@Shatterstar1998 Sanguinate will deal damage equal to the cost of the spell that have that keyword. Ex: If the spell cost 4 it will inflict 4 damage to the selected minion. None of the spells with Sanguinate select an objetivo, so "ingame" you would select a minion with health atleast equal to the cost of the spell to activate the Sanguinate version of the spell. Looks like i make quite a mess :c
Blood elemental activates if your hero is damaged, simple as that. If you aren'y 30 Health it will work.
Thanks all for the Feedback, i'm very sorry for the delay, but i was back to my home and i didn't have electricity. So i couldnt do much until late today.
Anyway. I read about the Keyword, and im willing to change it, maybe the name, or the precondition, but i still want it to be a precondition keyword (yeah the being even turn would be a precondition) So don't Mind when you see warp in this cards is just the cards im trying to get the keyword this half of the iniciate set. Being this or another.
But for now
The old Keyword im using is Overkill, Being Defense Destroyer who makes use of it as a removal.
The Hero Power changer is also in the Control direction
And this are the rest, I used some of the ideas i had from the basic set, and now with the word Steal, to do the "warping" thing, this is what makes me wonder how to change the name of the Kayword, into something like Breach, or Delay as someone proposed.
Some Aked why Chrommie needed to be twisted, if she already had control over temporal powers, and thats true, but the idea is Warpers aren't exactly good guys in general, and Chrommie wouldnt help them just like that, so....they just trapped her and used her power.
The Token
I like how druid's treants have diferent arts with the same name, so, i'll apply the same thing for the Warper's orbs.
Edit ok i had another idea for warp and that would be use rhe card for less mana and have a similar effect but less powerful than the original card. I would keep the time travelling idea. And would fit better as warp named. Sure i would have to change chrommie but is doable
Hello everyone! Here is the writer of the Innkeeper! I'm new to this community, and you may tell that I'm also not a native English speaker ; )
I am here to introduce you my "protégé" set for the Innkeeper, that is what "initiate" means to the Demon Hunter.
The Innkeeper's keyword is "Encore"
Here is some explanation of this keyword. The "this" in the description refers to the card with the same name, that is to say the mechanism is similar to The Caverns Below.
Take this card as an example, you have one in your opening hand, when you draw the other one in your deck, they both can draw 2 cards for each player; or if you play it into the battlefield for one card draw, then you use something like Youthful Brewmaster to return it to your hand, you can also play it for two card draws this time; in similar ways, random generation and Discover that add cards to you hand can also synergize with Encore.
I am afraid that this description has an ambiguity because of my poor English, if anyone is willing to help me to improve with it, feel free to comment.
Night Elf Hostess is unbalanced as hell. Draw 2 cards for 1 mana? Really? On a 1/3 body? Even if the opponent draws as well, it's like Coldlight Oracle on drugs. Maybe make it "Encore: Both players draw a card" would do better, since 1/3 is already a top notch 1 drop stats, and if you happen to draw both at turn 1 both would have encore.
Hello everyone! Here is the writer of the Innkeeper! I'm new to this community, and you may tell that I'm also not a native English speaker ; )
I am here to introduce you my "protégé" set for the Innkeeper, that is what "initiate" means to the Demon Hunter.
The Innkeeper's keyword is "Encore"
Here is some explanation of this keyword. The "this" in the description refers to the card with the same name, that is to say the mechanism is similar to The Caverns Below.
Take this card as an example, you have one in your opening hand, when you draw the other one in your deck, they both can draw 2 cards for each player; or if you play it into the battlefield for one card draw, then you use something like Youthful Brewmaster to return it to your hand, you can also play it for two card draws this time; in similar ways, random generation and Discover that add cards to you hand can also synergize with Encore.
I am afraid that this description has an ambiguity because of my poor English, if anyone is willing to help me to improve with it, feel free to comment.
Looking forward to reply. Many thanks ; )
I like the idea, but i think Nigth elf Hosstes could have a 2 mana 2/3 statline, like the ticket vendor, withouth a tribe, but with a potential upside being a class card, but i would understande people asking it to be either 3 mana or 2 mana 1/2 or 1/3
"Once again we meet, brothers. With basics of soul mastery already trained, it's time to move on more advanced teachings.
You may be worried about death of your companions, who did not make it to next step of knowledge.
But, do not forget what is the reward - an absolute power of manipulating life and death.
We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul mastery across the whole Azeroth!"
Upgraded Hero Power:
This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.
I splitted Acolyte/Initiate set in two halfs: one more about souls, life and spirit mechanics, and the other more about sacrificing minions, dark powers and monsters.
Possible showcase cards:
Conjure Spirits - Simple Spirit synergy card.
Abandoned Doggo - Card which interacts with deaths of minions, as well as good card for faster decks.
Reviving Aura - Healing + Card Draw - two strenghts of my class.
Rest of cards for this week:
Token:
Sturdy Worshipper - A well stated minion which also summons a Spirit.
Haunted Mist - Swarm + Spirits.
