Almost done, 8/10 cards. Still need an AOE (or maybe I'll just skip it entirely) and then the 10th card can just be a flex spot. Haven't decided which are my showcase cards, so I just put them all in a spoiler for now.
NOTES:
Spatial Paradox is essentially just a duplicate effect (Germination) but can't "duplicate" legendaries, most cards you Discover, or minions you drew both of.
Not sure about the balance of Void Singularity. It is very easily played around and Crushing Walls so no play, so that is why I decided on 5 mana for now.
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.
Will do, ty for the reminder.
Also I wonder if it is fair, or even balanced, to let Dichotomous Entropy go face? I feel like the Fireball stat line is a very signature mage thing and deserves to remain best in class burn damage. I would think maybe 5 damage or change to hit minions only? Otherwise I like the x vs. y aspect of the card a lot though. I hope to see more of that in your future cards.
I quite like your set. Maybe Spatial Rift could cost 3, because you could play it with some pretty good 1 drops, however it has some requirement of playing bunch of low cost minions, what could cost you in lategame, so not sure about that. Also, unlike Fathomwalker and Void Singularity, Draw into Orbit does not make good use of middlemost mechanic in my opinion, because it doesn't realy interact with positioning or board, it just needs a certain amount of minions.
I figured since you need a weapon to fireball, it should be fair as you need to pay at least 1 mana extra. I'll consider changing, but only due to balance, as opposed to a Mage should be the only class with a deal 6 damage thing. At this stage in Hearthstone, nothing is sacred and class identity has been thrown out the window so I can live with a small indulgence such as this, as long as it is balanced.
Draw into Orbit uses the middlemost mechanic as more of a limiter so it can't go crazy like Divine Favor can. I see where you are coming from, as it sort of "dilutes" the use and flavour of the middlemost mechanic. I'll also think about this one.
Wait, the second half of AIM7sparrow's post was actualy written by me, and, at least on my phone, they look like they 'merged'. Is that actualy possible? That would be the weirdest thing I saw on this site.
I manually merged them, I must have thought they were both from AIM7sparrow, my mistake. Though you have a card creation border, you both share the same default avatar so that threw me off.
As it stands I think that at 5 mana Void singularity is fine, if it only destroyed one minion then you could reduce it to 4 mana, but your comparison with Crushing walls makes me think it will destroy two minions if they control an even amount, so 5 seems fair to me. Maybe you could make a pay-off for breaking your weapons with the last card? or you could change Drawn into orbit into something along the lines of: "Draw a card for each weapon you broke this turn."
Alright, one last go. I assume we have until midnight tomorrow to post in the submission thread. I couldn't see any specifications on the timing anywhere.
The Vampire Killer
The legendary Vampire Killer - Simon Belmont, hunter of those creatures that strike fear into man. He's a one man army, carrying a tool-kits worth of bladed weapons and powerful whips to vanquish the creatures of the night.
+Grab a whip and step into combat - leverage cheaper, weaker weapons for an early presence and then trade up into stronger variants
+Use Sub-Weapons to control the board and kill the enemy Hero - cheap spells that can be generated via many means
+Unite with members of the church, local tradesman, and the powerful Belnades magic clan - your minion allies are there to support your efforts in combat, not the other way around
Hero Power & Tokens
+Smashing candles can net you some pretty surprising weapons - keep boards controlled with Axes and Holy Water, or hold onto Daggers to toss at your enemy hero
+Strong synergies with Spell Damage - the witches you allied with can take your meager weapons and turn them into your ticket for success
Basic Set
(NOTES: I reduced the cost of Heart Potion to 2 from 3 - it would still take at least three Sub-Weapons to generate any value. Adrenaline was removed as was Dive Kick. The new Sorceress card provides obvious synergies with Sub-Weapons, but is too expensive to OTK as is. The new Critical Hit gives you a removal tool, but requires at least five Sub-Weapons to even be an Assassinate)
Deep beneath the earth, a growing, gnawing presence breeds ceaselessly. Ratmen, vile creatures who betray and kill for any scraps of power, lead by their demonic Horned Rat god, slowly preparing for a vermintide so large the world will be covered i paws and infected fur.
You are a warlord, a leader among them, representative of your clan, chosen to lead the war against the world of man, elf and dwarfs. Yet somehow, through the mistakes of the Skryre attendants, your tunnels lead you to a different world, untouched by skaven, until now.
Lead your armies great master, expand the Under Empire, take this world in the name of the Horned Rat! Rage total war!
These are the 3 cards that i believe represent the best the skaven.
