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.
I would agree with you if not for the developers new design philosophy of quick balance change. Demon Hunter has nerfs after nerfs to their cards within the first weeks alone, some of which got nerfs again quickly after
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Oh, my, a Warhammer Fantasy class... I kind of always wanted to do one but never had the guts xD
I must say I really enjoyed reading your class, although I am a little uncomfortable with the two swarm spells. Both feel huge stats with amazing effects (although you already stated swarming is a class strength), since one is a 3 mana 3/9 (compare with that spider from Karazhan) and the other is pretty much 2 mana Desert Hare on steroids (because of taunts). I like the Warpstone dynamic too, Soul shard effects might be the most balanced way to introduce "permanent effects" in the game, although one of the most random as well. The fact someone would try to brew an OTK through massive warpstoning boars or something does not really bother me.
@Shatterstar1998
I like your detective... is it a reference to Agatha Christie?
I see it has a lot of different minithemes, I guess once you get to vanilla set you'll develop more ways to benefit from the 0/2 bodies it throws on the board. However, I don't feel so confident about Arcane Sidekick. Are you planning on adding more spell synergy in the future? So far you only have 2 damaging spells, one of them being a slow removal and the other a Flamestrike with tokens. That said, I always loved the idea of revealing cards, and you have gone all the way to make this class want to reveal stuff.
@Ozymandias
I see Denathrius has already settled along the designers here... I approve of that.
I get mixed feelings from your set. I like the overall theme, I think this one would be a really aggressive class if you got to it (turn 1 Dredger into turn 2 Hero Power, or Turn 1 Coin double Dredger into Hero Power are huge plays), however, the defensive measures are more often than not lackluster, like the Dredger Brute, it's almost like a more expensive Gurubashi Berserker, except seeing you have no weapons, you have to spend cards or hero power mana to actually buff it. Infuse is weak and there is no point arguing on that, and Mana Drain... not sure why would I play this, it's a worse cycle card with no inherent advantage since Auctioneer is gone (it was gone, right?). I'm not even sure if drawing 2 cards it could cost the same or 2 mana. And well, to Harvest Essence I say the same to what I said to Arcane Sidekick, it needs more damage spells to make it worth it. Btw, I love the detail on you being able to make your own Denathrius to buff himself with hero power, that sort of flexibility always works nice.
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.
This is something that happens in a lot of "updating" games. In order to create new stuff, they tend to complex some situations and interactions, often making the new ones more flexible in more scenarios (aka powercreeping). In HS, most of the basic cards and even the classic set are outclassed by the newer ones. We don't even have a real reason to play them, besides for fun and such. That's why we also tend to create some powerful cards, to be balanced with the CURRENT ones. DH would be way weaker if Blizz had given them a balance regarding only the basic cards. (Which, I believe they should have done, I agree with you @Ozymandias :+1: )
I wish to see in some expansion a mechanic like "If that minion has no text, do something nice". That may change things a little. OK, back to the custom cards, still some to make xD
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?
Pollination could easily be 4 mana, Siren-o-bot isn't allowed because of the deathrattle and Furnacebot can easily be a 2/2, in a sense he would be a "2 mana" 2/2, which is quite fair imo.
I would say that for the showcase you change either Bonus Payment or Orc Apprentice ,because they are showing the same idea of gaining a bonus if you have a revealed card, for Self Defense Training which shows that 0-cost/attack cards matter to your class.
For Criminal Reforming you should try to copy the wording of cards like Polymorph and use "into" . And with Whistleblow try to write three instead of using just the number.
And Arcane Sidekick could get a little funky if you don't keep him in mind, it's basically a free extra +2 Spell Power and that could screw with your ability of making cheap damaging spells. So keep that in mind.
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.
Remember to add the mana cost for your Hero Power.
With Sun Blast you should probably copy Happy Ghoul wording, so it could read "Deal 3 damage. If your hero was healed this turn, deal 5 instead"
And Call to the Feast could be 2 mana without being too strong imo.
I gonna give you the same recommendation I gave Noah, try to come up with a Hero Power that doesn't require anything to be usable, even Priest can use theirs when there is nothing to heal.
Swarming Mist seems like a really unfun card to play against, if you can kill a full enemy board you end up hitting them for 14 damage, and it also doesn't feel like a very basic card to me. You should probably restrict it to minions and if you want to use again move it to another set.
Revendreth Guard is bonkers, 3 mana 6/4 is extremely strong, it's even stronger if it summons other copies from your deck because of deck thinning. You are mistaking it as a drawback when its quite the opposite
And for Eternal Atonement you can use "Take control of an enemy minion. Set its Attack and Health to 1." to avoid a whole line just for a 1.
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!
Pollination could easily be 4 mana, Siren-o-bot isn't allowed because of the deathrattle and Furnacebot can easily be a 2/2, in a sense he would be a "2 mana" 2/2, which is quite fair imo.
I would say that for the showcase you change either Bonus Payment or Orc Apprentice ,because they are showing the same idea of gaining a bonus if you have a revealed card, for Self Defense Training which shows that 0-cost/attack cards matter to your class.
For Criminal Reforming you should try to copy the wording of cards like Polymorph and use "into" . And with Whistleblow try to write three instead of using just the number.
And Arcane Sidekick could get a little funky if you don't keep him in mind, it's basically a free extra +2 Spell Power and that could screw with your ability of making cheap damaging spells. So keep that in mind.
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.
Remember to add the mana cost for your Hero Power.
With Sun Blast you should probably copy Happy Ghoul wording, so it could read "Deal 3 damage. If your hero was healed this turn, deal 5 instead"
And Call to the Feast could be 2 mana without being too strong imo.
I gonna give you the same recommendation I gave Noah, try to come up with a Hero Power that doesn't require anything to be usable, even Priest can use theirs when there is nothing to heal.
Swarming Mist seems like a really unfun card to play against, if you can kill a full enemy board you end up hitting them for 14 damage, and it also doesn't feel like a very basic card to me. You should probably restrict it to minions and if you want to use again move it to another set.
Revendreth Guard is bonkers, 3 mana 6/4 is extremely strong, it's even stronger if it summons other copies from your deck because of deck thinning. You are mistaking it as a drawback when its quite the opposite
And for Eternal Atonement you can use "Take control of an enemy minion. Set its Attack and Health to 1." to avoid a whole line just for a 1.
Edit: Ok, ill make the changes. after another view to the actual basic set, only 1 or 2 cards completly specify what they does.
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).
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.
A mix between a Druid and a Mage, the Witch can harvest the powers of nature and mix them with her arcane knowledge.
A quick explanation why I would use these cards for the showcase
Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer
Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.
Precognition: Another theme of the class is the ability of playing around with the top card in a way to "see the future", with this card you might be able to get extra copies of key cards or even legendaries.