Soul Warp - Spirits + Sacrifice. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.
Grand Reaper - The strongest minion of Soul Master, but with quite a drawback. I'm not sure if I didn't gone a bit too crazy with stats, but it is very weak against removals.
Lifekeeper's Sword - card usable in some sort of Spirit decks with limited pool of healing. Actualy, I had it made even before I knew the challenges.
Overfilling Knowledge - Very strong draw, which also synergizes, or maybe do not conflict, with other card draws. The effect is stronger when you have few cards, but is cheaper if you have more of them. You want draw most when you are on 0-2 cards, but probably card is the best if you have 5-6.
Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. In case of doubt: It is meant to first give spirits you already have +1/+1, and then it summons new ones.
Cards for second week (still missing a legendary):
Do you think it is good to split cards this way, so you may see cards which interact together, or maybe I should mix it, so my class won't feel to have only one theme? Not saying that the cards in second half are probably less connected, but it is because I wanted to show the more important theme of the class first, so the second half may look like leftovers. I think about swapping Abandoned Dog with Soulbound Piercer, but that would leave me with no weapon for second week, as well as my first half will be even more monotonic.
So, I see you will also have some Taunt synergies? Generaly, your cards look pretty well, maybe Void Impenetratable is a little strong. With your class it doesn't seem realy hard to just break one weapon, so maybe you should go with an average of this summoning 1 minion, what, comparing to Animal Guardian seems like 4 Mana effect.
Spirit Assault starts summoning the minions then buff them, or buff then summon? I feel Grim Reaper is too good a name to pass on it, but the card itself is amazing. Overall the class seems pretty solid and has quite some good aesthetics, better than most death classes people often do.
@McF4rston
Don't know, maybe Starcursed Protector is too strong, specially since you can easily cheat them for 3 mana. Also... would'nt it be Impenetrable Void?
I like its taking unique directions and so far it seems to rely mostly on taunts instead of armor and healing to deal with face damage. Also, the art is just gorgeous, I was fearing it'd turn into a "all cards are void elves doing same creepy things".
Thanks all for the Feedback, i'm very sorry for the delay, but i was back to my home and i didn't have electricity. So i couldnt do much until late today.
Anyway. I read about the Keyword, and im willing to change it, maybe the name, or the precondition, but i still want it to be a precondition keyword (yeah the being even turn would be a precondition) So don't Mind when you see warp in this cards is just the cards im trying to get the keyword this half of the iniciate set. Being this or another.
But for now
The old Keyword im using is Overkill, Being Defense Destroyer who makes use of it as a removal.
The Hero Power changer is also in the Control direction
And this are the rest, I used some of the ideas i had from the basic set, and now with the word Steal, to do the "warping" thing, this is what makes me wonder how to change the name of the Kayword, into something like Breach, or Delay as someone proposed.
Some Aked why Chrommie needed to be twisted, if she already had control over temporal powers, and thats true, but the idea is Warpers aren't exactly good guys in general, and Chrommie wouldnt help them just like that, so....they just trapped her and used her power.
The Token
I like how druid's treants have diferent arts with the same name, so, i'll apply the same thing for the Warper's orbs.
Edit ok i had another idea for warp and that would be use rhe card for less mana and have a similar effect but less powerful than the original card. I would keep the time travelling idea. And would fit better as warp named. Sure i would have to change chrommie but is doable
Yep i have some questions, about the cards i made in general and mostly keyword, what do you think is better? the even tur mechanich but changig the name to "Time Breach" or this other Warp Keyword. I also changed the cards that would be affected. (I quote my own post here to make the cards easier to compare)
After some work, here's the Scholar Set of The Doctor.
Upgraded Hero Power and new mechanic:
"My students need to work hard to obtain their degree, you don't learn how to stitch together the bodies of crocolisks, robots and Gandling's naughty students in one day after all! My students are only useful when they manage to graduate!"
"Hope you like my abominations circus! I'm trying to perfect my tecnique, while documenting it in a book I plan to release in a few years! I'm waiting for feedback so take them for a ride."
"Also, if the hero power isn't enough to make m lazy underlings get to work, here's a few card discounts you may want to use."
"Geniuses like me and you can't fight at the first line! Keep into the battle with the use of dirty tactics that only we can appreciate!"
"Of course, I've got good news to everyone that wants to sinergize with those secrets."
Also, Drone token:
Any feedback on those? I plan to achieve the challenge with Saronite Miner (Corrupt).
@MvonTveskagrad
Great set for now, love how you focus on returning cards to your hand.Energy Pylon is too good maybe because it can go infinite. At least the Pylon shouldn't have Taunt. Also Cosmic Duality is kinda confusing.
@Noah_McGrath
Good work, you managed to tone down your aggresive startegies a bit, while creating new control ones. The Warpstone Shard mechanic is cool, hope you manage to get a balance between cards that discard Warpstones and cards that generate theme. Right now it looks good.
