Riptide is a typo. Also, there isn't a single end of turn effect in the entire neutral Basic Set, so this card will synergize with like maybe two cards in total for a new player.
I already dunno tbh... this whole revealing thing almost feels like a keyword in of itself. Definitely doesn't feel like a Basic set to me at all, you're using the Basic Set to force-feed an entire playstyle. Not even the DH Basic set did this.
Not to mention, your Hero Power generates a pretty complex token. Maybe I'm in the minority, but I'm not feeling it with what you've got, sorry. I like the idea of focusing on 0-Cost stuff, that feels like a more grounded approach.
Not entirely sure what to make of this at first glance. Easy stuff first: Tons of typos in your card names, check spelling. Hero Power loses a lot of impact as the game goes on. Bell's Toll seems kinda broken, it isn't easy trying to balance a board-wide buff, especially in what appears to be a token-centric class. The three 1/3's spell also might be a bit too good.
That being said, I looked over the cards and balance which seems find other than the cards above. Not sure why I can't shake the feeling that... not sure something doesn't quite click for me. Might be the polar opposites of you have 5 cards all dedicated to token spam, then 4 are only about control the board, and just 1 utility card, something that is not usually the case in a Basic Set as it doesn't promote mixing and matching. Then again, Priest's Basic Set is more than half control-based cards as well, though their flavour is meant to be that way. Like I said, not entirely sure why it just doesn't fully click for me.
I'd watch out for Consume Magic though and maybe Dredger Servant. Also, as someone said before, you do run into the risk of being too close to Warlock though if you focus on the mana crystal side of things, that would be enough of a departure, imo. Though that is more a blood elf thing which leads me to:
Since you are keen to preserve flavour, well, blood elves aren't bloody. They wield fire magic. I'd pick either vampyrs or blood elves since while some vampyrs used to be blood elves, they're now loyal to the Scourge, at complete odds with the Sin'dorei as a whole.
As a general reply...
I did specify these were only the first three cards I had, not my showcase. No need to worry about me not introducing a 2nd dimension to my class.
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
Not in this contest, but I tried making a Scientist class once. I'm impressed our ideas (and even the art chosen) are very similar. I liked it hahahah I think the cards are cool, my favorite is Planification Session, and maybe Furnace Robot is too weak and Plague Vial too strong, but not so much, though. The only problem is Siren-o Bot, because Deathrattles aren't allowed in the basic set.
Thanks for the feedback everyone, made some changes to simplify the Hero Power of the Fisherman, thus allowing more flexibility with card draw mechanics.
The next turn the HP is used, a fish will pop into the player's board. A guaranteed, but slow effect, closer to the class' proposal.
Updates:
Now, my Goldie pal is right tagged and I brought more 2 spells, with Relaxation coming in handy with the change of the Hero Power. Still 5 to go...
Ok, got the first three cards done as well as my Hero Power. These three cards aren't necessarily my showcase cards, just the basis of where I want to take the class. Not 100% sure if I want a new keyword, will have to see.
The Riftblade
Some design notes:
Yes, Formless Void purposely destroys the two 3/1 weapons.
One major gimmick of the Riftblade is proccing effects when your weapon is destroyed. This is a very weapon-centric class *but*...
...it doesn't have any actual collectible weapon cards! They are all generated from minions or spells. Just a little nod to how the Void is chaotic in nature, shapeless, and cannot be contained.
Nice concept. Veiled Swordsman looks too strong imo.
I make some changes and this is what i end up so far.
Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.
Most important i get the theme of your class, tokens, fill board, buff minions. I think some of your showcase cards are a bit strong for a basic set. For example Research, draw and reduce, if your class is not spell related i dont think should have the reduce in the same card. Maybe even try a conditional draw if you want to give more flavor.
Warlock Engineer is too strong. Maybe should say "this turn".
Overall i like the tokens scourge idea, hope you can get more ideas to give him better identity.
Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird.
Thanks for the coments! I like the theme and hero power. I think Fate Fortold should'nt deal damage since isn't really a conditional draw or maybe use another condition for it (since draw is supposedly is worth 1.5 with no conditions). I like the others three. Not to much to say about the others, i think they are balanced and have good flavor.
I asume you are adding the tokens to your deck for thematic purposes. That give it more identity and if you want to keep it that way i recommend you use specific draw cards "like draw a beast, draw a x cost, put this or that on top". All in all i like what you're making. Also don't forget the Beast tribe!
Don't see a correlation with mechanics and hero, maybe give it a gambler or faire flavor. I like the theme so far. As suggestions maybe you can add buffs and debuffs as dice mechanics, either to hero o minions and have some minions that work actually better with debuffs.
Thanks for the coments! While i like the idea of your class and i like the idea of effects after destroy your weapon i think you need to showcase one more mechanic besides that one, to give more identity at your class. Maybe void form stuff. Looking forward to see it.
Very good overall. Are "lose health" and "take damage" the same thing? Just to avoid some misinterpretations, like with the HP and Dredger Brute. Mana Drain may be a little weak (doesn't mean it needs changing) and Sun Blast may be too strong. (also no big deal, we have Fireball in the game, already xD)
@B3ckemon Whoops, didn't saw that! I guess it's normal scientists and alike are common on those competitions haha, hope it doesn't matter! I'll try to steer from your concepts as much as I can. About your class, the idea is pretty original! It feels like a more chill hunter, with the hero power being a delayed Animal Companion and the amount of beasts, and also lots of healing. The only issue I found is that Premium Bait is too weak imo. I mean, +3/+3 for 3 mana is already an average card, the beast restriction is unneeded or the card should be buffed to a +4/+4. Also the beast's 'b' must be in uppercase (look at Mark of Y'Shaarj for reference).
