baseball.
-Too slow.
-Azerothian Orcs never heard the word Waaaagh! before. They think he took too many chilli beans.
-He calls it that, but priests know he just specs holy and shadow really fast.
-Not one you want to have everyday... or any day.
What do you think of this? Do I need to balance something better? Rethink a card? Change some art, names or flavors?
Rewind is pretty busted. Flare was a pretty busted card at 1 mana with some upside. I think it need to be 2 mana. It would make a little underpower, but on par for a Basic set.
All of the Hero Power need to be capitalized
Meteor Shower need better art. The card seems to depict a supernova rather than a meteor shower.
Overall, excellent balance and interesting flavor that took very creative advantage the Hero Power. You seem to be on a good path.
Hello everyone, I decided to make a set of Necromancer cards. While designing the cards, I wanted to make board control a priority. While there are some control spells, I want this class to control the board primarily using minions. Any feedback would be great!
Bone Armor is horrendously weak. Even taken into account both recovery and burst damage is the weakness of the class, it still seems too bad to ever see use. I would drop it to 4 mana, if not even 3.
No Deathrattle allows in the Basic set, so Splintering Shard and Unstable Creation is illegal.
You forgot to include the Skeleton token and its name need to be capitalized.
Wanted to build a class around Castlevania / Vampire Hunting. One too many Hunter classes in HS already, so calling it Vampire Killer. Looking for some feedback before tinkering any further.
Core of the class:
-Hero handles most of the fighting themselves - think like a control-oriented version of Demon Hunter
-Sub-Weapons: Cheap spells that benefit greatly from Spell Damage
-Relevant Keywords: Taunt, Silence, Legacy (new keyword, not featured in Basic set)
-Relevant Tribes: Beast, Skeleton (new Tribe, not featured in Basic Set)
-Flavour: Minions are a mix of church members, witches, vampire allies, and classic monsters converted to the side of killing vampires
With each press of the Hero Power, The Vampire Killer acquires a different Sub-Weapon to destroy minions with. The Dagger is the least impressive, but costs (0) (beyond the initial Hero Power cost). The Axe is best for dealing with wide boards, and the Holy Water best for handling single minions.
Basic Cards
The basic set is meant to be lukewarm in terms of power, but never irrelevant. The Hunter's Whip is weak, but gives you an early weapon to buff with Leatherworker (it's weaker than Light's Justice since Weapon synergy is more important in this class). Whip Crack and Dive Kick both help clear early boards or weak minions, with Dive Kick being great against tiny tokens or minions damage by the Sub-Weapons. Leg of Meat offers the Hero some longevity. Knives Out and Well-Lit Hallway give more predictable access to Sub-Weapons. Flick of the Wrist is card cycle and potential removal if running a weapon-buff deck. Garlic Extract is protection for the Hero from bigger threats. Adrenaline is a higher-risk big-reward card - potential to do crazy damage in one-turn if you can walk the line between low-health and death, but really weak when paying full cost.
Anyways, thoughts are welcome. I don't really play much HS, so I'm sure the balance is way off (in either direction).
I don't get why the Hero Power is named Candle Smash? Is there any link between candles and creating the spell? None of the card you showcased are candle-related.
Holy Water seem busted a card that would be generated a lot in your class. Just 1 mana and 1 Spell Damage that can deal up to 6 damage?
Adrenaline seems too bad as it base cost. Compare to Heroic Strike, which is commonly used in aggressively built Warrior decks. 4 or even 3 mana seems to be a good cost.
You're lacking a 7+ mana cost card in your set. Some class in the original Basic set don't have a 7+ cost (aka Hunter) but they have at least one of them in the Classic set, which this class won't have.
At last, the remaining cards of the Fischerman are here, and also the hero power's tokens, which I decided to make 3 instead of the original 4. Inside the spoiler:
Their names are based on real fishes of Azeroth! :D
The other remaining cards:
The tokens:
The other cards of the class, hero power and Portrait, to put everything into one place:
Edit: Fishing Rookie was supposed to be 2 mana from the beginning, it was a mistake before.
