@JoshoPrime Sanguinate spells will let you target a friendly minion and use it health instead of mana, therefore those spells with Sanguinate doesn't target (since you can't target two times). Captive soul its mean to be an "aura effect" so the next spell you use (that could target) will automatically target Captive soul's health as the cost. Basically a way to bypass that issue. Prince Tenris will let you use the Sanguinate cards on enemy minions health.
Thanks, probably will change coagulate to any minion and adjust the health.
Quite many new posts since my feedback, so here goes round two:
@Shatterstar1998
Art change is good, and Argus Poirot is pretty good. I understand your reasoning about Intensive Training, I actually think that the Self-defence training is the one a bit off the balance, but I understand you needed 0-cost cards for your Basic set. I think that wording on Scandal in Stormwind is fine, actually better than the one suggested by Ozymandias.
@Ozymandias
Unlike the others, I had no problem with understanding your keyword, and it was quite obvious to me you mean the same amount of minion's Health as the Mana cost. You use the same wording as Cho'gall and G'huun the Blood God. However, the other problem is that I think it's way better to use minion's Health than Mana, and cards with it are quite overpowered. 0 mana 8 damage with lifesteal, or 0 Mana +2/+2 on your minions, with the exception that one will get only Attack, are way too strong. It's also strange to make a card which have better effect if you decide to play it at lower cost (as I said, I find Mana more valuable than Health of a single minion). Of your other cards, the balance changes I could suggest is to reduce the cost of Flayed Bolt to 3, Coaugulate could be fine with targeting any minions, and maybe Blood Elemental is a bit too strong, it's not realy hard to have your hero damaged, especially in your class. Maybe with 1 less Health it would be fine. Also, for Voodoo Ritual, I would advise a little of change, because there is no currently a spell in hearthstone with if x do y, with no other effects. They are more like do a, if x, also do y. I mean, there are no cards with only conditional effects, at least not as straightforwardly conditional as yours. Of course it's only my opinion about that.
@JoshoPrime
Although I already saw a very similar keyword in one custom class, I will pretend I did not, and hope you didn't mean to copy it. Your class is much different in other aspects than the class I'm talking about anyway. The keyword is pretty good anyway, but as you said it takes a bit of text on cards to make two extra effects. I actually think it is better if most of your cards have only one Warp effect, because otherwise the cards at lower rarity will use mechanic (two Warp effects) which cards at higher rarity will not be able to use, what is quite strange. The legendary cards should be the more unique ones. Of course, there may be some cards with double Warp, but, personally, I think these cards should be in minority. That said, I wonder if the version od warp which only works if you have not enough Mana isn't the better one. Altough, it's just my opinion.
Quite many new posts since my feedback, so here goes round two:
@Shatterstar1998
Art change is good, and Argus Poirot is pretty good. I understand your reasoning about Intensive Training, I actually think that the Self-defence training is the one a bit off the balance, but I understand you needed 0-cost cards for your Basic set. I think that wording on Scandal in Stormwind is fine, actually better than the one suggested by Ozymandias.
@Ozymandias
Unlike the others, I had no problem with understanding your keyword, and it was quite obvious to me you mean the same amount of minion's Health as the Mana cost. You use the same wording as Cho'gall and G'huun the Blood God. However, the other problem is that I think it's way better to use minion's Health than Mana, and cards with it are quite overpowered. 0 mana 8 damage with lifesteal, or 0 Mana +2/+2 on your minions, with the exception that one will get only Attack, are way too strong. It's also strange to make a card which have better effect if you decide to play it at lower cost (as I said, I find Mana more valuable than Health of a single minion). Of your other cards, the balance changes I could suggest is to reduce the cost of Flayed Bolt to 3, Coaugulate could be fine with targeting any minions, and maybe Blood Elemental is a bit too strong, it's not realy hard to have your hero damaged, especially in your class. Maybe with 1 less Health it would be fine. Also, for Voodoo Ritual, I would advise a little of change, because there is no currently a spell in hearthstone with if x do y, with no other effects. They are more like do a, if x, also do y. I mean, there are no cards with only conditional effects, at least not as straightforwardly conditional as yours. Of course it's only my opinion about that.