I make some changes and this is what i end up so far.
Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.
I really like your Hero and the concept of sacrificing mana crystals for effects, however I feel that Infused, Mana Drain and Consume Mana are a bit weak for their price. Infuse could cost 1 mana and Mana Drain could cost 0, Consume Mana is more tricky since it will probably be played with a combo to deal lethal damage, so going up in value is difficult, however think that destroying a mana crystal (Unless in turn 10) means the card has a mana cost of "Base value + Remaining turns until turn 10"
Ok, got the first three cards done as well as my Hero Power. These three cards aren't necessarily my showcase cards, just the basis of where I want to take the class. Not 100% sure if I want a new keyword, will have to see.
The Riftblade
Some design notes:
Yes, Formless Void purposely destroys the two 3/1 weapons.
One major gimmick of the Riftblade is proccing effects when your weapon is destroyed. This is a very weapon-centric class *but*...
...it doesn't have any actual collectible weapon cards! They are all generated from minions or spells. Just a little nod to how the Void is chaotic in nature, shapeless, and cannot be contained.
Seems to be too similar to Rogue at first glance with the theme of the cheap weapon and weapon breaking. You need another theme to differentiate the class from it.
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!
The class is shaping up well. A few things:
As mentioned before, the name Magician seems to be too similar to Mage. Maybe change the class's name to Illusionist? Seems fitting with the swapping cards theme you have going on.
Breath of Knowledge's wording need work. Double space behind Draw a card. And the wording should be similar to Baku and Genn: "If it's an even-cost card..."
Well, Here is my Fisrt Attempt, the Warper :D, i have some issues with the unique Keyword, but is not a thing to discuss for this week. While Druid Ramps, and tries to get tokens to buff them with its own stuff, the Warper Cheats mana by reducing its own stuff cost gambling, and its more annoying, stealing attack and buffing friendly minions with the stolen stats.
Here are the Hero, the Hero Power, and some of the basic Cards, (i Still have doubst on some of them, so any feedback would be apreciated :D )
That Said, here it is
Tokens
I was thinking on giving Lifesteal to the class, but only in weapons and some high cost minions, like in the Control orb for example.
Well, here is the second attempt, i corrected the typo errors, and made some buffs here and there, i have 2 ways to go in the basic set, i have token cards, and big cards slowr cards. The weapon would go in the second gtoup of cards. And i think i overdid the Angry Boss buff just a bit, maybe a 1/3 would be better cause rigth now is a 4/5 on curve for 3 mana accros 2 bodies.
And i forgot to change Power Warping text, my bad
Your class have very strong flavor. Congrats. A few thing to be adjusted:
All the mana-modifying cost need to drop the "mana" part. It should be something like "cost (1) less" similar to Preparation
Control Orb wording should be "Give a random enemy minion -2 Attack" similar to Shrinkmeister
Ladybug need a different name to reflect that it is a Mech. Mechanical Ladybug maybe?
Ok, my idea is taking its first steps, and gaining some form. There probably won't be any new keyword, perhaps a new mechanic (for the advanced sets). Some feedback will be gadly appreciated : )
Ok, say hello to THE FISHERMAN!
Nat Pagle is here to give us a nice and relaxing time in front of the water. Just like fishing, the idea behind the class is a slow game. Gain tempo for later turns and control the board. I'm looking mostly for paladin and priest cards as comparison (and hunter, kind of).
Go Fishing is the Hero power that adds a minion to your deck and is summoned later on, for a small tempo. The deck of the fisherman is like the 'bucket' into which he stores his fish, rather than the sea/river where he ACTUALLY fishes. This will be the board and the cards themselves. Obviously there will be cards that synergize with the hero power later on.
(Tokens soon) The fishes created with the HP will be 2-cost minions, like a plain 2/2, a 1/3 with taunt, a 2/1 with Rush and a 1/2 with spell damage.
Some cards so far:
Yes, there will be some beast synergy as well. ^^
General characteristics of the class: beasts, board control, healing and minion buff (paladin like), not that much card draw, because of the hero power, and not aggro friendly.
One last thing, for the english natives: as I googled for the terms "Fisher" and "Fisherman", both were acceptable. But what is the most common? 'Fisherman' sounds a little formal, but sounds right to me.
Really nice flavor. However, you really need to think out your Beast synergy to help differentiated the class with Hunter if you want to incorporate it into your class. Premium Bait for example is something I can see to be too similar with Hunter.
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:
Your Hero Power is not really a fun and interactive one, similar to Shaman. It either a 2 mana deal 2 or deal basically nothing to the enemy. I think this need a redesign.
Artillery Support seems weak. Deal 4 damage worth about 3 mana. I would reduce it to 4 mana. Unless that is a deliberate weakness for your class.
Some other cards I made since the initial post:
One major weakness of the class is that it lack proactive play in the mid-game, thus vulnerable to be overwhelm by midrange decks. Its token stuff need to be played early or combo them so they can actually do something since they have 0 Attack a lot of the time. On the plus side, the class have powerful card draw and card generation to set up and draw into their combos.