Menace Bellow: The absolute core of the skaven is tokens and aggressive play. The rats can come out at any time, anywhere and when they do so the fields are covered in black fur.
Accidents Happen: Skaven are not above sacrificing the weak for some advantage, in fact they excel at it. With so many small minions around, you can easily spare one for a cheaper Cinderstorm.
Poison Wind Globadier: Skaven are surprisingly, highly technologically advanced and have many tech cards against almost anything. They are jack of all trades, being able to handle any situation, though these highly specialized cards are also weak when not in their preferred scenario. A good Warlord must know what units to bring into his army.
Rest of the basic set:
These 3 cards form the core aspect of the Skaven class. Wide boards, lots of tokens and some buffs to make them dangerous
Meat Shields: Versatile card that is both offensive, creating 3 tokens for only 2 mana, or defensive, protecting more important minions such as the Skaven Chieftain.
The Bell Tolls: Finisher for the class and something that rewards the token spam.
Skaven Chieftain: Powerful minion that lets you use tokens as soon as you summon them, letting you deal quickly with the enemy board if you need too. Real ledears let the others go into battle first, and they lead from behind!
Hideous Improvement: Take a weak rat, give him to Clan Moulder and watch him grow into a great weapon of war!
Artillery Support: Any good warlord will tell you the indispensability of artillery. On the weaker side when it comes to power but it fits perfectly between Hammer of Wrath and Starfire.
Warp Lightning: This may look a bit out of place but it's to show a very important aspect of the class that i will expand in the Warlord set. The class will generate cheap tokes called Warpstone which it will want to discard (consume) for powerful spells.
Battlefield Cook: Sturdy minion to give the class some survival while also helping its gameplan. With some clever trades you can make your minions survive for longer, letting you keep a healthy board of rats. Don't ask where the meat comes from.
Tokens:
This is, hopefully, my finished entry. Any suggestions before i post it on the submission thread?
I made some balance changes to my basic set based on feedback I received. I think I also got all the grammatical errors. Thanks everyone for helping me to fix them!
While we wait for the voting to complete, I thought y'all might like this. My friend thinks it's pretty dumb but I think it's a giggle. It's just meant to be a minion with good keywords for buffing, with a flavorful affect. Stats and keywords may vary.
While we wait for the voting to complete, I thought y'all might like this. My friend thinks it's pretty dumb but I think it's a giggle. It's just meant to be a minion with good keywords for buffing, with a flavorful affect. Stats and keywords may vary.
Well, i'm not a fan of this. Emote manipulating is good if not affecting gameplay, like Mayor Noggenfogger which can trigger the removed sorry button, and such effects should not be in card's text. Not saying that imagine if your opponent for some reason does emote forgetting that Xavius is on board, that's not realy fun.
What would you, people, say about my class? I don't want to beg for feedback, and I know it's Christmas, so many of you may be in rush, but I didn't manage to get any feedback, and would like to know if the direction of my class is any good.
What would you, people, say about my class? I don't want to beg for feedback, and I know it's Christmas, so many of you may be in rush, but I didn't manage to get any feedback, and would like to know if the direction of my class is any good.
I really like the concept of giving minions armor. It fits the Engineer's class identity. Genuinely all your cards are well-balanced and have good design, though I believe that Pyromancy could cost 4 mana (comparing it to Minefield)
Thanks Artimex723. I actually balanced Pyromancy with Minefield, Avenging Wrath and Mask of C'Thun in mind, it does 3 more random damage than Minefield, what may not be worth 3 additional Mana, but deals damage only to enemies. Avenging Wrath costs 1 more, but may target hero, what may be not always upside, but it is not much used card anyway. At last, Mask of C'Thun may be considered not the best spell by some, but is a card for Mage, a class designed to have good damaging spells.
Almost done, 8/10 cards. Still need an AOE (or maybe I'll just skip it entirely) and then the 10th card can just be a flex spot.
Haven't decided which are my showcase cards, so I just put them all in a spoiler for now.
NOTES:
Will do, ty for the reminder.
Also I wonder if it is fair, or even balanced, to let Dichotomous Entropy go face? I feel like the Fireball stat line is a very signature mage thing and deserves to remain best in class burn damage. I would think maybe 5 damage or change to hit minions only? Otherwise I like the x vs. y aspect of the card a lot though. I hope to see more of that in your future cards.
I quite like your set. Maybe Spatial Rift could cost 3, because you could play it with some pretty good 1 drops, however it has some requirement of playing bunch of low cost minions, what could cost you in lategame, so not sure about that. Also, unlike Fathomwalker and Void Singularity, Draw into Orbit does not make good use of middlemost mechanic in my opinion, because it doesn't realy interact with positioning or board, it just needs a certain amount of minions.