@JoshoPrime
Although I already saw a very similar keyword in one custom class, I will pretend I did not, and hope you didn't mean to copy it. Your class is much different in other aspects than the class I'm talking about anyway. The keyword is pretty good anyway, but as you said it takes a bit of text on cards to make two extra effects. I actually think it is better if most of your cards have only one Warp effect, because otherwise the cards at lower rarity will use mechanic (two Warp effects) which cards at higher rarity will not be able to use, what is quite strange. The legendary cards should be the more unique ones. Of course, there may be some cards with double Warp, but, personally, I think these cards should be in minority. That said, I wonder if the version od warp which only works if you have not enough Mana isn't the better one. Altough, it's just my opinion.
I didn't, but im not surprised, i was inspired on shadowverse mechanichs. so i imagine more people trying to fit the mechanic in hearthstne. About the Rarity warp issue, yeah i thougth the same, but at the same time it felt weird only working one way, even having the shadowverse example where the play for less mana or for more mana are 2 diferente mechnics and im trying to combine then here. I'm thinking if i let this cards like this and make use of single warps in another cards, or make the mecha rex work in just 1 single warp, but the funny thing is in that case im pretty sure the most acuerate way to warp it is in a higher cost instead of a lower cost.
Now tht i see it, Just in time looks more like an epic than a common. hmm, i have time until tomorrow at 9 pm est rigth?
Quick question. If you Sanguinate your own Blood Orb, it gains Health? I'm thinking yes, but I want to make sure.
Btw, I'm just gonna warn about something... Feast of the Court into 2xBlood Rage. That's turn 5 3 5/7 minions and a 5/3 one. Not sure how to balance the Sanguinate effect, but to be honest, Blood Rage even without it is very strong (think of Savage Roar that has almost same effect but only lasts that turn).
Hello everyone, here is the writer of the Innkeeper. My sketch for the Week Two is almost done. I'm here to ask for more advice on affairs like balance, flavor and so on.
In the protégé set, I write a Cycle of some 1-Cost cards. They can synergize well with drawing and shuffling stuffs:
The next is the keyword "Encore", which still needs improvement on wording:
( I have concluded ways to trigger Encore: return to your hand, shuffle back into the deck and draw it again, draw the card with the same name, discover, generation. If there is any missing, please add it for me ; )
The third is about the handkeeper I mentioned in phase one:
Then it's several useful cards' turn:
My showcase cards may go to Dolores, the Dealer, Cocktail Show, and Night Elf Hostess.
Finally, it's the upgraded Hero Power, though it's not very good, I can't work out a more appropriate upgraded hero power for the Innkeeper:
Feel free to comment. My most sincere thanks to every advice ; )
Taking some of the advices, i like the idea of multiple warp cards, but at the same its pretty pretty dificult to make them on lower rarity cards, after some thinking im prety sure that Just in time would easily be an epic in any expansion due to its flaxible natur, so ill nerf it and take that in consideration for the expansion and second half of the iniciate set. (cause both epics are covered this half ,one as the weapon and the other as the one which changes the hero power, and that one is a keeper for the rules of this week.
This would be the actual state of the iniciate set (almost finished),
The token
What i have a Doubt here is whats best for this half of the set, another token the Iron coleopterus, since this part already has the Hardworker Engineer or or a big mech but without warp mechanic.
or
As you can see i have aswell 2 options for the big dude Just purely stats, or a little effect to the board that goes with the stat stealing mechanic.
Hello everyone, here is the writer of the Innkeeper. My sketch for the Week Two is almost done. I'm here to ask for more advice on affairs like balance, flavor and so on.
In the protégé set, I write a Cycle of some 1-Cost cards. They can synergize well with drawing and shuffling stuffs:
The next is the keyword "Encore", which still needs improvement on wording:
( I have concluded ways to trigger Encore: return to your hand, shuffle back into the deck and draw it again, draw the card with the same name, discover, generation. If there is any missing, please add it for me ; )
The third is about the handkeeper I mentioned in phase one:
Then it's several useful cards' turn:
My showcase cards may go to Dolores, the Dealer, Cocktail Show, and Night Elf Hostess.
Finally, it's the upgraded Hero Power, though it's not very good, I can't work out a more appropriate upgraded hero power for the Innkeeper:
Feel free to comment. My most sincere thanks to every advice ; )
I love your legendary and big girl. My only but here is the 0 mana cost spell even being a simetric effect, feels really dangerous. all minions in a deck, with cards mostly selected by the player to be in there, i know you usually build your deck to abuse it more, than your enemy, but still, make games even faster could be a problem with DH having cards that draw and gain positive effect if you play the drawn cards that turn. That said, the rest of the cards are really nice andfit perfectly in the class you made.