Thanks for the feedback!, about your sugestions, im aware about rhe mana thing, but being the basic set, i want it to be clear about how they work, this would be the firt cards a player would have acces to, so i want them to specify how they work, i saw the basic set from other classes (the real ones) and most of them say all what they does, the implicit cards are in the classic set, like preparation, when i make the iniciate set, and the expansion, i wont some words like Mana and others. About control orb, i guess its true is too complicated to explain without the word steal, and be clear at the same time for a basic set standars so ill move the "steal mechanics to the iniciate, while i preserve the "answer to the enemy's presence" somehow with cards that does something if the opponent has minions on board, and about Ladybug i changed the name, yea i have my doubst about it too xD
Thank you @McF4rtson and @Ragnodor for your feedback ! I was bound to make a stupid mistake like including Silence in the Basic set... Well at least it's easy to fix, I'll just move the cards to Initiate and replace them with new ones. For Channel and Expanded Mind, I'm completely reworking them. While I enjoy combo decks, I don't want to end up making a pure explosive burn archetype for this class. So, I'll try to provide combo cards that don't involve direct damage. Finally, I want to keep Star Seeking at 3. I know that it looks like a worse Arcane Intellect but not only does the class have access to card draw with its hero power, I want to introduce end of turn trigger synergy in the likes of Drakkari Enchanter.
Here are my 4 new cards :
Now onto review duty ! Side note : can you people post new versions of cards instead of editing your old comment ? It makes it easier to track the evolution of a card and avoids making comments irrelevant in the future.
@Ozymandis
Your hero power is interesting but it might put a little too much stress on the hero's health. Make sure to include good healing options in your class. You should also word it in a way that makes it cear hero Attack goes away at the end of the turn.
I would put Crimon Sacrifice's effect on a minion and bump up the cost to at least 8, otherwise it's going to be a huge problem. Bloodwalker is a little unclear, I would word it as "This minions loses Attack before it loses Health". Crimson Blast is a cool design but I would tie it to burn because that's just too easy to abuse.
@Artimex723
Hard to evaluate anything without much information on the class but I'd say you need to be careful with permanent Attack (capital A) debuffs as they can often be synonymous with completely removing a minion from the field. I would just remove the Silence and go with a more straight forward effect.
@AnarchistMurloc
Your hero power is nice and simple but I think you need a little more if you plan on adding a ton of synergy for it. For one thing, I'm not a fan of class that utilize both Armor and healing as the two pretty much contradict each other. I also think that hero power refresh synergy works much better with a 1 mana hp or one that have flexible effects. I might go with 1 mana "Restore 1 Health" or "Gain 1 Armor" tho I find the later a little rigid.
I'm gonna assume that Submerged is based on LoR's Depth. While adapting ideas from another card game into Hearthstone is pretty cool, I'd like to remind you that LoR has 40 cards decks when Hearthstone has 30 so I would adapt the number of cards below which Submerged is triggered (probably to 10). Also, I gotta say that this looks a lot similar to the Seawitch concept that won a competition not long ago. I would advise you look into it to make sure you aren't stepping on too many toes, and even consider reflavoring your class.
Your hp synergy cards look great but as it stands the archetype is a little one-dimensional for the reasons I outlined above.
Armor synergy is interesting and something that we don't see much of in Hearthstone. That said, you still have a lot of mechanical conflict with the hero power's healing.
Giant sea monsters are cool but Couatl Goliath's drawback is far too easy to ignore. That makes it a super powerful tempo play for any Aggro or Mid-Range deck.
@JoshoPrime
Right out the gate, I would like to say that, while cheating mana is a fun concept, it can be easy to overdo it. Just something to keep in mind in the future.
Some of your cards seem to be on the complex side so I would advise moving more convoluted ideas for the Initiate set. Also consider adding Mech synergy as you seem to have a lot of those.
@McF4rtson
I like you concepts a lot ! I think you should push it a bit with weapon buffs, especially beyond just stat increases.
I'd like to see what your class can do beyond weapon synergy tho. I would assume that it leans on the control side based on what's available right now but you could go a more aggressive direction.
@CakeEater
Nice hero power ! Maybe you could rebrand this as a gambler ? Magician sounds really similar to Mage...
Your cards look great but there are spaces in weird places... Maybe this is a formating issue. Either way, I'd like to see more of your class !
@B3ckemon
Nice flavor you got there ! It's cool to see a less serious concept for once :)
Your hero power is interesting but the variance on it is quite problematic. Sometimes it's a literal waste of 2 mana, sometimes you'll draw 5 fishes in a raw and overwhelm your opponent. I would either have the fishes go to your hand or to the top of your deck to mitigate that. I'm also not a fan of the Shaman-esque design but I think you're close to something great. In my opinion, it would be better if each fish was different but had a similar purpose. For example, you could have four fishes that help a tempo or control gameplan. This way, the randomness adds variety without making the game all about high and low rolls.
For the cards themselves, they look good to go. Goldie Friend should probably be a Beast tho. I'd love to see more !
Thanks for the feedback aswell :), now i know the mana cheating is scary, but i had in mind that it could be dangerous, so ill do my best to make it balanced, i kew it from the beggining. And yeah, the more complex card will be part of the iniciate set, i buffed the Time Warp Technician as result but i think its ok, ill use the its concept in a higher costed card. And i liked the mech synergy option, so i changed one of the complex cards with it. There will be more for sure in the expansion and the iniciate.