Your Hero Power has a problem that it doesn't necessary better than the original one. I don't get why you can't just has it to be reduce its cost by (2).
Drone Brooder's wording is overly long. I think it should be "summon 1/1 Drone equal to its original cost".
I don't get the flavor of Door's Open Day. Why is it name that way? Why is it related to minion attack your hero?
Waste Assimilation's wording should be "When a friendly minion die"
Putricide's wording should be "Whenever you play a cast that cost (1) or less".
Finally had time to sit and make some cards. Probably change some names here and there, hope wording is clear.
Prince Tenris effect means you can use your sanguinate cards on the enemy minions, but i wasn't sure if "Your Sanguinate Cards" was okey.
Captive Soul is basically made for those effect that require select a target, so it will automatically take health from that minion (because you can't select a targer two times for a spell). Hope that was clear before read this.
Flayed bolt is the challenge: overkill effect, but i don't quite like it so probably will change it.
I considering use "Drain" instead of "Sanguinate". But sounds less original.
Wait. How much damage will you inflict with the effect of Sanguinate? Until you clarify that I can't determine the power level of these cards.
The 10 minions die stuff is because I follow the wording of Cult Master as well as that I want to make clear that minions die after the effect of A Scandal in Stormwind activated also count. Example: A 3/3 become a 1/1 and then die still count, while your wording seem to make it only minions with 2 or less attack or health die will count.
Coagulate is so weak compare to Freezing Potion, which not only hit face but also not give the +2 Health
Is Blood Elemental supposed to be when your hero is damaged this turn? Or it will activate just when your hero take damage.
Upgraded Hero Power:
The Detective: Apprentice's Dossiers
Class Keywords:
Showcase cards:
Argus's Favorite Case:
The full set:
Common
Rare
Epic
Legendary
My god this is good, i personaly would try the class, and surely suck at it but i love it. My only pointing here, isn't the legendary a Demon?. Cause it looks like but maybe you just forgot to add the tribe.
Hello everyone! Here is the writer of the Innkeeper! I'm new to this community, and you may tell that I'm also not a native English speaker ; )
I am here to introduce you my "protégé" set for the Innkeeper, that is what "initiate" means to the Demon Hunter.
The Innkeeper's keyword is "Encore"
Here is some explanation of this keyword. The "this" in the description refers to the card with the same name, that is to say the mechanism is similar to The Caverns Below.
Take this card as an example, you have one in your opening hand, when you draw the other one in your deck, they both can draw 2 cards for each player; or if you play it into the battlefield for one card draw, then you use something like Youthful Brewmaster to return it to your hand, you can also play it for two card draws this time; in similar ways, random generation and Discover that add cards to you hand can also synergize with Encore.
I am afraid that this description has an ambiguity because of my poor English, if anyone is willing to help me to improve with it, feel free to comment.
Looking forward to reply. Many thanks ; )
As i said before, i like the Encore Keyword, but the Hostess is a bit to strong for 1 mana, since ticket vendor is a thing i would change her to that statline 2 mana 2/3 with a potential highroll on early but nothing to dangerous.
If anyone else needs more feedback just let me know. Here are my first five cards:
WOW that Taunt, i think Starcursed Protector is a little bit to much all that effects with almost premiun stats. i would nerf it there wheter less attack or health, its just a nigthmare to remove for almost every deck.
"Once again we meet, brothers. With basics of soul mastery already trained, it's time to move on more advanced teachings.
You may be worried about death of your companions, who did not make it to next step of knowledge.
But, do not forget what is the reward - an absolute power of manipulating life and death.
We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul mastery across the whole Azeroth!"
Upgraded Hero Power:
This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.
I splitted Acolyte/Initiate set in two halfs: one more about souls, life and spirit mechanics, and the other more about sacrificing minions, dark powers and monsters.
Possible showcase cards:
Conjure Spirits - Simple Spirit synergy card.
Abandoned Doggo - Card which interacts with deaths of minions, as well as good card for faster decks.
Reviving Aura - Healing + Card Draw - two strenghts of my class.
Rest of cards for this week:
Token:
Sturdy Worshipper - A well stated minion which also summons a Spirit.
Haunted Mist - Swarm + Spirits.
Soul Warp - Spirits + Sacrifice. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.
Grand Reaper - The strongest minion of Soul Master, but with quite a drawback. I'm not sure if I didn't gone a bit too crazy with stats, but it is very weak against removals.
Lifekeeper's Sword - card usable in some sort of Spirit decks with limited pool of healing. Actualy, I had it made even before I knew the challenges.
Overfilling Knowledge - Very strong draw, which also synergizes, or maybe do not conflict, with other card draws. The effect is stronger when you have few cards, but is cheaper if you have more of them. You want draw most when you are on 0-2 cards, but probably card is the best if you have 5-6.
Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. In case of doubt: It is meant to first give spirits you already have +1/+1, and then it summons new ones.