Thanks to @JoshoPrime for suggesting a new image hoster. Here is a little reminder of the class' hero power as well as the upgraded version. This is very much a 'Shaman case' as there was no clear way to make it better without making it too strong (two cards is just too much...)
>>>
I'm finally able to present my Mystic Set for the Seer :
Omen is a simple keyword that will help the class predict future draws, a very important tool for a class built around card draw. I want a keyword that can go on any card type and that helps the fantasy of a prophet. Only the player using Omen will see the card so you aren't giving up anything by using it. Ominous Specter is pretty straightforward, Prophecy is a value tool with some tutoring potential, Alternate Realities is a big reload for the late game that synergizes with the hero power.
Silence and Murlocs are sub-themes of the Seer that I want to explore in this set. Cleansing Wind is a big reset against mid-range decks or high synergy minions, Weirdeye is my take on both challenges (I thought it'd be fun to do both in one card), Darklight Lurker brings reliable board control and Riptide Seer can be great removal or burn as long as you play it at the right time.
To round things up, I wanted to give the Seer access to Secrets as well as a powerful board clear. Confusing Times may be a little strong but Sap is only 2 mana, Gift of the Naaru is a defensive tool similar to other secrets that trigger when your hero is attacked and Angered Manes is a little weird but I think it's important for a control class, maybe I should change it to "destroy all minions that attacked a friendly character last turn" ?
I hope you like my set and can give me your opinion. I'll try to get some reviews in before the deadline.
Thanks to @JoshoPrime for suggesting a new image hoster. Here is a little reminder of the class' hero power as well as the upgraded version. This is very much a 'Shaman case' as there was no clear way to make it better without making it too strong (two cards is just too much...)
>>>
I'm finally able to present my Mystic Set for the Seer :
Omen is a simple keyword that will help the class predict future draws, a very important tool for a class built around card draw. I want a keyword that can go on any card type and that helps the fantasy of a prophet. Only the player using Omen will see the card so you aren't giving up anything by using it. Ominous Specter is pretty straightforward, Prophecy is a value tool with some tutoring potential, Alternate Realities is a big reload for the late game that synergizes with the hero power.
Silence and Murlocs are sub-themes of the Seer that I want to explore in this set. Cleansing Wind is a big reset against mid-range decks or high synergy minions, Weirdeye is my take on both challenges (I thought it'd be fun to do both in one card), Darklight Lurker brings reliable board control and Riptide Seer can be great removal or burn as long as you play it at the right time.
To round things up, I wanted to give the Seer access to Secrets as well as a powerful board clear. Confusing Times may be a little strong but Sap is only 2 mana, Gift of the Naaru is a defensive tool similar to other secrets that trigger when your hero is attacked and Angered Manes is a little weird but I think it's important for a control class, maybe I should change it to "destroy all minions that attacked a friendly character last turn" ?
I hope you like my set and can give me your opinion. I'll try to get some reviews in before the deadline.
The keyword its really good for how the class works, and the cards look really cool. I love murlocs as uno of the main tribes, and the only thing i would do is to nerf the Darkligth Lurker to a 1/4, but since it doesn't have rush like the DH mage hunter, its probably ok.
Thanks for the feedback guys and @Ozymandias for the cool art gallery. Sorry for the lack of feedback from my part, but the week is being busy. So far you guys are doing really well overall, especially for the new keywords.
Omen and Sanguinate really match the classes.
@hza166 Encore is very nice on its own, but the wording don't really fit the inkeeper. I imagine the idea behind is when are at a bar and call the waiter for a "One More!" round of beer. That will depend on your region, tho.
As for the Fisherman, I will submit all cards in the right thread today, since I won't be able to fix many details until tomorrow. Happy 2021, everyone! ; )
Unfortunately, I have a lot on my plate today (including making the voting thread among many other things) and procrastinated on my own class. I can only give very brief remarks on the most recent classes and then dump most of my own cards for a final round of feedback.
@JoshoPrime Isn't Mecha-Rex a 7 mana 8/8 Rush? That's pretty big. While I the second version of Arcane Warden, you just don't have any synergy with large minions. It might be better for the class as a whole to go with the 2 mana bug, even if it is the less flashy option.