Overall, the class is coming together. Well done! However, I think you need another card draw effect in your class. Having such a shuffle heavy class but only 1 draw effect in the Basic set doesn't seem right to me.
I'm feeling pretty good about my current set so here are the showcase candidates I have for The Seer :
I like this mix because it showcases the class' strong ties to card draw, the end of turn synergy and the control playstyle. What do you think ?
Here are also a rework of Expanded Mind and a new card to replace Riptide Seer which will be moved to the Initiate set as part of the Murloc synergy that will be included there.
With these, half of my basic set is composed of spells worth 2 or less mana, which is important to me for the hero power to function properly. It will get a synergistic keyword in initiate so cheap draws should be enough for now.
This class would be about souls, death, life, manipulating and monstrosities. It will be good at swarming board, healing and card draw. In later sets hie will have some Spirit synergy. It will also use sacrifice mechanics to make its cards stronger, including destroying friendly minions and self-damage. It will be bad at dealing direct damage, however, as well as due to sacrifice mechanics within its cards, some of them may be a bit situational. It will also have limited amount of board clears and big minions. It will also have acces to weapons, which would however not be quite numerous, an usually will have more Durability than Attack.
I actualy changed few things since the last comp, like removing keyword which this class used to have. Here is the stuff:
Showcase cards:
Token:
Mistical Ritual: Swarm, spirits and self-damage are themes of this class, and this cards narrows it quite well.
Reconstruction: Sacrificing minions, and, again, summoning minions. The first part is why I chose it as a showcase card.
Refreshing Hand: Healing and draw, two strenghts of my class. May be a bit weak, it was balanced around Shield Block.
Other cards:
Soulhealer is a well-stated minion with heal. Soulburn makes use of cards sacrificing minions, like Reconstruction in basic. Soulkeeper and Raged Horror are minions to begin midgame, one giving you an extra token, second giving you a pretty good minion at a cost of your Health. Possessed Mind is removal which utilize mind control effect, which maybe won't be very often, but will sometimes be used in cards of this class. Shadowstrike is a card from a limited pool of boardclears for this class. Finally, Empowered Wand is here to give some extra fuel, as well as an example of weapon of this class.
This class would come into game with Darkmoon Faire expansion. Its set resembling an 'Initiate' set of Demon Hunter will be called 'Acolyte'.
Hope you like it!
Possessed Soul is way too busted compare to Mind Control with a not restrictive enough condition. I would increase its cost to 7, even 8 mana.
Overall, the class seem too much like a reharsh of Warlock without the interesting flavor. I don't think it's really unique enough to stand out.
Drain Soul is also a worse Penance, Warlocks tend to get worse version of cards with healing (or just worse cards in general like Darkbomb), it's supposed to be one of their weakness, so I don't think it is wrong to make a better version. Yeah the curse is Subdue but I do think it's fitting for my class too.
And about the Hero Power, you are right, it feels pretty wonky so I'm gonna take your suggestion and make it 1 mana add a 1/1 to hand, and change Mastering the basics (which was quite uninspired too) to show a sort of synergy with the Hero Power.
So here are the changes (I did remember to add the token this time lol):
I'm gonna quick read to the other posts but it's gonna take me a lil while
You could reduce the cost of Draconic essence and Brittle guard by 1 mana. Remember to add a dot at the end of everything and to add "Hero Power" to your hero power
Right now Hunter's whip is a bad Light's Justice, which is awful, you should at least and make it the same. And for the rest of the cards you have 3 cards that want you to have a weapon equipped to be useful so I would recommend you to change Leg of meat (you don't have a single beast in the basic set) for another weapon. And maybe you could the sub-weapons of the Hero Power into actual weapons.
Also for Dive kick you should copy Throw Glaive text.
Possess Soul feels a tad to strong to me, looking at your class you could make it something along the lines of "6/7 mana Take control of an enemy minion. Destroy it."
Looks good to me, but maybe you could use another artwork for the light sidekick? it looks kinda wonky next to the other cards, maybe one of these could work
Thanks to all who provided feedback. Very useful since I'm not too into HS. Additional feedback welcomed. I do find it difficult to establish a class identity in just 10 cards, especially ones that need to be weaker so future cards can shine.