And here are the rest of the cards
A quick rundown of the strengths and weakness of the class:
Pros:
-Good swarming capabilities.
-Variety of buffs and debuffs.
-Ability to plan ahead your next draws.
Cons:
-Weak minions stats wise.
-No good hard removal
-No good way to close out the game without a board.
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.
Oh, my, a Warhammer Fantasy class... I kind of always wanted to do one but never had the guts xD
I must say I really enjoyed reading your class, although I am a little uncomfortable with the two swarm spells. Both feel huge stats with amazing effects (although you already stated swarming is a class strength), since one is a 3 mana 3/9 (compare with that spider from Karazhan) and the other is pretty much 2 mana Desert Hare on steroids (because of taunts). I like the Warpstone dynamic too, Soul shard effects might be the most balanced way to introduce "permanent effects" in the game, although one of the most random as well. The fact someone would try to brew an OTK through massive warpstoning boars or something does not really bother me.
Finally! Someone who knows what my class is based on xD
I argue Meat Shields is fine as paladin has Air Raid. 2 mana summon two 1/1 taunts, but it has twinspell and the tokens are actually silver hand recruits, which have a ton of synergy in the class. Because of this i think a 2 mana summon three 1/1 taunts is fair in a class whose main strength is swarming the board.
Changes based on feedback:
Menace Bellow tokens nerfed to 1/2
Skaven Chieftain to 3/6
Added Battlefield cook
My cards:
Tokens:
I am also considering a new hero power (Vermintide):
I still prefer Verminous Valor but what do you guys think?
Here is my custom class: Engineer. He will join the game in Ashes of Outland, as well as he will have its own "Assistant" set.
Yes, that's right! An Engineer provides a mechanic of Armor on minions. I've already seen this mechanic few times on custom classes, and I know that people are usualy sceptical about this mechanic, but I believe I can handle doing it well.
This Hero Power, would preferably be used on minions, allowing for some good trades, but in some cases it can be used on your hero as a worse Armor Up!, so it is never dead Hero Power.
Of course, Engineer will use Mechs, which are actualy their main theme. They allow them for some good board presence, however, they will rarely be aggresive. That's one of weaker sides of Engineer. He do not lose board advantage in early game, but they will rarely be able to bring enemy to low health quickly, because their minions are rather defensive.
Engineer also used to upgrade their stuff, so he will have a variety of buffs in their arsenal. Also, it is quite a durable class, thanks to armor and Taunt minions. However, he will struggle at using hard removals, as well as board clears are a bit limited in his arsenal. His minions will have to do most of the job here.
The Engineer is a master at tinkering, so he will not suffer a lack of card generating. It will be one of his strengths, altough it may be a bit harder to implement in basic set, so only two cards of this theme will be shown this phase. On the other hand, card draw is definetely not a strong side of engineer.
Also, Engineer has acces to weapons, but they won't be realy exploited, however he uses a special kind of weapons in his non-basic sets: Devices - 0-Attack weapons with special effects, which would lose Durability over time. He also will have cards that would shift in his hand, as well as a bit of randomness.
Here's the short reminder of what Engineer's strenghts and weaknesses are:
Themes: Mechs, Armor, Buffs (including handbuffs), Weapons, Devices (0-Attack Weapons) (not in Basic), Cards Shifting in hands (not in Basic), a bit of Randomness.
Strenghts: Good Board Presence, at any stage of game, Survivabilty, Card Generating.
Limitations: Board Clears, Card Draw.
Weaknesses: Lack of Hard Removals, Low "Face" Damage.
Here are the showcase cards for my Basic set:
Wheeled Tekgineer:
This card perfectly shows major themes of Engineer - Mechs, board presence, Armor and buffs.
Ranged Machinery:
It was not obvious how to introduce card generating in Basic set, so i decided to do it by cards generating a plain, low-cost Mechs:
Defense Command:
At last, here is a card utilizing theme of survivability, and some kind of buff, by giving you Armor and Taunt.
All basic cards:
Token:
Short insights on cards:
Pint-Sized Tinkerer: A turn 1 drop for newbies which utilize card generation.
Unwieldy Bomb: Well, hard removals are meant to be one of main weaknesses of the class, but I decided that there should be at least one, and did put it in Basic set, because otherwise it would be quite unfair for beginners. Anyway, as you can see, this is still quite unreliable removal, so it does not severely break the theme.
Pillage Command: An area buff, which allows for some good trading, but kept in balance of Basic set.
Limited Edition: Although there won't be many handbuffs in Engineer class, i included one of them in its Basic set, to help make some good use of Reinforce-Bots.
Pulse Gun: As an Engineer do use weapons, I thought that there should be one in its Basic set. It also, uses draw, which is one of limitations of class, but, again, there should be at least one card which draw in the basic set. However, unlike hard removal, it is not a main weakness of class, so I made it quite straightforward and reliable.
Pyromancy: Semi-board clear, this is quite a backup for lack of board clears in later sets. It is quite powerful board clear, but does not guarantee to clear what you need, as well as, like I already said, it is one of few board clears in the class.
Grand Smasher: A big, protective drop for late game. Maybe it's not about to see play in higher ranks, but I find it strong enough for new people, and familiarizes them with usage of big minions in this class
I hope you enjoy it! I will make feedback in another post, because this one took me a bit of time, so I don't want to skip comments which could be posted in the meantime.
Also, I hope my class is not too similar to The Warper of @JoshoPrime, which also use a variety of mech cards, as well as contains good board presence, although he's class is more time-themed, and uses card draw and cost reductions, and generally is more combo-oriented, while my has armor, buffs, minion generation and this kind of stuff. I assure you that I started working on this class from the very begining of competition, so I had no inspiration from any class in this thread, as well as probably won't manage to make a brand new one in two days.
This class is pretty good! I think your Hero Power is too strong, and may cost 2 Mana. Also, I,m pretty sure that Truesight may cost 1 Mana. Rest of the set looks fairly good, but you did put Star Seeking twice in your set, be sure to not make that mistake while submitting.
@Ozymandias
Looks quite solid, but do not forget to add a Mana cost to your hero power. Your probably good to go, but I still think Mana Drain wouldn't be broken at 0 Mana. Call to feast might be either 2 or 3, that's up to you.
@Artimex723
Revendreth Guard should be 2/2 in my opinion. Other cards look fair and clean. Class is probably in good shape.
@AnarchistMurloc
I'm pretty sure your hero power could easily be 'Restore 1 Health. Gain 1 Armor'. Tbh, many of your cards which interact with Hero Power are alrady a bit underpowered if not the fact that your class relies so much on it, so I think it would not be game-breaking. I also would advise a change to ship Graveyard, so it would not be useless by itself, there is actualy no spell in game which has only 'if x, do y' as their only text, so you could increase its cost and change it to 'Do x. If you've used you're Hero Power this turn, draw a spell.' Also, more than half of your cards, are Hero Power synergy, you could exploit some other themes more, and move 1 or 2 Hero Power synergy cards to future sets.