Tokens
Well, reading the feedback, i decided to change the steal mechanic for a "if your opponent has a minion" precondition, ill use the word "steal" in the iniciate set, so i can have shorter card textes to work with. I added some mech synergys, I think it would be it. this is probably how ill present the basic set, obviously, with a better paragrph and stuff and stuff.
Edit: ill give feedback on all about all the new stuff later, after i read the new pasts :)
Thank you for your feedbacks. Here's what I changed:
Simplify the Hero Power. Now the Apprentice will not reveal anything but they will synergize with the combo / control playstyle by still having Taunt and not get in the way of revealing effects. The class's token playstyle as a whole will not change with this adjustment. With this came a name change from Investigate to Detective Training to fit with the flavor better.
Remove Dirty Cop, Bribery and Reckless Pursue to the Initiate set. They are very important to the class but too complex for the Basic set. Orc Apprentice and Bonus Payment is added to keep this flavor in.
Rework Orc Apprentice. The class need recovery to support its playstyle and find a simpler way to synergize with the Apprentice / card reveal playstyle. The card draw slot is given to Forensic Intellect
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
All here are pretty good, but, Deathrattle is not a valid Keyword for the basic set, move that effect to the iniciate or expansion set. Over all i like the idea about a swarm of mechs.
Thanks for the feedback everyone, made some changes to simplify the Hero Power of the Fisherman, thus allowing more flexibility with card draw mechanics.
The next turn the HP is used, a fish will pop into the player's board. A guaranteed, but slow effect, closer to the class' proposal.
Updates:
Now, my Goldie pal is right tagged and I brought more 2 spells, with Relaxation coming in handy with the change of the Hero Power. Still 5 to go...
i like how this is going, i personally would love to play this class in the actual game. Seafood banquet is maybe strong, but since most of your minions are low heal ones, is perfectly fine.
Thank you for your feedbacks. Here's what I changed:
Simplify the Hero Power. Now the Apprentice will not reveal anything but they will synergize with the combo / control playstyle by still having Taunt and not get in the way of revealing effects. The class's token playstyle as a whole will not change with this adjustment. With this came a name change from Investigate to Detective Training to fit with the flavor better.
Remove Dirty Cop, Bribery and Reckless Pursue to the Initiate set. They are very important to the class but too complex for the Basic set. Orc Apprentice and Bonus Payment is added to keep this flavor in.
Rework Orc Apprentice. The class need recovery to support its playstyle and find a simpler way to synergize with the Apprentice / card reveal playstyle. The card draw slot is given to Forensic Intellect
Add board clear and removal to the class
Cards:
All this stuff is interesting, the flavor is sweet, My only "but", would be security pistol, i think giving 2 armor would more acuerate for its cost, but, it could be fine as it is.
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
The class's name seriously need a change. There's already a widely-used card named Mad Scientist. I think Experimenter seems to fit your class.
There's no Deathrattle allowed. So Siren-o-bot is illegal.
Pollination and Plague Vial seems weak. While I know that healing is supposed to be a weakness, the swarming aspect isn't enough to make up for it. I would increase the number of tokens to 5. Plague Vial is even worse since your class is supposed to be good at removal. So I think its cost should be 3.
And yes. I do plan to print more 0-Attack minions in the future, most likely in the Initiate set or the expansion set or even a slot in my Basic set.
I make some changes and this is what i end up so far.
Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.
Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird.
First up: What is "lose health" even mean? Is it the Hero Power reduce your Health permanently? That seems a little harsh especially since your class heavily use Lifesteal. If it just mean take 1 damage then you should reword it similar to Lifetap.
Infuse should have its wording change similar to Hand of Protection. Also, its cost should be reduce to 1, similar to Hand of Protection. Paladin's specialty is Divine Shield which seems to similar to your class's specialty in Lifesteal.
Dredger Brute's wording should be changed similar to the Warlock "take damage" effects.
So I have finished my basic set for the class and here's the first look at my work. I would be glad to recieve some feedback.
The Harvester
And here's the token for the Houndkeeper:
Now for comments on each card:
Anima Extraction - I know it is a powercreep on Dark Pact, but honestly this card is already powercrept by Sacrificial Pact and Warlock has more synergies for swarming the board with small minions to use these spells on. And honestly, I even forgot Dark Pact ever existed.
Venthyr Assassin - To be honest, this is the card I am really proud of. Even though at first glance it may appear to be overpowered, it can get awkward very easily. You can't choose which minion it kills with its battlecry (it can also be countered by Divine Shield) and then a 4/3 is extremely easy to deal with at turn 7.
Eternal Atonement - When making this card I tried to make something similiar to Assassinate, but also quite different. Now this card is extremely situational. It's usually just the Rogue spell I mentioned but with additional 1/1 body. The real fun starts when you steal some cards with Deathrattle or 'constant' effects (like Ras Frostwhisper).
Nathria Commander - Not a very exciting card, but has some nice synergies already and I'm planning on making more cards that synergise with it.
Sinful Harvester - Quite similar to Curse of Weakness but instead of Echo, you get a 4/3 body for 2 more mana.
Swarming Mist - Even though it's an ability from WoW I kinda reworked it to be a good AOE for my class. At first I wanted to do something more correct in comparison to the WoW spell - "Repeat at the start of your next turn", but in HS such an effect would be too complex for a basic card. As for the powerlevel, I think it's quite balanced and simple.