Vampire Killer: Simon Belmont
Hero Power (and tokens)
I decided 1 mana for the HP would be too powerful (and would pull away from the uniqueness of DH's power). I did tweak Holy Water to deal one less proc of damage. Dagger can now target face, but costs 1 mana. Would have too much burn potential if it cost 0 and could hit face. Spell Damage is relevant to the class but not featured in the basic set (new players can grab some spell damage from neutral minions).
Re-worked Basic Set
Decided to re-work the Basic set to focus on two concepts more thoroughly: Sub-Weapons and Weapons. Dive Kick might get removed (didn't realize that Glave spell was even in the game). Removed Leg of Meat, re-worked Leatherworker into something brand new, removed Flick of the Wrist, and removed Hunter's Whip. Flick and Leg of Meat would probably make more sense in future weeks where beasts and more weapons exist.
Instead of a 1 mana 1/3 weapon, you now get a 1/1 that equips you with a 1/2 weapon. Seems like a fair trade off, since you get board presence, even if limited.
Added Encouragement, a cheap spell that can help the class deal with board threats.
Whip Crack! is now 2 mana, but deals 3 damage, so it's more relevant with the cost reduction. This is important since the class has weak board presence, especially early on.
Added Blessed Priest, a weak minion that generates a Sub-Weapon.
Added Heart Potion. Would need at least four Sub-Weapons in hand to be useful, and even then it's limited. Needs to be fairly weak to accommodate for future cards.
Since Dagger costs (1) now instead of (0), I upped Knives Out to give three copies instead of two. Otherwise it would never stand a chance of being played.
Added Chain Flail, a stronger weapon to use for the class without the initiate set. It's cost reduction is a reference to the whip progression system of the games (you would upgrade your starting whip into the Chain Whip).
Re-worked Adrenaline. New version costs (7), and now functions like 1.5 Heroic Strikes + Arcane Intellect. It seems fair at 7 mana, and great at 3, so it's a great top-deck for late game.
And to the nice person who responded and didn't understand why Smashing Candles was relevant - breaking candles to gain items, including weapons, is a staple of the Castlevania franchise. That's all.
Really not a fan of Formless Void and in general cards like this that are way too unique and niche that it just doesn't even make sense until you put it next to another specific card. Someone reads this and thinks, "wtf?" The weapon desotrying mechanic is fine, weapons already get destroyed and that is a part of the game, but I think it should be done with cards that feel more natural and make more sense in their own right, i.e. Blade Fury being a perfect example. And then if you have the Veiled Swordsman out while using your "Blade Fury" then all the better!
Hope that made sense.
Thanks for that, and it does make sense. I'll probably move that card to an expansion as cards should make sense immediately upon looking at them, in the Basic Set at the very least.
I've also noticed you're double posting quite a bit. Use the multi-quote function next time.
Okay so I was going to post so I took a good look at my set and the thing is, there is too much card draw in there... So I'm reworking a few cards and I would like a quick review to make sure I'm not messing this up.
Replaced cards:
While I love this Impending Doom idea, I'm a little worried about making infinite recursiveness this early... Maybe it could be "At the end of your turn, add a copy of this to your hand" so Fatigue is still a problem. Truesight is a little more interesting this way and it ties in with the hero power. Stellar Protection I changed a lot but it wasn't a very good card to begin with so I like this new control tool better and it's a good payoff for the "draw and shuffle" mechanics of the class.
Ok, I finally have all 10 cards from my class, thanks for the feedback! I present to you...
The Doctor
Backstory:
"Kel'Thuzad patted Mr. Bigglesworth, trying his best to not yawn while leafing through the dusty CV of the middle aged bald candidate sitting nervously in front of him. Looking for a good robotics teacher proved to be a harder task than he thought, but the Lordaeron School Council's new law forced him to give his students the chance to grasp the basics of mechanical work. 'That'll stray them from my goal' protested to himself 'Engineers aren't good at raising the dead!'. But as Gandling said, they were already breaking quite a few laws. It wouldn't hurt to respect that one unless they wanted an inspection. Still, the work experience of this man was boring. He worked as a mad scientist at Stratholme until someone told him that was not a real job. Then he tried to invade Stormwind with an army of drones but they ran out of battery before arriving at Wryn's castle, falling down and just killing a few guards. Finally, he spend some years teaching at Moonbrook School but got tired of VanCleef's gang stealing his breakfast so he left the job. Kel'Thuzad glanced over the papers to look at his guest:
'So, Mr. Terrible what do you want to achieve here at Scholomance?'