@JoshoPrime
I realy like your class, and I hope you won't find my class to similar to yours, I had no inspiration from your class. I know it's a bit late for change, but I find Angy Boss too strong in its current state. On the other hand, Bodyguard Prototype could be 8 Mana probably. I'm worried that we will share a number of arts between our cards, hope yopu don't mind too much about this.
@McF4rtson
I like your class so far, but yeah, hard to judge from only one of its themes. Maybe Formless Void is a bit 'pushed'. Also, did you thought abou changing it to 'Equip a 3/1 weapon three times', so there won't be misinterpretations?
@CakeEater
You have a bit too many spaces in texts of your cards, before +2 in Psychic Defender's text there should be no space, as well as it looks like you have doule space in Breath of Knowledge. Also, remember to make some mechanics except shuffling in your class. Also, I don't realy understand the idea behind Breath of Knowledge.
@B4ckemon
I realy like your class. However, you may have a bit too much minion summoning cards in your basic set (7). What about some damaging spells, removals, board clears, etc?
@Shatterstar1998
This is quite an original class, so I cannot promise that everyone will like it, I have mixed feelings about it myself. Except for questionable mechanic, your cards look pretty well and balanced.
@Noah_McGrath
Pretty good class, though it's quite odd to have race from non-WoW universe in Hearthstone, some might refuse to vote for this. Anyway, you seem to interpret skavens quite well, and the whole class is pretty good. I would choose the +1/+1, the other looks quite op
@whatTheHeck
Your class do seem quite good, but I would advise to use smaller images. Also, I think that Furnace Robot could be 4 Mana 2/2. Pollination and Siren-o-Bot seem a bit weak too.
@mvonTzeskagrad
Your class looks pretty well. In my opinion, all of your cards are good in their current state. But, remember to remove ':' from Dark Wanderer's text.
@host_arnold
I think your hero power is pretty neat, but remember to put bolded 'Hero Power' at the begining. Also, remember to end your cards texts with a dot. Other than that 'Armor' and token names (Skeletons) should be capitalized. On balance side, I think that Bone Armor could cost 3 Mana, and Draconic Essence could cost 1 Mana.
@Weston_Smith
I'd suggest changing Holy Water to deal damage twice. None of your cards seem op to me, but there are some weak ones. Hunter's Whip is pretty bad, maybe make it 0 Mana. Adrenaline may cost 4 or 3 in my opinion. Garlic Extract is not the best, maybe could give 1 more Health. Also, I do not get why you decided to make Beast synergy with Leg of Meat, if you have no Beasts in Basic set.
@Ragnador
You should include Hero Power Token, because that's quite important to know if the Familiar costs 1 or 2. I honestly have no idea which would be balanced, altough I guess most would advise you making a token 1-cost. Other than that, most of your cards look pretty good.
I would also advise to all who didn't submit to hurry, for there is not much time!
This class is pretty good! I think your Hero Power is too strong, and may cost 2 Mana. Also, I,m pretty sure that Truesight may cost 1 Mana. Rest of the set looks fairly good, but you did put Star Seeking twice in your set, be sure to not make that mistake while submitting.
@Ozymandias
Looks quite solid, but do not forget to add a Mana cost to your hero power. Your probably good to go, but I still think Mana Drain wouldn't be broken at 0 Mana. Call to feast might be either 2 or 3, that's up to you.
@Artimex723
Revendreth Guard should be 2/2 in my opinion. Other cards look fair and clean. Class is probably in good shape.
@AnarchistMurloc
I'm pretty sure your hero power could easily be 'Restore 1 Health. Gain 1 Armor'. Tbh, many of your cards which interact with Hero Power are alrady a bit underpowered if not the fact that your class relies so much on it, so I think it would not be game-breaking. I also would advise a change to ship Graveyard, so it would not be useless by itself, there is actualy no spell in game which has only 'if x, do y' as their only text, so you could increase its cost and change it to 'Do x. If you've used you're Hero Power this turn, draw a spell.' Also, more than half of your cards, are Hero Power synergy, you could exploit some other themes more, and move 1 or 2 Hero Power synergy cards to future sets.
@JoshoPrime
I realy like your class, and I hope you won't find my class to similar to yours, I had no inspiration from your class. I know it's a bit late for change, but I find Angy Boss too strong in its current state. On the other hand, Bodyguard Prototype could be 8 Mana probably. I'm worried that we will share a number of arts between our cards, hope yopu don't mind too much about this.
@McF4rtson
I like your class so far, but yeah, hard to judge from only one of its themes. Maybe Formless Void is a bit 'pushed'. Also, did you thought abou changing it to 'Equip a 3/1 weapon three times', so there won't be misinterpretations?
@CakeEater
You have a bit too many spaces in texts of your cards, before +2 in Psychic Defender's text there should be no space, as well as it looks like you have doule space in Breath of Knowledge. Also, remember to make some mechanics except shuffling in your class. Also, I don't realy understand the idea behind Breath of Knowledge.
@B4ckemon
I realy like your class. However, you may have a bit too much minion summoning cards in your basic set (7). What about some damaging spells, removals, board clears, etc?
@Shatterstar1998
This is quite an original class, so I cannot promise that everyone will like it, I have mixed feelings about it myself. Except for questionable mechanic, your cards look pretty well and balanced.
@Noah_McGrath
Pretty good class, though it's quite odd to have race from non-WoW universe in Hearthstone, some might refuse to vote for this. Anyway, you seem to interpret skavens quite well, and the whole class is pretty good.
@whatTheHeck
Your class do seem quite good, but I would advise to use smaller images. Also, I think that Furnace Robot could be 4 Mana 2/2. Pollination and Siren-o-Bot seem a bit weak too.
@mvonTzeskagrad
Your class looks pretty well. In my opinion, all of your cards are good in their current state. But, remember to remove ':' from Dark Wanderer's text.
@host_arnold
I think your hero power is pretty neat, but remember to put bolded 'Hero Power' at the begining. Also, remember to end your cards texts with a dot. Other than that 'Armor' and token names (Skeletons) should be capitalized. On balance side, I think that Bone Armor could cost 3 Mana, and Draconic Essence could cost 1 Mana.
@Weston_Smith
I'd suggest changing Holy Water to deal damage twice. None of your cards seem op to me, but there are some weak ones. Hunter's Whip is pretty bad, maybe make it 0 Mana. Adrenaline may cost 4 or 3 in my opinion. Garlic Extract is not the best, maybe could give 1 more Health. Also, I do not get why you decided to make Beast synergy with Leg of Meat, if you have no Beasts in Basic set.