@hza166 I'm wondering if Dolores is better at 3 mana. At 4 mana, she runs the risk of just being an expensive combo minion that requires input. I'd peg her at similar power level to Stargazer Luna. Luna offers higher topdeck potential, Dolores is better if you already have cards in-hand, which is arguably worse as that is a win-more situation.
@Klipce Nice keyword! However, did I miss something: Why is Omen on Alternate Realities? It doesn't really do anything on that card does it not?
My stuff, 8 out of 10 cards done. I'll probably do another "middlemost" card and then the 10th slot is flex.
Thanks all for the feedback. Adjusted balance and wording. I change the challenge card.
So it is clear now what Sanguinate do?
@Klipce I thinks most of your cards are balance and fits the class, most important there are subthemes present that represent your class identity. I dont have an idea right now for wording on Angeres Manes, but "destroyed" and last turn events is probably too much specific for one card.
Also Darklight lurker could use "After this attacks a minion, Silence it" like Magehunter; Weirdeye "After your hero"; Confusing times "After your opponent...".
@JoshoPrime I think Steal version is better, Taunt version is more of a basic card. Remember put "Attack" with capital A in the weapon. Rest of cards look balance to me and as you say you don't need to put a lower and higher cost version on every card.
Unfortunately, I have a lot on my plate today (including making the voting thread among many other things) and procrastinated on my own class. I can only give very brief remarks on the most recent classes and then dump most of my own cards for a final round of feedback.
Reminder: 9 PM EST is the deadline, you have about 5 hours.
@JoshoPrime Isn't Mecha-Rex a 7 mana 8/8 Rush? That's pretty big. While I the second version of Arcane Warden, you just don't have any synergy with large minions. It might be better for the class as a whole to go with the 2 mana bug, even if it is the less flashy option.
@hza166 I'm wondering if Dolores is better at 3 mana. At 4 mana, she runs the risk of just being an expensive combo minion that requires input. I'd peg her at similar power level to Stargazer Luna. Luna offers higher topdeck potential, Dolores is better if you already have cards in-hand, which is arguably worse as that is a win-more situation.
@Klipce Nice keyword! However, did I miss something: Why is Omen on Alternate Realities? It doesn't really do anything on that card does it not?
My stuff, 8 out of 10 cards done. I'll probably do another "middlemost" card and then the 10th slot is flex.
I atcually draw them and reduce their costs and planning to have stronger effects,. And yeah, i Know Mecha Rex its a 7 mana 8/8 rush with watp, but, since a card like Marsh Hydra barely sees play, i dont think a 7 mana 8/8 rush would be that much of a problem, proably make it 8/7 with the warp, but still is a 7 mana "removal" or just a vanilla 8/8 that ant it migth matter agains the classes can be silenced to be reverted to a 4 health minion
Thanks a lot for the feedback and I happy to see that many people like my work ! Minor fixes but nothing big so it's time for reviews. I'll only do entries on this page cause then I gotta go to bed. Sorry I couldn't participate more this time around.
@Ozymandias
I think I get what Sanguinate does but it seems a little niche imo. Not that it's bad, Outcast is a lot like that but then Prince Tenris Mirkblood doesn't make much sense... I think Blood Elemental should say 'this turn' or cost more, as it stands it's pretty much 0 mana. I'm also worried that your class has extremely good curving abilities. I don't remember exactly your basic set but iirc you had aa solid 1-drop in there and adding both Swamp Snatcher and Blood Elemental with Blood Boil as an early finisher sounds really strong. Crimson Tides is really good, I would knock the base effect down to 4 damage. Blood Orb can become really problematic with buffs (Taunt in particular) but maybe I'm too harsh.
@McF4rtson
I really like your cards ! I'm sorry that I don't really remember your basic set but if you have a flex spot I think your class could use one more weapon generation. I like your Taunt sub-theme but again you have more payoffs than setups. A middle-most buff card could be cool if you don't already have one.
@JoshoPrime
I like your keyword but the cards you use it on aren't balanced at all. Just in Time! is a better Arcane Shot, Mecha-Rex is a better War Golem and Chrommie is a better Vilespine Slayer. I think you should balance each half of the card to be equivalent to a neutral option as the flexibility is really powerful. I also think all Warp effects should be higher cost. First, it would be less confusing if the cost on the mana symbol was in fact the minimum cost for the card, second, it would make it clearer what the keyword does. Initial Raider is a fine card but I'm not really sure you intend its insane synergy with Mecha'thun... The second Arcane Warden seems like a good fit in this set and it's a cool design. It throws me off that the wording order changes for no reason between the basic hero power and the upgraded one...