Cards for second week (still missing a legendary):
Do you think it is good to split cards this way, so you may see cards which interact together, or maybe I should mix it, so my class won't feel to have only one theme? Not saying that the cards in second half are probably less connected, but it is because I wanted to show the more important theme of the class first, so the second half may look like leftovers. I think about swapping Abandoned Dog with Soulbound Piercer, but that would leave me with no weapon for second week, as well as my first half will be even more monotonic.
I love the big taunt, is just like my dream of a card to try to cheat out somehow. The Abandoned dog isn't a beast? or is just the dog's "Spirit" so no tribe?
So, I see you will also have some Taunt synergies? Generaly, your cards look pretty well, maybe Void Impenetratable is a little strong. With your class it doesn't seem realy hard to just break one weapon, so maybe you should go with an average of this summoning 1 minion, what, comparing to Animal Guardian seems like 4 Mana effect.
I'll reply to your concerns about Void Impenatrable below, as MvonTzeskagrad has similar concerns.
For your cards:
I actually like the general direction of the class though Overfilling Knowledge is, ironically, a very clunky topdeck since you have to waste your entire turn to play it. That's sort of the card's design, I suppose.
Thanks for your comments about art. Whenever I do custom classes, it is no exaggeration to say I spend perhaps five to six hours each phase getting art or photoshopping it.
As for Starcursed Guardian by itself, in a vacuum, it is slightly pushed but not overly strong. It has two less stats than Evasive Drakonid, which is a neutral, and the upside of being immune to silence and AOE is the bonus it gets for being a class card. Furthermore, there is the absolutely monstrosity that is Winged Guardian.
Now for Impenetrable Void. I suppose it is a safer bet to peg it at 4 mana. By itself, in a vacuum, it's actually fine at 3 mana. You use your Hero Power for 2 mana, attack, then use this. You paid 5 mana and one card to cheat out a 6 mana taunt from your deck. Nothing too impressive. I suppose where it can get a bit strong is when you have a crappy weapon leftover from last turn, in which it becomes a 5 mana summon two taunts from deck.
@JoshoPrime I think your second version is better and give you more design freedom for further cards. Have you thought about something like "If you play this card at different cost, have another effect". So maybe you can use expensive alternate cost for "future" cards, unless "the past" is your class theme. As for the showcase cards i think they're are more or less balance but all three are the same mechanic in the end, so it doesn't quite show the theme of your class. I would consider change either the rex or the spell (for the showcase).
@SirTrumpet Soul warp is a better showcase card than Reviving aura IMO. The second one looks very generic. I personally divide my set in two or three cards for each sub theme or mechanic, including the keyword. So you could put: Spirit relate, Stealth relate and deaths effect relate. Just and idea.
@McF4rtson Void impenetrable looks like an epic. Since you are now adding Taunt relate cards, like you said 4 should be better as the cost, mostly because you're are adding very strongs drops to work with that effect. I think the legendary should have less health or give you a lower attack weapon, maybe 3/2 (?).
WOW that Taunt, i think Starcursed Protector is a little bit to much all that effects with almost premiun stats. i would nerf it there wheter less attack or health, its just a nigthmare to remove for almost every deck.
I would be agreeable to lowering it to 5/6, but no less. As I've said before, Evasive Drakonid is a neutral card, and Winged Guardian also exists.
@McF4rtson Void impenetrable looks like an epic. Since you are now adding Taunt relate cards, like you said 4 should be better as the cost, mostly because you're are adding very strongs drops to work with that effect. I think the legendary should have less health or give you a lower attack weapon, maybe 3/2 (?).
Any thoughts on my cards?
I'll consider making it an epic.
A 3/2 weapon is probably far too low-impact on turn 8. I'll consider 6 health, though he's just a sidegrade to Tirion Fordring in his current state, trading the taunt for immediate 5 damage.
Blood Elemental seems quite strong, and auto-keep in a mulligan for pretty much any matchup. Against an aggressive deck when you have the coin, this is a free minion turn 2. Conversely, it is also always live if you just Hero Power. Flayed Bolt is pretty weak, it's deal 2 damage, then deal 3 to face. I'm not a huge fan of Coagulate's text since it's basically just Freeze, give +2 Health.
I agree Starcursed Protector is overtuned. To make the comparison to Evasive Drakanoid simpler let's assume your card was priced at 7 mana with it's exact same effects and stats. So you would be trading 2 attack for immune to spells and targetted battlecries. I would even be worried about this but it seems much more reasonable. At 6 mana it's just insane.
Another comparison is boulderfist ogre. (I know it's a shitty neutral card but still...) -1 attack to add taunt and the immune package. I mean I know power creeping is inevitable , but that card is power leaping.
@JoshoPrime I think your second version is better and give you more design freedom for further cards. Have you thought about something like "If you play this card at different cost, have another effect". So maybe you can use expensive alternate cost for "future" cards, unless "the past" is your class theme. As for the showcase cards i think they're are more or less balance but all three are the same mechanic in the end, so it doesn't quite show the theme of your class. I would consider change either the rex or the spell (for the showcase).