'It's Dr. Terrible! I've got a doctorate at Gearshaft university!'
Kel'Thuzad inspected him sceptically:
'Well, that university only accepts gnomes and you clearly don't look like one of them.'
'That's why I saw my legs to look shorter!'
That took Kel'Thuzad by surprise:
'So you... you sawed your legs.'
'Yeah, but I got better. That's what learning flesh sticthing is good for!'
Kel'Thuzad couldn't avoid grinning. This seemingly good for nothing technician could help him more than he thought. Flesh beast stitchers were scarce in those times. It shouldn't be hard to guide this mad man through that path.
'Well, well Dr. Terrible. I hope you enjoy your opportunities here.'"
Cards and class strengths:
"Swarms: Drones are good for spying and finding naughty students for Gandling to take. And they can even do some damage!"
"Minion sacrifice: I'm starting to find Kel'Thuzad's flesh beast monster discipline quite interesting. I'm trying to scrap some old drones I have t experiment with more... malleable materials."
"Removal: Most people use their underlings as an offense, but I'm to coward to leave myself open. I prefer my minions to defend me, offensives feel better when you work hard on them!"
"Cost reduction: I believe in efficience. Why use a whole squirrel as part of an Abomination when half a squirrel does the trick? Even though sometimes it's better to take some time to think about the outcome of your acts. Things happen when building hideous killer machines."
"More removal: Of course, I'm not against some more standard forms to defeat your enemies. One think I love from mother nature is how she gave us electricity, it leaves QUITE the impact against anyone who opposes me."
I think that Stellar Protection is good, but I still feel that truesight might cost 1. Impending Doom, however, could probably be better as a card for more advanced set in my opinion, given how it gives infinite resources.
Only one thing, tokens in card texts should be capitalized, I mean Thralls in Hero Power. Also, maybe they could be more ballanced without Taunt, but I am not sure, maybe you do not need to tweak.
I think I would prefer Adrenaline with only one of these effects, so it's less complex. Also, Dagger is now quite worse than other Sub-weapons in my opinion, as well as you did put a comma instead of dot at the end of Dagger's text. Other than that set looks ok, maybe arts could be more fitting Hearthsone.
Taking all the feedback into account, I decided to make a few changes. First and foremost, as @Ragnador pointed out, all of the 10 classes in the game have Hero Powers, which can be used at any time without any restrictions. Therefore, I resigned from the idea of making a restricted HP, though such a change will also influence the whole Initiate set. Here's the new Hero Power (and its token) :
I believe it's a fair change, as my class is lacking in value generation. Although the Thralls are not too much "value" they can be used as a nice way to either defend yourself with their taunt, or simply flood the board (I will consider a Token/Zoo deck in later sets)
Then there are also a few changes to other cards (and comments later on) :
Most of these changes were influenced by the fact, which @Klipce pointed out. Actually there are no 4-liners in the whole basic set in Hearthstone, so I also decided to make my cards simplier.
@Klipce
Yeah, I really got it all wrong there. I meant "Through Space". Idea behind it was Though Space sends a rift to damage an enemy and And Time rejuvenates them (maybe rename them to Space Rift and Rejuvenate or "Delay Harm"?)
Perhaps I should reword my hero powers so it says you can use each of them only once, so you can use both at any turn.
Click to see my Hearthstone projects:
Bodyguar(d?) prototype is horrendously underbalanced, compare to Fizzy Elemental.
Also it makes sense for a "Bodyguard" to have Taunt.