@hza166
I would reword Encore as 'a bonus if you have already played a card with the same name this game'. It changes the mechanic a little bit but in a good way because now the opponent can see these effects coming. This change also removes the possibility of a starting hand with both cards negating the cost of Encore. As suggested by someone else, I would change the name to something like 'Second Round' to fit more with your class' flavor. Other than that, I like your set. Maybe Carnival Night is a little crazy with other aggro tools...
Thanks a lot for the feedback and I happy to see that many people like my work ! Minor fixes but nothing big so it's time for reviews. I'll only do entries on this page cause then I gotta go to bed. Sorry I couldn't participate more this time around.
@Ozymandias
I think I get what Sanguinate does but it seems a little niche imo. Not that it's bad, Outcast is a lot like that but then Prince Tenris Mirkblood doesn't make much sense... I think Blood Elemental should say 'this turn' or cost more, as it stands it's pretty much 0 mana. I'm also worried that your class has extremely good curving abilities. I don't remember exactly your basic set but iirc you had aa solid 1-drop in there and adding both Swamp Snatcher and Blood Elemental with Blood Boil as an early finisher sounds really strong. Crimson Tides is really good, I would knock the base effect down to 4 damage. Blood Orb can become really problematic with buffs (Taunt in particular) but maybe I'm too harsh.
@McF4rtson
I really like your cards ! I'm sorry that I don't really remember your basic set but if you have a flex spot I think your class could use one more weapon generation. I like your Taunt sub-theme but again you have more payoffs than setups. A middle-most buff card could be cool if you don't already have one.
@JoshoPrime
I like your keyword but the cards you use it on aren't balanced at all. Just in Time! is a better Arcane Shot, Mecha-Rex is a better War Golem and Chrommie is a better Vilespine Slayer. I think you should balance each half of the card to be equivalent to a neutral option as the flexibility is really powerful. I also think all Warp effects should be higher cost. First, it would be less confusing if the cost on the mana symbol was in fact the minimum cost for the card, second, it would make it clearer what the keyword does. Initial Raider is a fine card but I'm not really sure you intend its insane synergy with Mecha'thun... The second Arcane Warden seems like a good fit in this set and it's a cool design. It throws me off that the wording order changes for no reason between the basic hero power and the upgraded one...
@hza166
I would reword Encore as 'a bonus if you have already played a card with the same name this game'. It changes the mechanic a little bit but in a good way because now the opponent can see these effects coming. This change also removes the possibility of a starting hand with both cards negating the cost of Encore. As suggested by someone else, I would change the name to something like 'Second Round' to fit more with your class' flavor. Other than that, I like your set. Maybe Carnival Night is a little crazy with other aggro tools...
I think thats the point, "expansion" cards being better than basic from another class in a class with less direct damage aviable, and a legendary being better than epics just being able to run 1 copy of it, i can nerf the Mecha rex, but the other 2 are fine as they are with today power levels. Card that can be played for less mana will be easy to recognize since those will be seen as playable if you have enogh mana for the lower Warp. And Mechathun synergy?, i dont even have a way to destroy it with this class with 2 mana. and the most important thing, this class lacks healing, making a triumph survaving through that. let alone drawing the entire deck, but playing everithing while yout best defense is taunt and maybe the 5 mana heal 8, but it is a mech aswell so it can be a lowroll for the Initial Raider.
@JoshoPrime Sanguinate spells will let you target a friendly minion and use it health instead of mana, therefore those spells with Sanguinate doesn't target (since you can't target two times). Captive soul its mean to be an "aura effect" so the next spell you use (that could target) will automatically target Captive soul's health as the cost. Basically a way to bypass that issue. Prince Tenris will let you use the Sanguinate cards on enemy minions health.
Thanks, probably will change coagulate to any minion and adjust the health.
At what hour does the phase end exactly? How much more time do we have to post the submission?
I have specified the times on the competition process: 9 PM EST
Excuse me, could Discover be used in the "Initiate" set?
Someone else have something to say about the changes i made?