@SirTrumpet Soul warp is a better showcase card than Reviving aura IMO. The second one looks very generic. I personally divide my set in two or three cards for each sub theme or mechanic, including the keyword. So you could put: Spirit relate, Stealth relate and deaths effect relate. Just and idea.
@McF4rtson Void impenetrable looks like an epic. Since you are now adding Taunt relate cards, like you said 4 should be better as the cost, mostly because you're are adding very strongs drops to work with that effect. I think the legendary should have less health or give you a lower attack weapon, maybe 3/2 (?).
Any thoughts on my cards?
I considered the highr cost cards, but the card text would be huge so, i discarded, what i could make is some cards costing less, and some other costing more, and the ones that are simple getting boths, maybe the rex and the spell could show that and let chrommie as a showcase of a card that only works one side. like this
I think if i keep the multiple cost Warp in the common cards where the effect is shorter it can still work. But Cards like Chrommie epics and rares, would be imposible since im surely traspassing the 4 lines rule. so in those cases the warp will be or just a lower cost or a higher cost.
Oh, about the showcase cards, its ok those 3 arent the shocase cards just were the cards affected for the Keyword change i showed them for that reason.
I agree Starcursed Protector is overtuned. To make the comparison to Evasive Drakanoid simpler let's assume your card was priced at 7 mana with it's exact same effects and stats. So you would be trading 2 attack for immune to spells and targetted battlecries. I would even be worried about this but it seems much more reasonable. At 6 mana it's just insane.
Another comparison is boulderfist ogre. (I know it's a shitty neutral card but still...) -1 attack to add taunt and the immune package. I mean I know power creeping is inevitable , but that card is power leaping.
The closest comparison would be Winged Guardian as both are class cards. I'm just considering either 5/6 or 4/7 now. My card design philosophy has changed as of late, seeing as there's so much powercreep.
I agree Starcursed Protector is overtuned. To make the comparison to Evasive Drakanoid simpler let's assume your card was priced at 7 mana with it's exact same effects and stats. So you would be trading 2 attack for immune to spells and targetted battlecries. I would even be worried about this but it seems much more reasonable. At 6 mana it's just insane.
Another comparison is boulderfist ogre. (I know it's a shitty neutral card but still...) -1 attack to add taunt and the immune package. I mean I know power creeping is inevitable , but that card is power leaping.
The closest comparison would be Winged Guardian as both are class cards. I'm just considering either 5/6 or 4/7 now. My card design philosophy has changed as of late, seeing as there's so much powercreep.
then 5/6, its your card at the end if i can't completely change your mind, but, i'd prefer the less health posible option to give more chances of removing it by trading fast.
I'm pretty sure at 5/6 it is perfectly fine. Multiple decks are able to deal with a 6 health Taunt just by trading. DH wouldn't even sneeze at this, it may very well be a 5/6 vanilla Taunt to them, neither would evolve shaman. For Tempo Rogue, this is no different than a regular Evasive minion, save for SI:7 Agent. For Libroom Paladin, aforementioned Broom will easily deal with this. There are tons of outs.
Sorry for the delay, i just lost it when i made the modification on the cards xD but here it is
Finally had time to sit and make some cards. Probably change some names here and there, hope wording is clear.
Prince Tenris effect means you can use your sanguinate cards on the enemy minions, but i wasn't sure if "Your Sanguinate Cards" was okey.
Captive Soul is basically made for those effect that require select a target, so it will automatically take health from that minion (because you can't select a targer two times for a spell). Hope that was clear before read this.
Flayed bolt is the challenge: overkill effect, but i don't quite like it so probably will change it.
I considering use "Drain" instead of "Sanguinate". But sounds less original.
@Shatterstar1998: I like the flavor in most of your cards, but i think the wording is wrong, according to the ingame cards: For example "10 minions die" could be "Destroy 10 minions". I don't see any reason that "After is revealed.." on bribery could'nt be "If this is revealed" unless it mess with the 4 line rule. Otherwise i do think they continue the themes on the basic set.
@whatTheHeck: Like someone said before, alot of your cards have interesting effects and i get that they may fits in the "doctor that make experiments" theme, but between them you need to established some main subthemes. Maybe you can use a variation or the word "counter" since half of your cards have that effect and the same with those that "use the cost of previously played cards to gain effects". Good luck.
@MvonTzeskagrad: I like the cards, but the rarity is messy. If your effect is simply as "summon this, happen that; if this is happen, gain this" should be a rare or even a common. Two keywords generally belong to rare cards. Really particular effects are epic. Also, to me, the legendary doesn't quite have flavor for your class as the rest of the cards.
@B3ckemon So far the cards seems good, maybe you can make the rest of them most especific for your hero power tokens. I don't like the legendary. I get the theme, but seems very situational for a "Initiate set" legendary. I not sure if you're struggling to good artwork, i will leave you this: https://www.pinterest.es/ChilledFroggie/pins/ i always check on that site i save some fishing related stuff. Hope you find something useful.