Really not a fan of Formless Void and in general cards like this that are way too unique and niche that it just doesn't even make sense until you put it next to another specific card. Someone reads this and thinks, "wtf?" The weapon desotrying mechanic is fine, weapons already get destroyed and that is a part of the game, but I think it should be done with cards that feel more natural and make more sense in their own right, i.e. Blade Fury being a perfect example. And then if you have the Veiled Swordsman out while using your "Blade Fury" then all the better!
Hope that made sense.
I could be mistaken but I'm imagining that the hero power is actually quite weak. Random could be pretty backbreaking. Hero powers are great for filling out a dead turn while you wait for the next one. This hero power could absolutely ruin those critical swing or tempo turns and it almost discourages you from hitting the button at all if you know that you have a good play next turn. What do you think about making it more controlled? Left-most card, lowest cost card?
Haha love the flavor and balance on Northrend Fishing. Nice one!
I know the card feels worse than others, but i have mana discounts with mech synergys, and lowering the cost could make it even stronger than it seems. The lower i can make it is a 8 mana card. But some mana discount could make it a bit oppresive.
A few suggestions:
Meanace below is a straight 50% buff on Pantry Spider which actually did see play. Another way of thinking about it is 3 mana for 3/9 worth of stats. While a 1 mana card is worth 1/3 in stats, you can't linearly scale when you "package" stuff together because the advantage of using 2 less cards from your hand to play the additional 1/3s is very valuable. A good rule of thumb is to add 1 mana when combining cards together. Compare to Force of Nature and you can see it clearly needs to be tuned down.
Bell's toll obviously way too strong when compared to the druid card that does the same thing for 8 mana and just adds taunt.
Accidents Happen is just an incredibly worse Minefield. Maybe reduce cost to 1 mana as an option.
Poison Wind Globadier: Change his name or work Poisonous into it somehow. The flavor is off.
Whatever floats your boat bro.
I appreciate the feedback but i have made quite a few changes since that post, correcting most of what you said. Accidents happen however is not a worse Minefield as that only hits minions. Accidents Happen hits only enemies and includes the enemy hero. A better way to compare it would be to Cinderstorm, in which case it's pretty balanced.
My Basic seem to be completed. Some final minor adjustment
New card:
Old version:
The Detective
Token:
A land full of people and magic power like Azeroth is a land full of mysteries waiting to be revealed and solved. The Detective is here to leave no stones unturned looking for clues and information and training new apprentices to join their rank.
Hero Backstory:
Margaret Christie is one of the most seasoned and renowned Detectives in all of Azeroth. She doesn't regret leaving her homeland . Gilneas to adventure on her own when learning that it will enter isolation from the outside world, although she always wonder how useful to her investigation it would be if she was to become a worgen. Now rumors of unsavory magic has led Christie to use all of her wit, might and health potion to investigate the seemingly unsuspecting Scholomance Academy.
Margaret Christie's name is a reference to the author Agatha Christie and her most famous character detective Miss Marple. She was picked instead of the other famous fictional detective Sherlock Holmes to give the hero portraits both more female characters and an elderly-looking character.
Themes:
Things the class excel at:
Things the class is okay at:
Things the class is bad at:
Showcase cards:
The rest of the class Basic set:
Explanations:
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:
Overall, excellent balance and interesting flavor that took very creative advantage the Hero Power. You seem to be on a good path.
Overall, the class is coming together. Well done! However, I think you need another card draw effect in your class. Having such a shuffle heavy class but only 1 draw effect in the Basic set doesn't seem right to me.
Overall, the class is coming together nicely, although the Hero Power makes me nervous for combo deck potential.
Overall, the class seem too much like a reharsh of Warlock without the interesting flavor. I don't think it's really unique enough to stand out.
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:
Lol I dunno why I forgot to link it, it was this dude, but it won't matter now that I'm changing it.
Drain Soul is also a worse Penance, Warlocks tend to get worse version of cards with healing (or just worse cards in general like Darkbomb), it's supposed to be one of their weakness, so I don't think it is wrong to make a better version. Yeah the curse is Subdue but I do think it's fitting for my class too.