Quite many new posts since my feedback, so here goes round two:
@Shatterstar1998
Art change is good, and Argus Poirot is pretty good. I understand your reasoning about Intensive Training, I actually think that the Self-defence training is the one a bit off the balance, but I understand you needed 0-cost cards for your Basic set. I think that wording on Scandal in Stormwind is fine, actually better than the one suggested by Ozymandias.
@Ozymandias
Unlike the others, I had no problem with understanding your keyword, and it was quite obvious to me you mean the same amount of minion's Health as the Mana cost. You use the same wording as Cho'gall and G'huun the Blood God. However, the other problem is that I think it's way better to use minion's Health than Mana, and cards with it are quite overpowered. 0 mana 8 damage with lifesteal, or 0 Mana +2/+2 on your minions, with the exception that one will get only Attack, are way too strong. It's also strange to make a card which have better effect if you decide to play it at lower cost (as I said, I find Mana more valuable than Health of a single minion). Of your other cards, the balance changes I could suggest is to reduce the cost of Flayed Bolt to 3, Coaugulate could be fine with targeting any minions, and maybe Blood Elemental is a bit too strong, it's not realy hard to have your hero damaged, especially in your class. Maybe with 1 less Health it would be fine. Also, for Voodoo Ritual, I would advise a little of change, because there is no currently a spell in hearthstone with if x do y, with no other effects. They are more like do a, if x, also do y. I mean, there are no cards with only conditional effects, at least not as straightforwardly conditional as yours. Of course it's only my opinion about that.
@JoshoPrime
Although I already saw a very similar keyword in one custom class, I will pretend I did not, and hope you didn't mean to copy it. Your class is much different in other aspects than the class I'm talking about anyway. The keyword is pretty good anyway, but as you said it takes a bit of text on cards to make two extra effects. I actually think it is better if most of your cards have only one Warp effect, because otherwise the cards at lower rarity will use mechanic (two Warp effects) which cards at higher rarity will not be able to use, what is quite strange. The legendary cards should be the more unique ones. Of course, there may be some cards with double Warp, but, personally, I think these cards should be in minority. That said, I wonder if the version od warp which only works if you have not enough Mana isn't the better one. Altough, it's just my opinion.
I didn't, but im not surprised, i was inspired on shadowverse mechanichs. so i imagine more people trying to fit the mechanic in hearthstne. About the Rarity warp issue, yeah i thougth the same, but at the same time it felt weird only working one way, even having the shadowverse example where the play for less mana or for more mana are 2 diferente mechnics and im trying to combine then here. I'm thinking if i let this cards like this and make use of single warps in another cards, or make the mecha rex work in just 1 single warp, but the funny thing is in that case im pretty sure the most acuerate way to warp it is in a higher cost instead of a lower cost.
Now tht i see it, Just in time looks more like an epic than a common. hmm, i have time until tomorrow at 9 pm est rigth?
@Ozymandias
Quick question. If you Sanguinate your own Blood Orb, it gains Health? I'm thinking yes, but I want to make sure.
Btw, I'm just gonna warn about something... Feast of the Court into 2xBlood Rage. That's turn 5 3 5/7 minions and a 5/3 one. Not sure how to balance the Sanguinate effect, but to be honest, Blood Rage even without it is very strong (think of Savage Roar that has almost same effect but only lasts that turn).
Best of lucks to everyone!
Click to see my Hearthstone projects:
Hello everyone, here is the writer of the Innkeeper. My sketch for the Week Two is almost done. I'm here to ask for more advice on affairs like balance, flavor and so on.
In the protégé set, I write a Cycle of some 1-Cost cards. They can synergize well with drawing and shuffling stuffs:
The next is the keyword "Encore", which still needs improvement on wording:
( I have concluded ways to trigger Encore: return to your hand, shuffle back into the deck and draw it again, draw the card with the same name, discover, generation. If there is any missing, please add it for me ; )
The third is about the handkeeper I mentioned in phase one:
Then it's several useful cards' turn:
My showcase cards may go to Dolores, the Dealer, Cocktail Show, and Night Elf Hostess.
Finally, it's the upgraded Hero Power, though it's not very good, I can't work out a more appropriate upgraded hero power for the Innkeeper:
Feel free to comment. My most sincere thanks to every advice ; )
Taking some of the advices, i like the idea of multiple warp cards, but at the same its pretty pretty dificult to make them on lower rarity cards, after some thinking im prety sure that Just in time would easily be an epic in any expansion due to its flaxible natur, so ill nerf it and take that in consideration for the expansion and second half of the iniciate set. (cause both epics are covered this half ,one as the weapon and the other as the one which changes the hero power, and that one is a keeper for the rules of this week.