QUICKEDIT: Sanguinate applies on FRIENDLY minions. Make a mistake while writing it.
I'm a bit confused about the Keyword, not about how it works that part is easy, but about Captive soul and Prince Ternis, Captive Soul gives the next spel you cast on that minion Sanguinate?, but what would the Keyword do in that scenario?, Prince Ternis confuses me aswell for the text, i thougth Sanguinate could be used wherever you wanted if the card doesn't specify the target. Maybe i'm just missreading the cards and those work in a more simple way than the ones im thinking.
And just a Balance thing with Coagulate, it seems pretty weak next to Power Word Shield, i think it could give +3 health at least with that downside.
@Shatterstar1998 Sanguinate will deal damage equal to the cost of the spell that have that keyword. Ex: If the spell cost 4 it will inflict 4 damage to the selected minion. None of the spells with Sanguinate select an objetivo, so "ingame" you would select a minion with health atleast equal to the cost of the spell to activate the Sanguinate version of the spell. Looks like i make quite a mess :c
Blood elemental activates if your hero is damaged, simple as that. If you aren'y 30 Health it will work.
Thanks all for the Feedback, i'm very sorry for the delay, but i was back to my home and i didn't have electricity. So i couldnt do much until late today.
Anyway. I read about the Keyword, and im willing to change it, maybe the name, or the precondition, but i still want it to be a precondition keyword (yeah the being even turn would be a precondition) So don't Mind when you see warp in this cards is just the cards im trying to get the keyword this half of the iniciate set. Being this or another.
But for now
The old Keyword im using is Overkill, Being Defense Destroyer who makes use of it as a removal.
The Hero Power changer is also in the Control direction
And this are the rest, I used some of the ideas i had from the basic set, and now with the word Steal, to do the "warping" thing, this is what makes me wonder how to change the name of the Kayword, into something like Breach, or Delay as someone proposed.
Some Aked why Chrommie needed to be twisted, if she already had control over temporal powers, and thats true, but the idea is Warpers aren't exactly good guys in general, and Chrommie wouldnt help them just like that, so....they just trapped her and used her power.
The Token
I like how druid's treants have diferent arts with the same name, so, i'll apply the same thing for the Warper's orbs.
Well what do you think?
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Edit ok i had another idea for warp and that would be use rhe card for less mana and have a similar effect but less powerful than the original card. I would keep the time travelling idea. And would fit better as warp named. Sure i would have to change chrommie but is doable
Hello everyone! Here is the writer of the Innkeeper! I'm new to this community, and you may tell that I'm also not a native English speaker ; )
I am here to introduce you my "protégé" set for the Innkeeper, that is what "initiate" means to the Demon Hunter.
The Innkeeper's keyword is "Encore"
Here is some explanation of this keyword. The "this" in the description refers to the card with the same name, that is to say the mechanism is similar to The Caverns Below.
Take this card as an example, you have one in your opening hand, when you draw the other one in your deck, they both can draw 2 cards for each player; or if you play it into the battlefield for one card draw, then you use something like Youthful Brewmaster to return it to your hand, you can also play it for two card draws this time; in similar ways, random generation and Discover that add cards to you hand can also synergize with Encore.
I am afraid that this description has an ambiguity because of my poor English, if anyone is willing to help me to improve with it, feel free to comment.
Looking forward to reply. Many thanks ; )
Night Elf Hostess is unbalanced as hell. Draw 2 cards for 1 mana? Really? On a 1/3 body? Even if the opponent draws as well, it's like Coldlight Oracle on drugs. Maybe make it "Encore: Both players draw a card" would do better, since 1/3 is already a top notch 1 drop stats, and if you happen to draw both at turn 1 both would have encore.
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Hey everyone. I've completed my first draft but Imgur isn't working atm so I'm looking for a replacement. Please help !
try here https://postimages.org/
I like the idea, but i think Nigth elf Hosstes could have a 2 mana 2/3 statline, like the ticket vendor, withouth a tribe, but with a potential upside being a class card, but i would understande people asking it to be either 3 mana or 2 mana 1/2 or 1/3
If anyone else needs more feedback just let me know. Here are my first five cards:
The Soul Master: Acolyte Set
"Once again we meet, brothers. With basics of soul mastery already trained, it's time to move on more advanced teachings.
You may be worried about death of your companions, who did not make it to next step of knowledge.
But, do not forget what is the reward - an absolute power of manipulating life and death.
We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul mastery across the whole Azeroth!"
Upgraded Hero Power:
This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.
I splitted Acolyte/Initiate set in two halfs: one more about souls, life and spirit mechanics, and the other more about sacrificing minions, dark powers and monsters.
Possible showcase cards:
Conjure Spirits - Simple Spirit synergy card.
Abandoned Doggo - Card which interacts with deaths of minions, as well as good card for faster decks.
Reviving Aura - Healing + Card Draw - two strenghts of my class.
Rest of cards for this week:
Token:
Sturdy Worshipper - A well stated minion which also summons a Spirit.