@Ragnador
You should include Hero Power Token, because that's quite important to know if the Familiar costs 1 or 2. I honestly have no idea which would be balanced, altough I guess most would advise you making a token 1-cost. Other than that, most of your cards look pretty good.
I would also advise to all who didn't submit to hurry, for there is not much time!
>I could swear i changed the angry boss to a 1/3, thanks making me notice that xD
Sorry for double-posting, a lot of new ideas have been pitched since my last post and I felt it was better to keep reviews separate. I'm actually going to go in reverse order to make sure I comment on the latest versions of everyone's work.
As a general note, I would like to remind everyone that numbers only show up on Hearthstone cards to represent Cost, Attack, Health/Armor/Durability or damage, as well as alongside certain keywords. If you are talking about a number of cards, tokens or targets, you have to write out the number. Please make sure that your cards follow this wording convention.
@Noah_McGrath
I'm going to be very blunt on your hero power question: I don't like hero powers that add cards to your hand. I especially hate it when you have to pay 2 mana to then spend another 1 or 2 mana getting the full value. So yeah I would advise against Vermintide. Verminous Valor is interesting but it can end up useless in a lot of situations. To combat that, I would make a lot of 1 or even 0 mana minions to allow the class to capitalize on it more often. You have a lot of token generators so that should work.
Not much to say about your cards, except Artillery Support is really similar to Starfire so I think you should either make it a cheap version (maybe 3 mana deal 2) or an expansive version (maybe 8 mana deal 8) to differentiate. Warp Lightning is also a little weird since you don't have that many cheap cards.
From your basic set, I get the impression of a slow mid-range playstyle rather than an aggressive swarm. Hopefully, that's what you're going for but then the flavor is a little off.
@Ragnador
I'm not a fan of your hero power. Not only is it essentially a 3 mana hero power, but you also have almost no specific synergy (hand size, hand buff, on play effect, etc...) to justify it. I've tried many variations on a minion summoning hero power and it's really hard because Paladin and Shaman have it pretty much covered. Two solutions I would advise are 2 mana "At the start of your next turn, summon a 2/2 Familiar" or "Summon a 2/2 Familiar. You can only have one." if you want to keep this effect. If the card generation is the important part, then make it a 0 mana token or a 1 mana hero power with a 1 mana token to keep the balance in line with other hero powers.
Your cards are pretty cool but Curse of Youth is straight-up Subdue, Dual Potion is a cheaper Drain Soul and Mastering the Basics is a worse The Forest's Aid so I would either scrap them or add more variation.
@B3ckemon
I like your Rockscale Cod and Zangar Trout but Slitherin Mackarei seems out of place in a class that has just one damage spell. Maybe give it Stealth or Divine Shield ? I like that you only have 3 options rather than the 4 of Shaman but I'm a little on the fence with your hero power costing 2 for no immediate effect. Maybe you could make it 1 mana and bring down all fishes to 1/1s ?
I like you new cards but I wish Fishing Rookie would pull a fish from your deck instead of thin air since you have a lot of synergy with that. Speaking of, this new batch has 3 new tokens in it, on top of the ones from the hero power. That feels like a lot so maybe consider moving some of these cards to later sets. Finally, it's more nitpicky but isn't it weird that a Koi Carp is bigger than a Muskie ? Almost as big a Calve ? Idk the flavor is a bit off on some of these numbers I feel.
@Weston_Smith
Man, I really don't love these hero powers that add a card to your hand. You should try to have all basic Sub-Weapons cost the same (0 in my opinion, or 1 mana hero power and 1 mana spells) for predictability. I like that they are all some sort of removal but I think it's a shame that the Dagger is obviously worse than the others. It creates a lot of "feels-bad" RNG. I would go with something like "Deal 1 damage" (Dagger), "Deal 1 damage to a minion twice" (Holy Water) and "Deal 1 damage to all minions" (Axe). That would put your hero power on the strong side but not quite broken in my opinion. You should also consider adding Spell Damage synergy, otherwise, what's the point ?
Hunter's Whip is a straight-up worse Light's Justice and I know that's your intention but I don't think it's a great idea. Not only is it really boring, it requires synergy to be worth it. Which brings me to Leatherworker... This card text is busted, I'm not sure you can write a stat line that would make it fair. Weapon buffs are weird because most things are linear in Hearthstone (minion Attack, spell damage, healing, etc...) but weapons are multiplicative. The total damage you get is (Attack x Durability) and that can get really out of hand when you increase both at the same time. It also makes games really coin-flippy: if you play a weapon on 1 or 2 and a Leatherworker on 3, you basically snowball out of control and win on the spot ; if you miss one of the two pieces your deck is built around, your whole gameplan walls apart. Not much you or your opponent can do about it either. I would advise you to make Leatherworker buff only Attack or Durability. I also think you should be very careful with balance when it comes to weapons because they can easily slip to one slide into OP territory.
Flick of the Wrist needs more weapons to function. I'm not even sure this effect can work in a class that doesn't generate weapons with it's hero power.
Sidenote : How does a leatherworker improve your weapons ? Maybe that's a reference to the game you're basing this off of...
@hist_arnold
Right out the gate, I'm a little thrown off by the fact that so many tokens called "skeleton" that are actually different things. I'm also not sure of how applicable your hero power is. You do have a lot of synergy for it, which is good, but idk.
Splintering Shard looks like a worse Umberwing in my opinion. Maybe bump it up to three skeletons so it's a little more varied ? Bone Armor also looks really weak. Either reduce the cost of up the damage. Otherwise, I find your set really solid and it does fell like a basic set. Maybe that's why I'm not super hyped by it but honestly staying simple is a great strength and should be encouraged in a basic set. Well done !
@MvonTzeskagrad
Cool hero power but the Hero Power part should have its own line. The thing I find a little problematic is that the wording means using Through Space but not Through Time in a turn means you're stuck with only 1 hero power trigger the next turn. The flavor is also a little lacking. Why does Space damage the enemy hero ? Why does Time restore Health ?
Your cards are interesting but I think you shouldn't shove so many hero power synergies right away because they require more lines to explain and you and up with to many cards at 3 or 4 lines for the basic set. Also Rewind I don't understand. Does it go back to the first or second hero power ? One is "Through space" and the other "And Time" but Rewind says "Through Time"...
@Shatterstar1998
Your hero power is interesting (well done, I'm not a fan of card generating hero powers) and looks really powerful. Stoneclaw Totem is arguably the best result for Shaman's hero power and yours is really consistent, with a lot of specific synergy on top. Maybe you could make the Apprentices 0 mana 0/1s ?