I figured since you need a weapon to fireball, it should be fair as you need to pay at least 1 mana extra. I'll consider changing, but only due to balance, as opposed to a Mage should be the only class with a deal 6 damage thing. At this stage in Hearthstone, nothing is sacred and class identity has been thrown out the window so I can live with a small indulgence such as this, as long as it is balanced.
Draw into Orbit uses the middlemost mechanic as more of a limiter so it can't go crazy like Divine Favor can. I see where you are coming from, as it sort of "dilutes" the use and flavour of the middlemost mechanic. I'll also think about this one.
Wait, the second half of AIM7sparrow's post was actualy written by me, and, at least on my phone, they look like they 'merged'. Is that actualy possible? That would be the weirdest thing I saw on this site.
I manually merged them, I must have thought they were both from AIM7sparrow, my mistake. Though you have a card creation border, you both share the same default avatar so that threw me off.
As it stands I think that at 5 mana Void singularity is fine, if it only destroyed one minion then you could reduce it to 4 mana, but your comparison with Crushing walls makes me think it will destroy two minions if they control an even amount, so 5 seems fair to me. Maybe you could make a pay-off for breaking your weapons with the last card? or you could change Drawn into orbit into something along the lines of: "Draw a card for each weapon you broke this turn."
Alright, one last go. I assume we have until midnight tomorrow to post in the submission thread. I couldn't see any specifications on the timing anywhere.
The Vampire Killer
The legendary Vampire Killer - Simon Belmont, hunter of those creatures that strike fear into man. He's a one man army, carrying a tool-kits worth of bladed weapons and powerful whips to vanquish the creatures of the night.
+Grab a whip and step into combat - leverage cheaper, weaker weapons for an early presence and then trade up into stronger variants
+Use Sub-Weapons to control the board and kill the enemy Hero - cheap spells that can be generated via many means
+Unite with members of the church, local tradesman, and the powerful Belnades magic clan - your minion allies are there to support your efforts in combat, not the other way around
Hero Power & Tokens
+Smashing candles can net you some pretty surprising weapons - keep boards controlled with Axes and Holy Water, or hold onto Daggers to toss at your enemy hero
+Strong synergies with Spell Damage - the witches you allied with can take your meager weapons and turn them into your ticket for success
Basic Set
(NOTES: I reduced the cost of Heart Potion to 2 from 3 - it would still take at least three Sub-Weapons to generate any value. Adrenaline was removed as was Dive Kick. The new Sorceress card provides obvious synergies with Sub-Weapons, but is too expensive to OTK as is. The new Critical Hit gives you a removal tool, but requires at least five Sub-Weapons to even be an Assassinate)
Tokens from Basic Set (other than Sub-Weapons)
Feedback very much welcome. Thank you!
9 PM EST. I'll make a note of this in future threads.
These 3 cards form the core aspect of the Skaven class. Wide boards, lots of tokens and some buffs to make them dangerous
Tokens:
This is, hopefully, my finished entry. Any suggestions before i post it on the submission thread?
I made some balance changes to my basic set based on feedback I received. I think I also got all the grammatical errors. Thanks everyone for helping me to fix them!
Just over two hours left to submit.
While we wait for the voting to complete, I thought y'all might like this. My friend thinks it's pretty dumb but I think it's a giggle. It's just meant to be a minion with good keywords for buffing, with a flavorful affect. Stats and keywords may vary.
Well, i'm not a fan of this. Emote manipulating is good if not affecting gameplay, like Mayor Noggenfogger which can trigger the removed sorry button, and such effects should not be in card's text. Not saying that imagine if your opponent for some reason does emote forgetting that Xavius is on board, that's not realy fun.
What would you, people, say about my class? I don't want to beg for feedback, and I know it's Christmas, so many of you may be in rush, but I didn't manage to get any feedback, and would like to know if the direction of my class is any good.
I really like the concept of giving minions armor. It fits the Engineer's class identity. Genuinely all your cards are well-balanced and have good design, though I believe that Pyromancy could cost 4 mana (comparing it to Minefield)
Thanks Artimex723. I actually balanced Pyromancy with Minefield, Avenging Wrath and Mask of C'Thun in mind, it does 3 more random damage than Minefield, what may not be worth 3 additional Mana, but deals damage only to enemies. Avenging Wrath costs 1 more, but may target hero, what may be not always upside, but it is not much used card anyway. At last, Mask of C'Thun may be considered not the best spell by some, but is a card for Mage, a class designed to have good damaging spells.