Haunted Mist - Swarm + Spirits.
Soul Warp - Spirits + Sacrifice. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.
Grand Reaper - The strongest minion of Soul Master, but with quite a drawback. I'm not sure if I didn't gone a bit too crazy with stats, but it is very weak against removals.
Lifekeeper's Sword - card usable in some sort of Spirit decks with limited pool of healing. Actualy, I had it made even before I knew the challenges.
Overfilling Knowledge - Very strong draw, which also synergizes, or maybe do not conflict, with other card draws. The effect is stronger when you have few cards, but is cheaper if you have more of them. You want draw most when you are on 0-2 cards, but probably card is the best if you have 5-6.
Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. In case of doubt: It is meant to first give spirits you already have +1/+1, and then it summons new ones.
Cards for second week (still missing a legendary):
Do you think it is good to split cards this way, so you may see cards which interact together, or maybe I should mix it, so my class won't feel to have only one theme? Not saying that the cards in second half are probably less connected, but it is because I wanted to show the more important theme of the class first, so the second half may look like leftovers. I think about swapping Abandoned Dog with Soulbound Piercer, but that would leave me with no weapon for second week, as well as my first half will be even more monotonic.
So, I see you will also have some Taunt synergies? Generaly, your cards look pretty well, maybe Void Impenetratable is a little strong. With your class it doesn't seem realy hard to just break one weapon, so maybe you should go with an average of this summoning 1 minion, what, comparing to Animal Guardian seems like 4 Mana effect.
@SirTrumpet
Spirit Assault starts summoning the minions then buff them, or buff then summon? I feel Grim Reaper is too good a name to pass on it, but the card itself is amazing. Overall the class seems pretty solid and has quite some good aesthetics, better than most death classes people often do.
@McF4rston
Don't know, maybe Starcursed Protector is too strong, specially since you can easily cheat them for 3 mana. Also... would'nt it be Impenetrable Void?
I like its taking unique directions and so far it seems to rely mostly on taunts instead of armor and healing to deal with face damage. Also, the art is just gorgeous, I was fearing it'd turn into a "all cards are void elves doing same creepy things".
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Yep i have some questions, about the cards i made in general and mostly keyword, what do you think is better? the even tur mechanich but changig the name to "Time Breach" or this other Warp Keyword. I also changed the cards that would be affected. (I quote my own post here to make the cards easier to compare)
What do you think in general?.
That said time to work.
My god this is good, i personaly would try the class, and surely suck at it but i love it. My only pointing here, isn't the legendary a Demon?. Cause it looks like but maybe you just forgot to add the tribe.
As i said before, i like the Encore Keyword, but the Hostess is a bit to strong for 1 mana, since ticket vendor is a thing i would change her to that statline 2 mana 2/3 with a potential highroll on early but nothing to dangerous.
WOW that Taunt, i think Starcursed Protector is a little bit to much all that effects with almost premiun stats. i would nerf it there wheter less attack or health, its just a nigthmare to remove for almost every deck.
I love the big taunt, is just like my dream of a card to try to cheat out somehow. The Abandoned dog isn't a beast? or is just the dog's "Spirit" so no tribe?
I'll reply to your concerns about Void Impenatrable below, as MvonTzeskagrad has similar concerns.
For your cards:
I actually like the general direction of the class though Overfilling Knowledge is, ironically, a very clunky topdeck since you have to waste your entire turn to play it. That's sort of the card's design, I suppose.
Thanks for your comments about art. Whenever I do custom classes, it is no exaggeration to say I spend perhaps five to six hours each phase getting art or photoshopping it.
As for Starcursed Guardian by itself, in a vacuum, it is slightly pushed but not overly strong. It has two less stats than Evasive Drakonid, which is a neutral, and the upside of being immune to silence and AOE is the bonus it gets for being a class card. Furthermore, there is the absolutely monstrosity that is Winged Guardian.
Now for Impenetrable Void. I suppose it is a safer bet to peg it at 4 mana. By itself, in a vacuum, it's actually fine at 3 mana. You use your Hero Power for 2 mana, attack, then use this. You paid 5 mana and one card to cheat out a 6 mana taunt from your deck. Nothing too impressive. I suppose where it can get a bit strong is when you have a crappy weapon leftover from last turn, in which it becomes a 5 mana summon two taunts from deck.
@JoshoPrime I think your second version is better and give you more design freedom for further cards. Have you thought about something like "If you play this card at different cost, have another effect". So maybe you can use expensive alternate cost for "future" cards, unless "the past" is your class theme. As for the showcase cards i think they're are more or less balance but all three are the same mechanic in the end, so it doesn't quite show the theme of your class. I would consider change either the rex or the spell (for the showcase).
@SirTrumpet Soul warp is a better showcase card than Reviving aura IMO. The second one looks very generic. I personally divide my set in two or three cards for each sub theme or mechanic, including the keyword. So you could put: Spirit relate, Stealth relate and deaths effect relate. Just and idea.