I'm wondering if Self Defense Training triggers twice on minions that both cost 0 and have 0 Attack. I'm also unsure of what you plan to do with revealed cards. Hand information isn't that valuable and revealing cards is actually an upside for your class so keep that in mind when you balance such cards. Finally, I'm too aware of Freeze Mage to not warn you about the balance of Arcane Sidekick. Spell Damage is usually balanced as worth 1 stat point BUT it's gated behind mana cost with a 2 mana for 1 Spell Damage ratio. The idea is that Spell Damage can stack and get out of hand if it's not properly costed. Cheap Spell Damage is especially problematic because you can combine it with a lot of spells. New cards push these boundaries but for a basic set, I would advise rebalancing this one to cost 2 or change the keyword.
For your showcase cards, I think Orc apprentice is great but Bonus Payment covers themes the former already covers and Arcane Sidekick isn't really representative of the class since it's your only Elemental and you don't have that many damaging spells. I would include Self Defense Training and Magnifying Glass.
@Ozymandias
Dredger Servant seems really strong, especially with your hero power on 2. Think back to Small-Time Buccaneer. I would drop it to 1 Health to make it fairer. Crimson Knight is really a better Bloodworm, which is fine in terms of balance but quite boring, I would change the stats up a bit. Same thing for Infuse and Lightforged Blessing. Nice rework on Sun Blast !
@Artimex723
Your hero power is kinda weird but it can work out with the right synergies. Your cards seem great but most of them are too complicated. I would advise moving some of the four-liners to the initiate set or simplifying their design. Venthyr Assassin could easily read "Poisonous. Battlecry: Deal 1 damage." In Eternal Atonement, going from "Change" to "Set" should bring it down to 3 lines. Maybe only keep the debuff effect for Sinful Brand ? Overall, I like your set.
I'm sorry for everyone left out but it's been a slog and I have a lot to do beside this contest. Cheers !
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'.
I like your Rockscale Cod and Zangar Trout but Slitherin Mackarei seems out of place in a class that has just one damage spell. Maybe give it Stealth or Divine Shield ? I like that you only have 3 options rather than the 4 of Shaman but I'm a little on the fence with your hero power costing 2 for no immediate effect. Maybe you could make it 1 mana and bring down all fishes to 1/1s ?
I like you new cards but I wish Fishing Rookie would pull a fish from your deck instead of thin air since you have a lot of synergy with that. Speaking of, this new batch has 3 new tokens in it, on top of the ones from the hero power. That feels like a lot so maybe consider moving some of these cards to later sets. Finally, it's more nitpicky but isn't it weird that a Koi Carp is bigger than a Muskie ? Almost as big a Calve ? Idk the flavor is a bit off on some of these numbers I feel.
Thanks for the feedback! I like the divine shield idea, something I didn't consider much yet. Don't know if changing HP to 1 mana would not make the class faster than expected :think: .... Fishing Rookie would really be stronger, I wish he was actually "weaker" since it's the basic set and later on I intend to put stronger fishes in the deck. Now, I'm working on one or two removals (expect some fishing nets to come hahha) and may switch this with another card.
As for the flavor regarding the size of fish/whale, It's something odd xD. It happens a lot in HS (a buzzard with the same attack power of a bear? o_O) and actually I only felt that when making the Whale Hunting card. It would be a whale, but a 5/5 WHOLE whale did look off, so I changed to a calve : ) The best solution right now is put some neat adjective for the beast, like a "Mystical Carp" is definitely not the same as a Koi Carp, and is obviously bigger than a "Dartsting Muskie" hahahah
Will try to review some of the other classes later, but don't guarantee it all, sry : |
I would agree with you if not for the developers new design philosophy of quick balance change. Demon Hunter has nerfs after nerfs to their cards within the first weeks alone, some of which got nerfs again quickly after
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:
@Noah_McGrath
Oh, my, a Warhammer Fantasy class... I kind of always wanted to do one but never had the guts xD
I must say I really enjoyed reading your class, although I am a little uncomfortable with the two swarm spells. Both feel huge stats with amazing effects (although you already stated swarming is a class strength), since one is a 3 mana 3/9 (compare with that spider from Karazhan) and the other is pretty much 2 mana Desert Hare on steroids (because of taunts). I like the Warpstone dynamic too, Soul shard effects might be the most balanced way to introduce "permanent effects" in the game, although one of the most random as well. The fact someone would try to brew an OTK through massive warpstoning boars or something does not really bother me.
@Shatterstar1998
I like your detective... is it a reference to Agatha Christie?
I see it has a lot of different minithemes, I guess once you get to vanilla set you'll develop more ways to benefit from the 0/2 bodies it throws on the board. However, I don't feel so confident about Arcane Sidekick. Are you planning on adding more spell synergy in the future? So far you only have 2 damaging spells, one of them being a slow removal and the other a Flamestrike with tokens. That said, I always loved the idea of revealing cards, and you have gone all the way to make this class want to reveal stuff.
@Ozymandias
I see Denathrius has already settled along the designers here... I approve of that.
I get mixed feelings from your set. I like the overall theme, I think this one would be a really aggressive class if you got to it (turn 1 Dredger into turn 2 Hero Power, or Turn 1 Coin double Dredger into Hero Power are huge plays), however, the defensive measures are more often than not lackluster, like the Dredger Brute, it's almost like a more expensive Gurubashi Berserker, except seeing you have no weapons, you have to spend cards or hero power mana to actually buff it. Infuse is weak and there is no point arguing on that, and Mana Drain... not sure why would I play this, it's a worse cycle card with no inherent advantage since Auctioneer is gone (it was gone, right?). I'm not even sure if drawing 2 cards it could cost the same or 2 mana. And well, to Harvest Essence I say the same to what I said to Arcane Sidekick, it needs more damage spells to make it worth it. Btw, I love the detail on you being able to make your own Denathrius to buff himself with hero power, that sort of flexibility always works nice.
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This is something that happens in a lot of "updating" games. In order to create new stuff, they tend to complex some situations and interactions, often making the new ones more flexible in more scenarios (aka powercreeping). In HS, most of the basic cards and even the classic set are outclassed by the newer ones. We don't even have a real reason to play them, besides for fun and such. That's why we also tend to create some powerful cards, to be balanced with the CURRENT ones. DH would be way weaker if Blizz had given them a balance regarding only the basic cards. (Which, I believe they should have done, I agree with you @Ozymandias :+1: )
I wish to see in some expansion a mechanic like "If that minion has no text, do something nice". That may change things a little. OK, back to the custom cards, still some to make xD
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?
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Pollination could easily be 4 mana, Siren-o-bot isn't allowed because of the deathrattle and Furnacebot can easily be a 2/2, in a sense he would be a "2 mana" 2/2, which is quite fair imo.
You don't need to clarify the mana part, look at Far Sight for example.