And about the Hero Power, you are right, it feels pretty wonky so I'm gonna take your suggestion and make it 1 mana add a 1/1 to hand, and change Mastering the basics (which was quite uninspired too) to show a sort of synergy with the Hero Power.
So here are the changes (I did remember to add the token this time lol):
I'm gonna quick read to the other posts but it's gonna take me a lil while
Remember to capitalize both parts of Hero Power, And you should probably turn one of your bigger AoE into another card.
You could reduce the cost of Draconic essence and Brittle guard by 1 mana. Remember to add a dot at the end of everything and to add "Hero Power" to your hero power
Right now Hunter's whip is a bad Light's Justice, which is awful, you should at least and make it the same. And for the rest of the cards you have 3 cards that want you to have a weapon equipped to be useful so I would recommend you to change Leg of meat (you don't have a single beast in the basic set) for another weapon. And maybe you could the sub-weapons of the Hero Power into actual weapons.
Also for Dive kick you should copy Throw Glaive text.
Look good to me, remember to make the bluefin token
Looks good to me, although I would watch out for making an excessive amount of card draw, maybe you could change truesight to something else?
Possess Soul feels a tad to strong to me, looking at your class you could make it something along the lines of "6/7 mana Take control of an enemy minion. Destroy it."
Everything looking good, personally I think you could get away with making the Assassin 7 mana, but if you want you are ready to go imo.
Looks good to me, but maybe you could use another artwork for the light sidekick? it looks kinda wonky next to the other cards, maybe one of these could work
https://static.wikia.nocookie.net/mightandmagic/images/4/4a/Lesser_light_elemental.jpg/revision/latest?cb=20161230132739&path-prefix=en
Thanks to all who provided feedback. Very useful since I'm not too into HS. Additional feedback welcomed. I do find it difficult to establish a class identity in just 10 cards, especially ones that need to be weaker so future cards can shine.
Vampire Killer: Simon Belmont
Hero Power (and tokens)
I decided 1 mana for the HP would be too powerful (and would pull away from the uniqueness of DH's power). I did tweak Holy Water to deal one less proc of damage. Dagger can now target face, but costs 1 mana. Would have too much burn potential if it cost 0 and could hit face. Spell Damage is relevant to the class but not featured in the basic set (new players can grab some spell damage from neutral minions).
Re-worked Basic Set
Decided to re-work the Basic set to focus on two concepts more thoroughly: Sub-Weapons and Weapons. Dive Kick might get removed (didn't realize that Glave spell was even in the game). Removed Leg of Meat, re-worked Leatherworker into something brand new, removed Flick of the Wrist, and removed Hunter's Whip. Flick and Leg of Meat would probably make more sense in future weeks where beasts and more weapons exist.
Instead of a 1 mana 1/3 weapon, you now get a 1/1 that equips you with a 1/2 weapon. Seems like a fair trade off, since you get board presence, even if limited.
Added Encouragement, a cheap spell that can help the class deal with board threats.
Whip Crack! is now 2 mana, but deals 3 damage, so it's more relevant with the cost reduction. This is important since the class has weak board presence, especially early on.
Added Blessed Priest, a weak minion that generates a Sub-Weapon.
Added Heart Potion. Would need at least four Sub-Weapons in hand to be useful, and even then it's limited. Needs to be fairly weak to accommodate for future cards.
Since Dagger costs (1) now instead of (0), I upped Knives Out to give three copies instead of two. Otherwise it would never stand a chance of being played.
Added Chain Flail, a stronger weapon to use for the class without the initiate set. It's cost reduction is a reference to the whip progression system of the games (you would upgrade your starting whip into the Chain Whip).
Re-worked Adrenaline. New version costs (7), and now functions like 1.5 Heroic Strikes + Arcane Intellect. It seems fair at 7 mana, and great at 3, so it's a great top-deck for late game.
And to the nice person who responded and didn't understand why Smashing Candles was relevant - breaking candles to gain items, including weapons, is a staple of the Castlevania franchise. That's all.
Thanks for that, and it does make sense. I'll probably move that card to an expansion as cards should make sense immediately upon looking at them, in the Basic Set at the very least.
I've also noticed you're double posting quite a bit. Use the multi-quote function next time.