Revendreth Guard - In normal circumstances 3/2 is worth around 2 mana, so you get a 1 mana discount on the second one, but lose 1 card from your deck. Don't be too scared though. The card would be bunkers in Warlock or Demon Hunter, but for a control class like Harvester it's more of a tempo play for the early game, which is the main weakness of my class. Don't expect too many synergies for this one too.
Soul Drain - It's something JollyCroquet suggested here, for which I'm very thankful. Just like he said, it's kind of a suggestion for a miracle or combo deck. Then it is strong in dealing with big minions too, but honestly I can't imagine a control archetype finding place for it in its deck.
Houndkeeper - Simple but useful effect.
Sinful Brand - Another ability from WoW. Just like there it has a debuff effect, but I also reworked it to be a single target removal. Combining it with some other cards I have made (for future phases of the contest) and your Hero Power, it could even deal with very big threats.
Your Hero Power is way too strong. Compare to the Mage's Hero Power (which is already considered a premium one). This one give a -1 Attack and the health cannot be healed back. Your class should seriously get a cap on not reducing attack to 0 since if I play a token decks without a buff I will just instantly lose. Adding to that is how awful it feels to have a minion on the field but you can't do anything with it since it has 0 Attack
I like a lot of the design here but as of this moment there's no cost reduction in basic. I think there may be a bit much in the way of minion summoning, and generally 5 is a lot of minions for a basic set. Also, I'll bring this up because it's not discussed a lot internally but there is an internal attack cap for Lifesteal, and generally it's 4. Cards do go above that, but generally it's only build around cards or two step activations, so I think a 6/10 LS Taunt is a bit OTT.
Im aware about the cost reduction, but here is part of the desing of the class identity, while druid ramps to its late game, the Warper tries to get the late come earlier, by reducin mana here an there. Minions im pretty sure im one over the highste oficial class that is Hunter, i could change the Iron coleopterus for a weapon with the same effect, but i will see, and, the Bodyguard prototype has rush, not taunt, but i can remove the lifesteal aspect from it and move the keyword to the iniciate set.
Tokens
That said, i think i this changes are fine, i removed the lifesteal from the Bodyguard, ill make some lifesteal mechs later in expansions, and the Iron Coleopterus will go to the iniciate Set, so in its place there will be a weapon with the same effect
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
The class's name seriously need a change. There's already a widely-used card named Mad Scientist. I think Experimenter seems to fit your class.
There's no Deathrattle allowed. So Siren-o-bot is illegal.
Pollination and Plague Vial seems weak. While I know that healing is supposed to be a weakness, the swarming aspect isn't enough to make up for it. I would increase the number of tokens to 5. Plague Vial is even worse since your class is supposed to be good at removal. So I think its cost should be 3.
And yes. I do plan to print more 0-Attack minions in the future, most likely in the Initiate set or the expansion set or even a slot in my Basic set.
I make some changes and this is what i end up so far.
Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.
Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird.
First up: What is "lose health" even mean? Is it the Hero Power reduce your Health permanently? That seems a little harsh especially since your class heavily use Lifesteal. If it just mean take 1 damage then you should reword it similar to Lifetap.
Infuse should have its wording change similar to Hand of Protection. Also, its cost should be reduce to 1, similar to Hand of Protection. Paladin's specialty is Divine Shield which seems to similar to your class's specialty in Lifesteal.
Dredger Brute's wording should be changed similar to the Warlock "take damage" effects.
So I have finished my basic set for the class and here's the first look at my work. I would be glad to recieve some feedback.
The Harvester
And here's the token for the Houndkeeper:
Now for comments on each card:
Anima Extraction - I know it is a powercreep on Dark Pact, but honestly this card is already powercrept by Sacrificial Pact and Warlock has more synergies for swarming the board with small minions to use these spells on. And honestly, I even forgot Dark Pact ever existed.
Venthyr Assassin - To be honest, this is the card I am really proud of. Even though at first glance it may appear to be overpowered, it can get awkward very easily. You can't choose which minion it kills with its battlecry (it can also be countered by Divine Shield) and then a 4/3 is extremely easy to deal with at turn 7.
Eternal Atonement - When making this card I tried to make something similiar to Assassinate, but also quite different. Now this card is extremely situational. It's usually just the Rogue spell I mentioned but with additional 1/1 body. The real fun starts when you steal some cards with Deathrattle or 'constant' effects (like Ras Frostwhisper).
Nathria Commander - Not a very exciting card, but has some nice synergies already and I'm planning on making more cards that synergise with it.
Sinful Harvester - Quite similar to Curse of Weakness but instead of Echo, you get a 4/3 body for 2 more mana.
Swarming Mist - Even though it's an ability from WoW I kinda reworked it to be a good AOE for my class. At first I wanted to do something more correct in comparison to the WoW spell - "Repeat at the start of your next turn", but in HS such an effect would be too complex for a basic card. As for the powerlevel, I think it's quite balanced and simple.
Revendreth Guard - In normal circumstances 3/2 is worth around 2 mana, so you get a 1 mana discount on the second one, but lose 1 card from your deck. Don't be too scared though. The card would be bunkers in Warlock or Demon Hunter, but for a control class like Harvester it's more of a tempo play for the early game, which is the main weakness of my class. Don't expect too many synergies for this one too.