I would say that for the showcase you change either Bonus Payment or Orc Apprentice ,because they are showing the same idea of gaining a bonus if you have a revealed card, for Self Defense Training which shows that 0-cost/attack cards matter to your class.
For Criminal Reforming you should try to copy the wording of cards like Polymorph and use "into" . And with Whistleblow try to write three instead of using just the number.
And Arcane Sidekick could get a little funky if you don't keep him in mind, it's basically a free extra +2 Spell Power and that could screw with your ability of making cheap damaging spells. So keep that in mind.
Remember to add the mana cost for your Hero Power.
With Sun Blast you should probably copy Happy Ghoul wording, so it could read "Deal 3 damage. If your hero was healed this turn, deal 5 instead"
And Call to the Feast could be 2 mana without being too strong imo.
Btw I really like Dredger Servant, not sure why.
I recommend you using a Hero Power that doesn't need anything to be usable, their purpose is to sink mana in when you don't have anything else to do.
And Skaven Chieftain feel a tad too strong to me, maybe make it a 3/6 instead?
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!
Edit: Ok, ill make the changes. after another view to the actual basic set, only 1 or 2 cards completly specify what they does.
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
-Strengths: Cheap spells, weapon synergies, Spell Damage synergies, strong against wide-but-weak boards
-Weaknesses: Weaker minions, poor card draw, struggles to remove larger minions
Hero Power (features tokens)
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).
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.
Cool, glad I could help.
Well I'm gonna post what I'm working on:
A mix between a Druid and a Mage, the Witch can harvest the powers of nature and mix them with her arcane knowledge.
A quick explanation why I would use these cards for the showcase
Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer
Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.
Precognition: Another theme of the class is the ability of playing around with the top card in a way to "see the future", with this card you might be able to get extra copies of key cards or even legendaries.
And here are the rest of the cards
A quick rundown of the strengths and weakness of the class:
Pros:
-Good swarming capabilities.
-Variety of buffs and debuffs.
-Ability to plan ahead your next draws.
Cons:
-Weak minions stats wise.
-No good hard removal
-No good way to close out the game without a board.
I will try to give some more feedback tomorrow.
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.
Portrait and Hero Power :
Rest of the set :
Finally! Someone who knows what my class is based on xD
I argue Meat Shields is fine as paladin has Air Raid. 2 mana summon two 1/1 taunts, but it has twinspell and the tokens are actually silver hand recruits, which have a ton of synergy in the class. Because of this i think a 2 mana summon three 1/1 taunts is fair in a class whose main strength is swarming the board.
Changes based on feedback:
My cards:
Tokens:
I am also considering a new hero power (Vermintide):
I still prefer Verminous Valor but what do you guys think?
Here is my custom class: Engineer. He will join the game in Ashes of Outland, as well as he will have its own "Assistant" set.
Yes, that's right! An Engineer provides a mechanic of Armor on minions. I've already seen this mechanic few times on custom classes, and I know that people are usualy sceptical about this mechanic, but I believe I can handle doing it well.
This Hero Power, would preferably be used on minions, allowing for some good trades, but in some cases it can be used on your hero as a worse Armor Up!, so it is never dead Hero Power.
Of course, Engineer will use Mechs, which are actualy their main theme. They allow them for some good board presence, however, they will rarely be aggresive. That's one of weaker sides of Engineer. He do not lose board advantage in early game, but they will rarely be able to bring enemy to low health quickly, because their minions are rather defensive.
Engineer also used to upgrade their stuff, so he will have a variety of buffs in their arsenal. Also, it is quite a durable class, thanks to armor and Taunt minions. However, he will struggle at using hard removals, as well as board clears are a bit limited in his arsenal. His minions will have to do most of the job here.
The Engineer is a master at tinkering, so he will not suffer a lack of card generating. It will be one of his strengths, altough it may be a bit harder to implement in basic set, so only two cards of this theme will be shown this phase. On the other hand, card draw is definetely not a strong side of engineer.
Also, Engineer has acces to weapons, but they won't be realy exploited, however he uses a special kind of weapons in his non-basic sets: Devices - 0-Attack weapons with special effects, which would lose Durability over time. He also will have cards that would shift in his hand, as well as a bit of randomness.
Here's the short reminder of what Engineer's strenghts and weaknesses are:
Themes: Mechs, Armor, Buffs (including handbuffs), Weapons, Devices (0-Attack Weapons) (not in Basic), Cards Shifting in hands (not in Basic), a bit of Randomness.
Strenghts: Good Board Presence, at any stage of game, Survivabilty, Card Generating.
Limitations: Board Clears, Card Draw.
Weaknesses: Lack of Hard Removals, Low "Face" Damage.
Here are the showcase cards for my Basic set:
Wheeled Tekgineer:
This card perfectly shows major themes of Engineer - Mechs, board presence, Armor and buffs.
Ranged Machinery:
It was not obvious how to introduce card generating in Basic set, so i decided to do it by cards generating a plain, low-cost Mechs:
Defense Command:
At last, here is a card utilizing theme of survivability, and some kind of buff, by giving you Armor and Taunt.
All basic cards:
Token:
Short insights on cards:
Unwieldy Bomb: Well, hard removals are meant to be one of main weaknesses of the class, but I decided that there should be at least one, and did put it in Basic set, because otherwise it would be quite unfair for beginners. Anyway, as you can see, this is still quite unreliable removal, so it does not severely break the theme.
Pillage Command: An area buff, which allows for some good trading, but kept in balance of Basic set.
Limited Edition: Although there won't be many handbuffs in Engineer class, i included one of them in its Basic set, to help make some good use of Reinforce-Bots.
Pulse Gun: As an Engineer do use weapons, I thought that there should be one in its Basic set. It also, uses draw, which is one of limitations of class, but, again, there should be at least one card which draw in the basic set. However, unlike hard removal, it is not a main weakness of class, so I made it quite straightforward and reliable.
Pyromancy: Semi-board clear, this is quite a backup for lack of board clears in later sets. It is quite powerful board clear, but does not guarantee to clear what you need, as well as, like I already said, it is one of few board clears in the class.
Grand Smasher: A big, protective drop for late game. Maybe it's not about to see play in higher ranks, but I find it strong enough for new people, and familiarizes them with usage of big minions in this class
I hope you enjoy it! I will make feedback in another post, because this one took me a bit of time, so I don't want to skip comments which could be posted in the meantime.
Also, I hope my class is not too similar to The Warper of @JoshoPrime, which also use a variety of mech cards, as well as contains good board presence, although he's class is more time-themed, and uses card draw and cost reductions, and generally is more combo-oriented, while my has armor, buffs, minion generation and this kind of stuff. I assure you that I started working on this class from the very begining of competition, so I had no inspiration from any class in this thread, as well as probably won't manage to make a brand new one in two days.