@McF4rtson Void impenetrable looks like an epic. Since you are now adding Taunt relate cards, like you said 4 should be better as the cost, mostly because you're are adding very strongs drops to work with that effect. I think the legendary should have less health or give you a lower attack weapon, maybe 3/2 (?).
Any thoughts on my cards?
I would be agreeable to lowering it to 5/6, but no less. As I've said before, Evasive Drakonid is a neutral card, and Winged Guardian also exists.
I'll consider making it an epic.
A 3/2 weapon is probably far too low-impact on turn 8. I'll consider 6 health, though he's just a sidegrade to Tirion Fordring in his current state, trading the taunt for immediate 5 damage.
Blood Elemental seems quite strong, and auto-keep in a mulligan for pretty much any matchup. Against an aggressive deck when you have the coin, this is a free minion turn 2. Conversely, it is also always live if you just Hero Power. Flayed Bolt is pretty weak, it's deal 2 damage, then deal 3 to face. I'm not a huge fan of Coagulate's text since it's basically just Freeze, give +2 Health.
I agree Starcursed Protector is overtuned. To make the comparison to Evasive Drakanoid simpler let's assume your card was priced at 7 mana with it's exact same effects and stats. So you would be trading 2 attack for immune to spells and targetted battlecries. I would even be worried about this but it seems much more reasonable. At 6 mana it's just insane.
Another comparison is boulderfist ogre. (I know it's a shitty neutral card but still...) -1 attack to add taunt and the immune package. I mean I know power creeping is inevitable , but that card is power leaping.
I considered the highr cost cards, but the card text would be huge so, i discarded, what i could make is some cards costing less, and some other costing more, and the ones that are simple getting boths, maybe the rex and the spell could show that and let chrommie as a showcase of a card that only works one side. like this
I think if i keep the multiple cost Warp in the common cards where the effect is shorter it can still work. But Cards like Chrommie epics and rares, would be imposible since im surely traspassing the 4 lines rule. so in those cases the warp will be or just a lower cost or a higher cost.
Oh, about the showcase cards, its ok those 3 arent the shocase cards just were the cards affected for the Keyword change i showed them for that reason.
The closest comparison would be Winged Guardian as both are class cards. I'm just considering either 5/6 or 4/7 now. My card design philosophy has changed as of late, seeing as there's so much powercreep.
then 5/6, its your card at the end if i can't completely change your mind, but, i'd prefer the less health posible option to give more chances of removing it by trading fast.
I'm pretty sure at 5/6 it is perfectly fine. Multiple decks are able to deal with a 6 health Taunt just by trading. DH wouldn't even sneeze at this, it may very well be a 5/6 vanilla Taunt to them, neither would evolve shaman. For Tempo Rogue, this is no different than a regular Evasive minion, save for SI:7 Agent. For Libroom Paladin, aforementioned Broom will easily deal with this. There are tons of outs.
Sorry for the delay, i just lost it when i made the modification on the cards xD but here it is
Finally had time to sit and make some cards. Probably change some names here and there, hope wording is clear.
@Shatterstar1998: I like the flavor in most of your cards, but i think the wording is wrong, according to the ingame cards: For example "10 minions die" could be "Destroy 10 minions". I don't see any reason that "After is revealed.." on bribery could'nt be "If this is revealed" unless it mess with the 4 line rule. Otherwise i do think they continue the themes on the basic set.
@whatTheHeck: Like someone said before, alot of your cards have interesting effects and i get that they may fits in the "doctor that make experiments" theme, but between them you need to established some main subthemes. Maybe you can use a variation or the word "counter" since half of your cards have that effect and the same with those that "use the cost of previously played cards to gain effects". Good luck.
@MvonTzeskagrad: I like the cards, but the rarity is messy. If your effect is simply as "summon this, happen that; if this is happen, gain this" should be a rare or even a common. Two keywords generally belong to rare cards. Really particular effects are epic. Also, to me, the legendary doesn't quite have flavor for your class as the rest of the cards.
@B3ckemon So far the cards seems good, maybe you can make the rest of them most especific for your hero power tokens. I don't like the legendary. I get the theme, but seems very situational for a "Initiate set" legendary. I not sure if you're struggling to good artwork, i will leave you this: https://www.pinterest.es/ChilledFroggie/pins/ i always check on that site i save some fishing related stuff. Hope you find something useful.
QUICKEDIT: Sanguinate applies on FRIENDLY minions. Make a mistake while writing it.
I'm a bit confused about the Keyword, not about how it works that part is easy, but about Captive soul and Prince Ternis, Captive Soul gives the next spel you cast on that minion Sanguinate?, but what would the Keyword do in that scenario?, Prince Ternis confuses me aswell for the text, i thougth Sanguinate could be used wherever you wanted if the card doesn't specify the target. Maybe i'm just missreading the cards and those work in a more simple way than the ones im thinking.
And just a Balance thing with Coagulate, it seems pretty weak next to Power Word Shield, i think it could give +3 health at least with that downside.