Soul Drain - It's something JollyCroquet suggested here, for which I'm very thankful. Just like he said, it's kind of a suggestion for a miracle or combo deck. Then it is strong in dealing with big minions too, but honestly I can't imagine a control archetype finding place for it in its deck.
Houndkeeper - Simple but useful effect.
Sinful Brand - Another ability from WoW. Just like there it has a debuff effect, but I also reworked it to be a single target removal. Combining it with some other cards I have made (for future phases of the contest) and your Hero Power, it could even deal with very big threats.
Your Hero Power is way too strong. Compare to the Mage's Hero Power (which is already considered a premium one). This one give a -1 Attack and the health cannot be healed back. Your class should seriously get a cap on not reducing attack to 0 since if I play a token decks without a buff I will just instantly lose. Adding to that is how awful it feels to have a minion on the field but you can't do anything with it since it has 0 Attack
Actually I looked through debuff cards in HS and realized how rare permanent debuffs are. Making your opponent have to sit with a 0 attack minion on board is something a Hero Power or a basic card shouldn't cause, so I changed my HP and Sinful Brand.
Warp Lightning replaced with Verminous Valor, more fitting for the token based class (also changed the hero to be lore friendly for the few of you who even know who the skaven are)
The Bell Tolls: Slightly different name and from +2/+2 to +2/+1 (i still think the original buff was ok since druid gives +1/+1 for 1 mana. This was double that for 4 more mana)
Menace Bellow: fixed spelling error
Skaven Chieftain: fixed spelling error
Removed Research, added Hideous Improvement to show the buff aspect of the class
Removed Warlock Engineer, added Warp Lightning spell, to show a core aspect of the class.
Removed Scorch
Will probably give up on the in character jitter speak since no one really recognized it so it makes me look like a weirdo
THE SKAVEN
Basic Set
Tokens:
For some context on warp lightning and discard, i plan to have a special token spell be used a a resource in the initiate set, sort of like soul fragments.
Some spells and minions would add this to your hand and you'd want to discard it when using powerful discard cards. And before someone says discard is a warlock thing, well so were demons and paying with health instead of mana but blizzard decided to share warlock's monopoly over so many mechanics.
I am also looking for ideas for the 10th card. Any suggestions?
Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.
@Noah_McGrath It looks like you have cover most of the basic stuff (draw, single removal, mass removal, tokens, specific class card) so maybe you can add some vanilla or one keyword monster, after all is a basic set.
@Shatterstar1998 I think reveal shouldn't go in the hero power, as is it now. Either add something or reveal something or just leave it without taunt and make it 0 cost.
Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.
@Noah_McGrath It looks like you have cover most of the basic stuff (draw, single removal, mass removal, tokens, specific class card) so maybe you can add some vanilla or one keyword monster, after all is a basic set.
@Shatterstar1998 I think reveal shouldn't go in the hero power, as is it now. Either add something or reveal something or just leave it without taunt and make it 0 cost.
A few comments:
1. Call to feast seems way overpowered, as it's a 1 mana worth of 2/6 in stats. I think moving it to 2 mana would be a good idea.
2. Wording on Call to Feast - since you summon multiple minions it should say "Harvesters" instead of the singular form.
3. Wording on Sun Blast - I suppose "gained" would be more appropriate than "gain"
Also I'm not sure about Crimson Knight, as it powercreeps Bloodworm (a 5 mana 4/4 with Lifesteal from Knights of the Frozen Throne).
@The Skaven: Your class is lacking a healing effect that every class have. I suggest your last should be that slot. Doesn't have to be good if you don't plan it to be a strength to your class.
Edit: The Harvester:
You forgot to put the cost on the Hero Power
Infuse is still too weak for a class strength. I suggest drop the cost to 1 mana
Someone mentioned that Orc Apprentice and Bonus Payment is just too situational and rely on support for Basic cards and I agree with them. So I decided to give them better base effect while limit their power ceiling.
Add the final card for the set Arcane Sidekick. It's a 0 mana 0-Attack minion with a spell-related effect to tie everything together and open up a spell-synergy and maybe even tribal effect in later sets.
Decided that Self Defense Training do not double buff 0 mana 0 Attack minions. That would just put a limit on how much and how good of those I can print and not make this card overpower.
Also, I need opinion about my showcase cards and the set as a whole. Are they representative of the class so far? Are they interesting enough? Are they powerful enough?
Weakness: Active plays, especially turn 4-6, translate to lack of mid range options that isn't related to spawning tokens; Disruption effects (since you actively reveal your combo pieces to your opponent)
@Shatterstar1998Well, technically, hunter, rogue and mage don't have any heals in their basic set.
I feel like Bonus Payment is a better Iron Hide. You only have to use the 1 mana hero power to gain the better effect, practically making it a 1 mana gain 6 armor. Not like this is that bad tbh as Iron Hide is shit in general, so i can let is pass.
Well, Mage has Freeze effects and their Classic set has Ice Barrier and Ice Block (RIP). So unless you want to literally not have any class survival tool you should give one to their Basic set.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I actually didn't meant to out Call of Feast at 1. 2 should be the correct cost but I think 3 is better since is a basic card and a weakness ofrece the class (minion swarm).
Also i think people are forgetting that basic cards are meant to be a little weak.
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Riptide is a typo. Also, there isn't a single end of turn effect in the entire neutral Basic Set, so this card will synergize with like maybe two cards in total for a new player.