Feedback time! (Sorry for being late)
@Klipce
This class is pretty good! I think your Hero Power is too strong, and may cost 2 Mana. Also, I,m pretty sure that Truesight may cost 1 Mana. Rest of the set looks fairly good, but you did put Star Seeking twice in your set, be sure to not make that mistake while submitting.
@Ozymandias
Looks quite solid, but do not forget to add a Mana cost to your hero power. Your probably good to go, but I still think Mana Drain wouldn't be broken at 0 Mana. Call to feast might be either 2 or 3, that's up to you.
@Artimex723
Revendreth Guard should be 2/2 in my opinion. Other cards look fair and clean. Class is probably in good shape.
@AnarchistMurloc
I'm pretty sure your hero power could easily be 'Restore 1 Health. Gain 1 Armor'. Tbh, many of your cards which interact with Hero Power are alrady a bit underpowered if not the fact that your class relies so much on it, so I think it would not be game-breaking. I also would advise a change to ship Graveyard, so it would not be useless by itself, there is actualy no spell in game which has only 'if x, do y' as their only text, so you could increase its cost and change it to 'Do x. If you've used you're Hero Power this turn, draw a spell.' Also, more than half of your cards, are Hero Power synergy, you could exploit some other themes more, and move 1 or 2 Hero Power synergy cards to future sets.
@JoshoPrime
I realy like your class, and I hope you won't find my class to similar to yours, I had no inspiration from your class. I know it's a bit late for change, but I find Angy Boss too strong in its current state. On the other hand, Bodyguard Prototype could be 8 Mana probably. I'm worried that we will share a number of arts between our cards, hope yopu don't mind too much about this.
@McF4rtson
I like your class so far, but yeah, hard to judge from only one of its themes. Maybe Formless Void is a bit 'pushed'. Also, did you thought abou changing it to 'Equip a 3/1 weapon three times', so there won't be misinterpretations?
@CakeEater
You have a bit too many spaces in texts of your cards, before +2 in Psychic Defender's text there should be no space, as well as it looks like you have doule space in Breath of Knowledge. Also, remember to make some mechanics except shuffling in your class. Also, I don't realy understand the idea behind Breath of Knowledge.
@B4ckemon
I realy like your class. However, you may have a bit too much minion summoning cards in your basic set (7). What about some damaging spells, removals, board clears, etc?
@Shatterstar1998
This is quite an original class, so I cannot promise that everyone will like it, I have mixed feelings about it myself. Except for questionable mechanic, your cards look pretty well and balanced.
@Noah_McGrath
Pretty good class, though it's quite odd to have race from non-WoW universe in Hearthstone, some might refuse to vote for this. Anyway, you seem to interpret skavens quite well, and the whole class is pretty good. I would choose the +1/+1, the other looks quite op
@whatTheHeck
Your class do seem quite good, but I would advise to use smaller images. Also, I think that Furnace Robot could be 4 Mana 2/2. Pollination and Siren-o-Bot seem a bit weak too.
@mvonTzeskagrad
Your class looks pretty well. In my opinion, all of your cards are good in their current state. But, remember to remove ':' from Dark Wanderer's text.
@host_arnold
I think your hero power is pretty neat, but remember to put bolded 'Hero Power' at the begining. Also, remember to end your cards texts with a dot. Other than that 'Armor' and token names (Skeletons) should be capitalized. On balance side, I think that Bone Armor could cost 3 Mana, and Draconic Essence could cost 1 Mana.
@Weston_Smith
I'd suggest changing Holy Water to deal damage twice. None of your cards seem op to me, but there are some weak ones. Hunter's Whip is pretty bad, maybe make it 0 Mana. Adrenaline may cost 4 or 3 in my opinion. Garlic Extract is not the best, maybe could give 1 more Health. Also, I do not get why you decided to make Beast synergy with Leg of Meat, if you have no Beasts in Basic set.
@Ragnador
You should include Hero Power Token, because that's quite important to know if the Familiar costs 1 or 2. I honestly have no idea which would be balanced, altough I guess most would advise you making a token 1-cost. Other than that, most of your cards look pretty good.
I would also advise to all who didn't submit to hurry, for there is not much time!
I was about to join last class competition, but ultimately didn't, although I posted my class in discussion. May I use it for this comp?
>I could swear i changed the angry boss to a 1/3, thanks making me notice that xD
post it here first, and we can see how you can twits it just a bit to apply this competition rules
Sorry for double-posting, a lot of new ideas have been pitched since my last post and I felt it was better to keep reviews separate. I'm actually going to go in reverse order to make sure I comment on the latest versions of everyone's work.
As a general note, I would like to remind everyone that numbers only show up on Hearthstone cards to represent Cost, Attack, Health/Armor/Durability or damage, as well as alongside certain keywords. If you are talking about a number of cards, tokens or targets, you have to write out the number. Please make sure that your cards follow this wording convention.
@Noah_McGrath
I'm going to be very blunt on your hero power question: I don't like hero powers that add cards to your hand. I especially hate it when you have to pay 2 mana to then spend another 1 or 2 mana getting the full value. So yeah I would advise against Vermintide. Verminous Valor is interesting but it can end up useless in a lot of situations. To combat that, I would make a lot of 1 or even 0 mana minions to allow the class to capitalize on it more often. You have a lot of token generators so that should work.
Not much to say about your cards, except Artillery Support is really similar to Starfire so I think you should either make it a cheap version (maybe 3 mana deal 2) or an expansive version (maybe 8 mana deal 8) to differentiate. Warp Lightning is also a little weird since you don't have that many cheap cards.
From your basic set, I get the impression of a slow mid-range playstyle rather than an aggressive swarm. Hopefully, that's what you're going for but then the flavor is a little off.
@Ragnador
I'm not a fan of your hero power. Not only is it essentially a 3 mana hero power, but you also have almost no specific synergy (hand size, hand buff, on play effect, etc...) to justify it. I've tried many variations on a minion summoning hero power and it's really hard because Paladin and Shaman have it pretty much covered. Two solutions I would advise are 2 mana "At the start of your next turn, summon a 2/2 Familiar" or "Summon a 2/2 Familiar. You can only have one." if you want to keep this effect. If the card generation is the important part, then make it a 0 mana token or a 1 mana hero power with a 1 mana token to keep the balance in line with other hero powers.
Your cards are pretty cool but Curse of Youth is straight-up Subdue, Dual Potion is a cheaper Drain Soul and Mastering the Basics is a worse The Forest's Aid so I would either scrap them or add more variation.
@B3ckemon
I like your Rockscale Cod and Zangar Trout but Slitherin Mackarei seems out of place in a class that has just one damage spell. Maybe give it Stealth or Divine Shield ? I like that you only have 3 options rather than the 4 of Shaman but I'm a little on the fence with your hero power costing 2 for no immediate effect. Maybe you could make it 1 mana and bring down all fishes to 1/1s ?