Okay so I was going to post so I took a good look at my set and the thing is, there is too much card draw in there... So I'm reworking a few cards and I would like a quick review to make sure I'm not messing this up.
Replaced cards:
While I love this Impending Doom idea, I'm a little worried about making infinite recursiveness this early... Maybe it could be "At the end of your turn, add a copy of this to your hand" so Fatigue is still a problem. Truesight is a little more interesting this way and it ties in with the hero power. Stellar Protection I changed a lot but it wasn't a very good card to begin with so I like this new control tool better and it's a good payoff for the "draw and shuffle" mechanics of the class.
Ok, I finally have all 10 cards from my class, thanks for the feedback! I present to you...
The Doctor
Backstory:
"Kel'Thuzad patted Mr. Bigglesworth, trying his best to not yawn while leafing through the dusty CV of the middle aged bald candidate sitting nervously in front of him. Looking for a good robotics teacher proved to be a harder task than he thought, but the Lordaeron School Council's new law forced him to give his students the chance to grasp the basics of mechanical work. 'That'll stray them from my goal' protested to himself 'Engineers aren't good at raising the dead!'. But as Gandling said, they were already breaking quite a few laws. It wouldn't hurt to respect that one unless they wanted an inspection. Still, the work experience of this man was boring. He worked as a mad scientist at Stratholme until someone told him that was not a real job. Then he tried to invade Stormwind with an army of drones but they ran out of battery before arriving at Wryn's castle, falling down and just killing a few guards. Finally, he spend some years teaching at Moonbrook School but got tired of VanCleef's gang stealing his breakfast so he left the job. Kel'Thuzad glanced over the papers to look at his guest:
'So, Mr. Terrible what do you want to achieve here at Scholomance?'
'It's Dr. Terrible! I've got a doctorate at Gearshaft university!'
Kel'Thuzad inspected him sceptically:
'Well, that university only accepts gnomes and you clearly don't look like one of them.'
'That's why I saw my legs to look shorter!'
That took Kel'Thuzad by surprise:
'So you... you sawed your legs.'
'Yeah, but I got better. That's what learning flesh sticthing is good for!'
Kel'Thuzad couldn't avoid grinning. This seemingly good for nothing technician could help him more than he thought. Flesh beast stitchers were scarce in those times. It shouldn't be hard to guide this mad man through that path.
'Well, well Dr. Terrible. I hope you enjoy your opportunities here.'"
Cards and class strengths:
"Swarms: Drones are good for spying and finding naughty students for Gandling to take. And they can even do some damage!"
"Minion sacrifice: I'm starting to find Kel'Thuzad's flesh beast monster discipline quite interesting. I'm trying to scrap some old drones I have t experiment with more... malleable materials."
"Removal: Most people use their underlings as an offense, but I'm to coward to leave myself open. I prefer my minions to defend me, offensives feel better when you work hard on them!"
"Cost reduction: I believe in efficience. Why use a whole squirrel as part of an Abomination when half a squirrel does the trick? Even though sometimes it's better to take some time to think about the outcome of your acts. Things happen when building hideous killer machines."
"More removal: Of course, I'm not against some more standard forms to defeat your enemies. One think I love from mother nature is how she gave us electricity, it leaves QUITE the impact against anyone who opposes me."
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
I think your set is good overall. Furnace Robot is still not the best, but it may pass if you do not want to make it too good for combos.
I think that Stellar Protection is good, but I still feel that truesight might cost 1. Impending Doom, however, could probably be better as a card for more advanced set in my opinion, given how it gives infinite resources.
Only one thing, tokens in card texts should be capitalized, I mean Thralls in Hero Power. Also, maybe they could be more ballanced without Taunt, but I am not sure, maybe you do not need to tweak.
I think the change of Sidekick is good call, you're probably good to submit.
I think I would prefer Adrenaline with only one of these effects, so it's less complex. Also, Dagger is now quite worse than other Sub-weapons in my opinion, as well as you did put a comma instead of dot at the end of Dagger's text. Other than that set looks ok, maybe arts could be more fitting Hearthsone.
Sorry for double-posting.