I already dunno tbh... this whole revealing thing almost feels like a keyword in of itself. Definitely doesn't feel like a Basic set to me at all, you're using the Basic Set to force-feed an entire playstyle. Not even the DH Basic set did this.
Not to mention, your Hero Power generates a pretty complex token. Maybe I'm in the minority, but I'm not feeling it with what you've got, sorry. I like the idea of focusing on 0-Cost stuff, that feels like a more grounded approach.
Also, Deathrattle isn't allowed in Basic.
Not entirely sure what to make of this at first glance. Easy stuff first: Tons of typos in your card names, check spelling. Hero Power loses a lot of impact as the game goes on. Bell's Toll seems kinda broken, it isn't easy trying to balance a board-wide buff, especially in what appears to be a token-centric class. The three 1/3's spell also might be a bit too good.
That being said, I looked over the cards and balance which seems find other than the cards above. Not sure why I can't shake the feeling that... not sure something doesn't quite click for me. Might be the polar opposites of you have 5 cards all dedicated to token spam, then 4 are only about control the board, and just 1 utility card, something that is not usually the case in a Basic Set as it doesn't promote mixing and matching. Then again, Priest's Basic Set is more than half control-based cards as well, though their flavour is meant to be that way. Like I said, not entirely sure why it just doesn't fully click for me.
I'd watch out for Consume Magic though and maybe Dredger Servant. Also, as someone said before, you do run into the risk of being too close to Warlock though if you focus on the mana crystal side of things, that would be enough of a departure, imo. Though that is more a blood elf thing which leads me to:
Since you are keen to preserve flavour, well, blood elves aren't bloody. They wield fire magic. I'd pick either vampyrs or blood elves since while some vampyrs used to be blood elves, they're now loyal to the Scourge, at complete odds with the Sin'dorei as a whole.
As a general reply...
I did specify these were only the first three cards I had, not my showcase. No need to worry about me not introducing a 2nd dimension to my class.
Mad Scientist
"Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"
Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.
Class identity:
Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm
Limitations: Card Draw
Weaknesses: Healing, Buffs, Face Damage
I know Planification Session is kinda trash, but Card Draw is a limitation of the class.
@Shatterstar1998
Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!
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
Not in this contest, but I tried making a Scientist class once. I'm impressed our ideas (and even the art chosen) are very similar. I liked it hahahah I think the cards are cool, my favorite is Planification Session, and maybe Furnace Robot is too weak and Plague Vial too strong, but not so much, though. The only problem is Siren-o Bot, because Deathrattles aren't allowed in the basic set.
Thanks for the feedback everyone, made some changes to simplify the Hero Power of the Fisherman, thus allowing more flexibility with card draw mechanics.
The next turn the HP is used, a fish will pop into the player's board. A guaranteed, but slow effect, closer to the class' proposal.
Updates:
Now, my Goldie pal is right tagged and I brought more 2 spells, with Relaxation coming in handy with the change of the Hero Power. Still 5 to go...
Nice concept. Veiled Swordsman looks too strong imo.
Very good overall. Are "lose health" and "take damage" the same thing? Just to avoid some misinterpretations, like with the HP and Dredger Brute. Mana Drain may be a little weak (doesn't mean it needs changing) and Sun Blast may be too strong. (also no big deal, we have Fireball in the game, already xD)
@B3ckemon Whoops, didn't saw that! I guess it's normal scientists and alike are common on those competitions haha, hope it doesn't matter! I'll try to steer from your concepts as much as I can. About your class, the idea is pretty original! It feels like a more chill hunter, with the hero power being a delayed Animal Companion and the amount of beasts, and also lots of healing. The only issue I found is that Premium Bait is too weak imo. I mean, +3/+3 for 3 mana is already an average card, the beast restriction is unneeded or the card should be buffed to a +4/+4. Also the beast's 'b' must be in uppercase (look at Mark of Y'Shaarj for reference).
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 make some changes and this is what i end up so far.
Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.
I really like your Hero and the concept of sacrificing mana crystals for effects, however I feel that Infused, Mana Drain and Consume Mana are a bit weak for their price. Infuse could cost 1 mana and Mana Drain could cost 0, Consume Mana is more tricky since it will probably be played with a combo to deal lethal damage, so going up in value is difficult, however think that destroying a mana crystal (Unless in turn 10) means the card has a mana cost of "Base value + Remaining turns until turn 10"
Thanks for the feedback!, about your sugestions, im aware about rhe mana thing, but being the basic set, i want it to be clear about how they work, this would be the firt cards a player would have acces to, so i want them to specify how they work, i saw the basic set from other classes (the real ones) and most of them say all what they does, the implicit cards are in the classic set, like preparation, when i make the iniciate set, and the expansion, i wont some words like Mana and others. About control orb, i guess its true is too complicated to explain without the word steal, and be clear at the same time for a basic set standars so ill move the "steal mechanics to the iniciate, while i preserve the "answer to the enemy's presence" somehow with cards that does something if the opponent has minions on board, and about Ladybug i changed the name, yea i have my doubst about it too xD
Thanks for the feedback aswell :), now i know the mana cheating is scary, but i had in mind that it could be dangerous, so ill do my best to make it balanced, i kew it from the beggining. And yeah, the more complex card will be part of the iniciate set, i buffed the Time Warp Technician as result but i think its ok, ill use the its concept in a higher costed card. And i liked the mech synergy option, so i changed one of the complex cards with it. There will be more for sure in the expansion and the iniciate.