I like you new cards but I wish Fishing Rookie would pull a fish from your deck instead of thin air since you have a lot of synergy with that. Speaking of, this new batch has 3 new tokens in it, on top of the ones from the hero power. That feels like a lot so maybe consider moving some of these cards to later sets. Finally, it's more nitpicky but isn't it weird that a Koi Carp is bigger than a Muskie ? Almost as big a Calve ? Idk the flavor is a bit off on some of these numbers I feel.
@Weston_Smith
Man, I really don't love these hero powers that add a card to your hand. You should try to have all basic Sub-Weapons cost the same (0 in my opinion, or 1 mana hero power and 1 mana spells) for predictability. I like that they are all some sort of removal but I think it's a shame that the Dagger is obviously worse than the others. It creates a lot of "feels-bad" RNG. I would go with something like "Deal 1 damage" (Dagger), "Deal 1 damage to a minion twice" (Holy Water) and "Deal 1 damage to all minions" (Axe). That would put your hero power on the strong side but not quite broken in my opinion. You should also consider adding Spell Damage synergy, otherwise, what's the point ?
Hunter's Whip is a straight-up worse Light's Justice and I know that's your intention but I don't think it's a great idea. Not only is it really boring, it requires synergy to be worth it. Which brings me to Leatherworker... This card text is busted, I'm not sure you can write a stat line that would make it fair. Weapon buffs are weird because most things are linear in Hearthstone (minion Attack, spell damage, healing, etc...) but weapons are multiplicative. The total damage you get is (Attack x Durability) and that can get really out of hand when you increase both at the same time. It also makes games really coin-flippy: if you play a weapon on 1 or 2 and a Leatherworker on 3, you basically snowball out of control and win on the spot ; if you miss one of the two pieces your deck is built around, your whole gameplan walls apart. Not much you or your opponent can do about it either. I would advise you to make Leatherworker buff only Attack or Durability. I also think you should be very careful with balance when it comes to weapons because they can easily slip to one slide into OP territory.
Flick of the Wrist needs more weapons to function. I'm not even sure this effect can work in a class that doesn't generate weapons with it's hero power.
Sidenote : How does a leatherworker improve your weapons ? Maybe that's a reference to the game you're basing this off of...
@hist_arnold
Right out the gate, I'm a little thrown off by the fact that so many tokens called "skeleton" that are actually different things. I'm also not sure of how applicable your hero power is. You do have a lot of synergy for it, which is good, but idk.
Splintering Shard looks like a worse Umberwing in my opinion. Maybe bump it up to three skeletons so it's a little more varied ? Bone Armor also looks really weak. Either reduce the cost of up the damage. Otherwise, I find your set really solid and it does fell like a basic set. Maybe that's why I'm not super hyped by it but honestly staying simple is a great strength and should be encouraged in a basic set. Well done !
@MvonTzeskagrad
Cool hero power but the Hero Power part should have its own line. The thing I find a little problematic is that the wording means using Through Space but not Through Time in a turn means you're stuck with only 1 hero power trigger the next turn. The flavor is also a little lacking. Why does Space damage the enemy hero ? Why does Time restore Health ?
Your cards are interesting but I think you shouldn't shove so many hero power synergies right away because they require more lines to explain and you and up with to many cards at 3 or 4 lines for the basic set. Also Rewind I don't understand. Does it go back to the first or second hero power ? One is "Through space" and the other "And Time" but Rewind says "Through Time"...
@Shatterstar1998
Your hero power is interesting (well done, I'm not a fan of card generating hero powers) and looks really powerful. Stoneclaw Totem is arguably the best result for Shaman's hero power and yours is really consistent, with a lot of specific synergy on top. Maybe you could make the Apprentices 0 mana 0/1s ?
I'm wondering if Self Defense Training triggers twice on minions that both cost 0 and have 0 Attack. I'm also unsure of what you plan to do with revealed cards. Hand information isn't that valuable and revealing cards is actually an upside for your class so keep that in mind when you balance such cards. Finally, I'm too aware of Freeze Mage to not warn you about the balance of Arcane Sidekick. Spell Damage is usually balanced as worth 1 stat point BUT it's gated behind mana cost with a 2 mana for 1 Spell Damage ratio. The idea is that Spell Damage can stack and get out of hand if it's not properly costed. Cheap Spell Damage is especially problematic because you can combine it with a lot of spells. New cards push these boundaries but for a basic set, I would advise rebalancing this one to cost 2 or change the keyword.
For your showcase cards, I think Orc apprentice is great but Bonus Payment covers themes the former already covers and Arcane Sidekick isn't really representative of the class since it's your only Elemental and you don't have that many damaging spells. I would include Self Defense Training and Magnifying Glass.
@Ozymandias
Dredger Servant seems really strong, especially with your hero power on 2. Think back to Small-Time Buccaneer. I would drop it to 1 Health to make it fairer. Crimson Knight is really a better Bloodworm, which is fine in terms of balance but quite boring, I would change the stats up a bit. Same thing for Infuse and Lightforged Blessing. Nice rework on Sun Blast !
@Artimex723
Your hero power is kinda weird but it can work out with the right synergies. Your cards seem great but most of them are too complicated. I would advise moving some of the four-liners to the initiate set or simplifying their design. Venthyr Assassin could easily read "Poisonous. Battlecry: Deal 1 damage." In Eternal Atonement, going from "Change" to "Set" should bring it down to 3 lines. Maybe only keep the debuff effect for Sinful Brand ? Overall, I like your set.
I'm sorry for everyone left out but it's been a slog and I have a lot to do beside this contest. Cheers !
The Soul Master
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!
Thanks for the feedback! I like the divine shield idea, something I didn't consider much yet. Don't know if changing HP to 1 mana would not make the class faster than expected :think: .... Fishing Rookie would really be stronger, I wish he was actually "weaker" since it's the basic set and later on I intend to put stronger fishes in the deck. Now, I'm working on one or two removals (expect some fishing nets to come hahha) and may switch this with another card.
As for the flavor regarding the size of fish/whale, It's something odd xD. It happens a lot in HS (a buzzard with the same attack power of a bear? o_O) and actually I only felt that when making the Whale Hunting card. It would be a whale, but a 5/5 WHOLE whale did look off, so I changed to a calve : ) The best solution right now is put some neat adjective for the beast, like a "Mystical Carp" is definitely not the same as a Koi Carp, and is obviously bigger than a "Dartsting Muskie" hahahah
Will try to review some of the other classes later, but don't guarantee it all, sry : |
@B3ckemon Just realized you didn't capitalize 'Freeze' in Northrend Fishing