This would be the actual state of the iniciate set (almost finished),
The token
What i have a Doubt here is whats best for this half of the set, another token the Iron coleopterus, since this part already has the Hardworker Engineer or or a big mech but without warp mechanic.
or
As you can see i have aswell 2 options for the big dude Just purely stats, or a little effect to the board that goes with the stat stealing mechanic.
Edit, by the way, here is the Upgraded Hero Power
>>>>>>>
I love your legendary and big girl. My only but here is the 0 mana cost spell even being a simetric effect, feels really dangerous. all minions in a deck, with cards mostly selected by the player to be in there, i know you usually build your deck to abuse it more, than your enemy, but still, make games even faster could be a problem with DH having cards that draw and gain positive effect if you play the drawn cards that turn. That said, the rest of the cards are really nice andfit perfectly in the class you made.
Thanks to @JoshoPrime for suggesting a new image hoster. Here is a little reminder of the class' hero power as well as the upgraded version. This is very much a 'Shaman case' as there was no clear way to make it better without making it too strong (two cards is just too much...)
>>>
I'm finally able to present my Mystic Set for the Seer :
Omen is a simple keyword that will help the class predict future draws, a very important tool for a class built around card draw. I want a keyword that can go on any card type and that helps the fantasy of a prophet. Only the player using Omen will see the card so you aren't giving up anything by using it. Ominous Specter is pretty straightforward, Prophecy is a value tool with some tutoring potential, Alternate Realities is a big reload for the late game that synergizes with the hero power.
Silence and Murlocs are sub-themes of the Seer that I want to explore in this set. Cleansing Wind is a big reset against mid-range decks or high synergy minions, Weirdeye is my take on both challenges (I thought it'd be fun to do both in one card), Darklight Lurker brings reliable board control and Riptide Seer can be great removal or burn as long as you play it at the right time.
To round things up, I wanted to give the Seer access to Secrets as well as a powerful board clear. Confusing Times may be a little strong but Sap is only 2 mana, Gift of the Naaru is a defensive tool similar to other secrets that trigger when your hero is attacked and Angered Manes is a little weird but I think it's important for a control class, maybe I should change it to "destroy all minions that attacked a friendly character last turn" ?
I hope you like my set and can give me your opinion. I'll try to get some reviews in before the deadline.
The keyword its really good for how the class works, and the cards look really cool. I love murlocs as uno of the main tribes, and the only thing i would do is to nerf the Darkligth Lurker to a 1/4, but since it doesn't have rush like the DH mage hunter, its probably ok.
Thanks for the feedback guys and @Ozymandias for the cool art gallery. Sorry for the lack of feedback from my part, but the week is being busy. So far you guys are doing really well overall, especially for the new keywords.
Omen and Sanguinate really match the classes.
@hza166 Encore is very nice on its own, but the wording don't really fit the inkeeper. I imagine the idea behind is when are at a bar and call the waiter for a "One More!" round of beer. That will depend on your region, tho.
As for the Fisherman, I will submit all cards in the right thread today, since I won't be able to fix many details until tomorrow. Happy 2021, everyone! ; )
Unfortunately, I have a lot on my plate today (including making the voting thread among many other things) and procrastinated on my own class. I can only give very brief remarks on the most recent classes and then dump most of my own cards for a final round of feedback.
@JoshoPrime Isn't Mecha-Rex a 7 mana 8/8 Rush? That's pretty big. While I the second version of Arcane Warden, you just don't have any synergy with large minions. It might be better for the class as a whole to go with the 2 mana bug, even if it is the less flashy option.
@hza166 I'm wondering if Dolores is better at 3 mana. At 4 mana, she runs the risk of just being an expensive combo minion that requires input. I'd peg her at similar power level to Stargazer Luna. Luna offers higher topdeck potential, Dolores is better if you already have cards in-hand, which is arguably worse as that is a win-more situation.
@Klipce Nice keyword! However, did I miss something: Why is Omen on Alternate Realities? It doesn't really do anything on that card does it not?
My stuff, 8 out of 10 cards done. I'll probably do another "middlemost" card and then the 10th slot is flex.