Tokens
Well, reading the feedback, i decided to change the steal mechanic for a "if your opponent has a minion" precondition, ill use the word "steal" in the iniciate set, so i can have shorter card textes to work with. I added some mech synergys, I think it would be it. this is probably how ill present the basic set, obviously, with a better paragrph and stuff and stuff.
Edit: ill give feedback on all about all the new stuff later, after i read the new pasts :)
Thank you for your feedbacks. Here's what I changed:
Cards:
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:
All here are pretty good, but, Deathrattle is not a valid Keyword for the basic set, move that effect to the iniciate or expansion set. Over all i like the idea about a swarm of mechs.
i like how this is going, i personally would love to play this class in the actual game. Seafood banquet is maybe strong, but since most of your minions are low heal ones, is perfectly fine.
All this stuff is interesting, the flavor is sweet, My only "but", would be security pistol, i think giving 2 armor would more acuerate for its cost, but, it could be fine as it is.
The class's name seriously need a change. There's already a widely-used card named Mad Scientist. I think Experimenter seems to fit your class.
And yes. I do plan to print more 0-Attack minions in the future, most likely in the Initiate set or the expansion set or even a slot in my Basic set.
First up: What is "lose health" even mean? Is it the Hero Power reduce your Health permanently? That seems a little harsh especially since your class heavily use Lifesteal. If it just mean take 1 damage then you should reword it similar to Lifetap.
Your Hero Power is way too strong. Compare to the Mage's Hero Power (which is already considered a premium one). This one give a -1 Attack and the health cannot be healed back. Your class should seriously get a cap on not reducing attack to 0 since if I play a token decks without a buff I will just instantly lose. Adding to that is how awful it feels to have a minion on the field but you can't do anything with it since it has 0 Attack
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:
Im aware about the cost reduction, but here is part of the desing of the class identity, while druid ramps to its late game, the Warper tries to get the late come earlier, by reducin mana here an there. Minions im pretty sure im one over the highste oficial class that is Hunter, i could change the Iron coleopterus for a weapon with the same effect, but i will see, and, the Bodyguard prototype has rush, not taunt, but i can remove the lifesteal aspect from it and move the keyword to the iniciate set.
Tokens
That said, i think i this changes are fine, i removed the lifesteal from the Bodyguard, ill make some lifesteal mechs later in expansions, and the Iron Coleopterus will go to the iniciate Set, so in its place there will be a weapon with the same effect
Actually I looked through debuff cards in HS and realized how rare permanent debuffs are. Making your opponent have to sit with a 0 attack minion on board is something a Hero Power or a basic card shouldn't cause, so I changed my HP and Sinful Brand.
THE SKAVEN
Basic Set
Tokens:
For some context on warp lightning and discard, i plan to have a special token spell be used a a resource in the initiate set, sort of like soul fragments.
Some spells and minions would add this to your hand and you'd want to discard it when using powerful discard cards. And before someone says discard is a warlock thing, well so were demons and paying with health instead of mana but blizzard decided to share warlock's monopoly over so many mechanics.
I am also looking for ideas for the 10th card. Any suggestions?
Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.
@Noah_McGrath It looks like you have cover most of the basic stuff (draw, single removal, mass removal, tokens, specific class card) so maybe you can add some vanilla or one keyword monster, after all is a basic set.
@Shatterstar1998 I think reveal shouldn't go in the hero power, as is it now. Either add something or reveal something or just leave it without taunt and make it 0 cost.
A few comments:
1. Call to feast seems way overpowered, as it's a 1 mana worth of 2/6 in stats. I think moving it to 2 mana would be a good idea.
2. Wording on Call to Feast - since you summon multiple minions it should say "Harvesters" instead of the singular form.
3. Wording on Sun Blast - I suppose "gained" would be more appropriate than "gain"
Also I'm not sure about Crimson Knight, as it powercreeps Bloodworm (a 5 mana 4/4 with Lifesteal from Knights of the Frozen Throne).
@The Skaven: Your class is lacking a healing effect that every class have. I suggest your last should be that slot. Doesn't have to be good if you don't plan it to be a strength to your class.
Edit: The Harvester:
Update to my cards:
Old Versions:
Showcase cards: Bonus Payment, Forensic Intellect, Interrogate
Theme: 0-Attack and 0-cost cards, revealing cards (yours or your opponent), tokens, spell synergy (minor)
Strength: Cheap cards, Card generation and cards draw, stall / survivability, combo effects, tokens
Average: Board clear, removal, buffs, bursts
Weakness: Active plays, especially turn 4-6, translate to lack of mid range options that isn't related to spawning tokens; Disruption effects (since you actively reveal your combo pieces to your opponent)
The rest of the set and Hero Power:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
@Shatterstar1998Well, technically, hunter, rogue and mage don't have any heals in their basic set.
I feel like Bonus Payment is a better Iron Hide. You only have to use the 1 mana hero power to gain the better effect, practically making it a 1 mana gain 6 armor. Not like this is that bad tbh as Iron Hide is shit in general, so i can let is pass.
Well, Mage has Freeze effects and their Classic set has Ice Barrier and Ice Block (RIP). So unless you want to literally not have any class survival tool you should give one to their Basic set.
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:
I actually didn't meant to out Call of Feast at 1. 2 should be the correct cost but I think 3 is better since is a basic card and a weakness ofrece the class (minion swarm).
Also i think people are forgetting that basic cards are meant to be a little weak.