Thanks all for the feedback. Adjusted balance and wording. I change the challenge card.
So it is clear now what Sanguinate do?
@Klipce I thinks most of your cards are balance and fits the class, most important there are subthemes present that represent your class identity. I dont have an idea right now for wording on Angeres Manes, but "destroyed" and last turn events is probably too much specific for one card.
Also Darklight lurker could use "After this attacks a minion, Silence it" like Magehunter; Weirdeye "After your hero"; Confusing times "After your opponent...".
@JoshoPrime I think Steal version is better, Taunt version is more of a basic card. Remember put "Attack" with capital A in the weapon. Rest of cards look balance to me and as you say you don't need to put a lower and higher cost version on every card.
Also isn't the deadline tomorrow 31 (?)
I atcually draw them and reduce their costs and planning to have stronger effects,. And yeah, i Know Mecha Rex its a 7 mana 8/8 rush with watp, but, since a card like Marsh Hydra barely sees play, i dont think a 7 mana 8/8 rush would be that much of a problem, proably make it 8/7 with the warp, but still is a 7 mana "removal" or just a vanilla 8/8 that ant it migth matter agains the classes can be silenced to be reverted to a 4 health minion
Thank god it is... I have so much to do today. I was just doing my cards as fast as I could since I thought I had until tonight.
Thanks a lot for the feedback and I happy to see that many people like my work ! Minor fixes but nothing big so it's time for reviews. I'll only do entries on this page cause then I gotta go to bed. Sorry I couldn't participate more this time around.
@Ozymandias
I think I get what Sanguinate does but it seems a little niche imo. Not that it's bad, Outcast is a lot like that but then Prince Tenris Mirkblood doesn't make much sense... I think Blood Elemental should say 'this turn' or cost more, as it stands it's pretty much 0 mana. I'm also worried that your class has extremely good curving abilities. I don't remember exactly your basic set but iirc you had aa solid 1-drop in there and adding both Swamp Snatcher and Blood Elemental with Blood Boil as an early finisher sounds really strong. Crimson Tides is really good, I would knock the base effect down to 4 damage. Blood Orb can become really problematic with buffs (Taunt in particular) but maybe I'm too harsh.
@McF4rtson
I really like your cards ! I'm sorry that I don't really remember your basic set but if you have a flex spot I think your class could use one more weapon generation. I like your Taunt sub-theme but again you have more payoffs than setups. A middle-most buff card could be cool if you don't already have one.
@JoshoPrime
I like your keyword but the cards you use it on aren't balanced at all. Just in Time! is a better Arcane Shot, Mecha-Rex is a better War Golem and Chrommie is a better Vilespine Slayer. I think you should balance each half of the card to be equivalent to a neutral option as the flexibility is really powerful. I also think all Warp effects should be higher cost. First, it would be less confusing if the cost on the mana symbol was in fact the minimum cost for the card, second, it would make it clearer what the keyword does. Initial Raider is a fine card but I'm not really sure you intend its insane synergy with Mecha'thun... The second Arcane Warden seems like a good fit in this set and it's a cool design. It throws me off that the wording order changes for no reason between the basic hero power and the upgraded one...
@hza166
I would reword Encore as 'a bonus if you have already played a card with the same name this game'. It changes the mechanic a little bit but in a good way because now the opponent can see these effects coming. This change also removes the possibility of a starting hand with both cards negating the cost of Encore. As suggested by someone else, I would change the name to something like 'Second Round' to fit more with your class' flavor. Other than that, I like your set. Maybe Carnival Night is a little crazy with other aggro tools...
You guys are submitting these alrady? Where? The link I go to is empty and want to see exactly what to post before doing so.
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I think thats the point, "expansion" cards being better than basic from another class in a class with less direct damage aviable, and a legendary being better than epics just being able to run 1 copy of it, i can nerf the Mecha rex, but the other 2 are fine as they are with today power levels. Card that can be played for less mana will be easy to recognize since those will be seen as playable if you have enogh mana for the lower Warp. And Mechathun synergy?, i dont even have a way to destroy it with this class with 2 mana. and the most important thing, this class lacks healing, making a triumph survaving through that. let alone drawing the entire deck, but playing everithing while yout best defense is taunt and maybe the 5 mana heal 8, but it is a mech aswell so it can be a lowroll for the Initial Raider.