What do you mean with Candle Colossus being a pack filler? It's huge! It is almost a Ragnaros. Think of Blazecaller or Firework Elemental. This is far better in almost every way (specially if with the "twice" you mean "it damages two random minions").
Brew Elemental wording raises me some questions. Is it suppoused to reduce the cost of the Brew Elemental, or the spell?
Chromatus might be better as "first card ---- each turn costs (0)", like Kalecgos, and well... it's not really fitting into the tavern keeper theme I guess, although that is not really big deal.
Btw, your sets get more and more interesting, you really went into non-conventional game mechanics here.
Busy busy busy, so little time to make my own cards. I'm going to run through the biggest card dumps I saw on the thread before posting half of what I got.
Customized Feast is cool on paper, will be clunky in practice. You want a sturdy deck that can contest the board with minions, which means you can't run a ton of high-cost cards. This spell needs to draw a 5-mana card just to break even so it may not be a good fit in many decks.
Dishonest Accountent needs a lot of support. I don't remember if you printed a lot of expensive cards in the past, but you'll have to be careful to do so if you haven't. As it stands, only two spells synergize with this minion from what I can see.
Tempting Icecream definitely needs to be higher rarity than Common, it is a very unique interaction.
Personally, I've never been a *massive* fan of Kazakus-like cards as I've seen this concept just done to death over the years. From a more technical standpoint, nothing is wrong with the card.
The Flesh Lab scares me a bit seeing as your class is so token centric and this card is twice as cheap as Enhance-o-mechano (which was played for its effect, not the 3/2 body). You also threw in two extra keywords, which lessens the chance of getting the worse one, Taunt, though, at the same time, it does lessen the chance of getting the best, Windfury.
Ratling Gunner is probably broken. It turns each and every single 1/1 token into a huge problem due to the threat of this card. They just go face and clear an opposing board. It is a massive punisher and comeback mechanic.
Arthur Holmes does not specify which turns. Your turns only? Or your and your opponent's combined?
Four Little Apprentices is a pretty gross anti-aggro tool. Either they keep clearing it, letting you heal 8 a turn, or they are forced to skip attacking, in which case this is a double Frost Nova. It's a lose-lose situation for the opponent.
Sign of the Four Types is broken, it's infinite value for no upkeep.
Killing Spree is a direct upgrade to Twisting Nether. You could make it 9 and it'd still see play.
I don't understand the design choice of Revendeath Mystery. You already had a very expensive single-target damage spell last week. Why have a second?
Aberration Father's wording is wrong. "Graduate: Reduce the highest Cost card in your hand by (5)."
Unforeseen Potential is pretty weak. You lose 1 minion, potentially a second, just to summon a 3/4, at best. I'd just keep it simple and have it summon something like a 2/3 or a 3/3 after a friendly minion dies. A lot of the time, less is more.
Gearshaft Senior is gonna be a dead card. if Pint-sized Summoner never saw play, this will not.
I would say Replicating Abomination was too good, if fatigue control still existed nowadays. As it stands, this card is a liability.
My overall feelings: A lot of your plays are based on usage of Hero Power, which reduces a random card's cost. Without your Hero Power hitting the right card and the right time, the risk of playing vanilla minions on curve will forever be present. At this point in time, your class may be too reliant on your Hero Power which, in turn, makes your entire class a game of chance. At the same time, if you introduce too many cards that reduce specific cards' Cost in your hand, that's mana cheating, a problem everyone knows is rampant in the modern meta. You're in a bit of a bind, a Catch-22 here. I think you've done the best you can do though, for what it is worth, and if you have enough control tools, you can maybe leverage Graduate in the later turns.
Here are my first five cards:
Xoroth Brigand, along with one more Pirate card, is the first step in introducing a new archetype. But since there are just 2 Pirates, they will simply just be used to continue the trend of seamless combining of Riftwalker's playstyles: Weapons, summoning from deck, Taunts.
Alliance Warpsmith is just a simple value card. Vitality is another one of those cards that have vastly different effects whether you have a weapon or not.
Lore-defiant Mogger is a strong 2-for-1 removal option and also reflect one of the Velf's racial talents. Also combos well if you have a 1/1 weapon equipped on the turn you play him.
Magister Umbric is more middlemost shenanigans and can work in almost any sort of deck. He is also deadly when combined with Taunts.
EDIT: Rip, Seer got posted while I was typing this out...
Spark of Life is ultra-expensive. Remember Divine Hymn exists.
Tol'vir is a bit overpowered. Usually stats from 3 mana minions would get as far as 2/5 without drawbacks.
You have a lot of cards with Omen, and still I don't really see anything huge to do with it, big enough to justify printing cards like Solar Sister (even if the flavor is incredible), where you pay 4 mana to play 3 mana vanillas, just to see more cards.
Not sure if the wording in Novice Diviner is right.
Throt the Unclean, Master Mutator of Clan Moulder and this phases' iconic legendary. He takes the title "Mad Scientist" to a whole new level. With the cheap price of 3 Warpstone Shards, you too can have your own custom minion! Suited for any situation, you can have a 1/1 with Poisonous and cleave attack, you can have a 10/10 that explodes on death and has Lifesteal, with no morals and creativity, ANYTHING IS POSSIBLE!
Moulder Packmaster is part of the "Attack Synergy" package, being the highlight of the bunch. It basically doubles the attack triggers and generates tokens every time an ally attacks.
The Flesh Laboratory welcomes anyone. We almost guarantee you'll survive too, but if you do you'll be so much better! Throt's mind gone wild, buffs the entire board with useful keywords, similarly to Enhance-o Mechano.
Throt crafting options:
Lab Rats for experimentation:
Augments (Discovers from the pool twice, like Kazakus):
Rest of the set:
Warpstone cards:
Warpstone Deposit serves both to generate potentially a lot of Warpstone Shards, but also to protect your weak minions in the early stages of the game. Just hit it and watch the beautiful magic crystals rain.
Constract Loopholes allows you to play big minions earlier, with an overall cost reduction of 2, great for jump-starting some of the synergyes of the class. Never trust a normal lawyer. Run from skaven lawyers.
Swarm Tactics:
Battle Plan guarantees you will have 2 surviving minions at the start of your turn to be buffed, though the delay can also be a negative when you need more pressure now. Sometimes the Skaven Council does agree on things, but very rarely.
Ravenous Appetite turns bad situations where you have to trade into taunts or threats into upsides, letting you make a small rat mega chonky.
Broodmother Is a solid constant threat that births small rats non stop. Just don't ask more details about the process.
Attack Synergy:
Ratling Gunner is part of the "Attack package" in this set. It can work well in token decks but especially well paired with Brood Horror and Moulder Packmaster. And yes he does scream RATATATATATA!
Brood Horror is what happens when a baby rat eats the rest of it's litter and then is engorged by Throt with warpstone and flesh magic. It's so ravenous it attacks anything on sight, takes years to train him to not munch friendly troops.
Tokens:
Your class looks good and ready to go. And you managed to print out a mid-range deck from your class. Good job.
Sorry for being absent for discussion this week, I'm quite occupied by preparing for exams recently : ( Anyway, I finished the set, meanwhile I still need your suggestions.
I made a Dragon for the Innkeeper as well, but I wonder if it is balanced.
Big spell set:
Sashimur Banquet also brings in a series of token:
Tokens are as followed:
Three new Elemental (Tempting Icecream for the aggro, Brew Elemental for the big spell set, Candle colossus is just a pack filler):
I've already made a few cards that I'm content with for the Darkmoon Faire, but I'm not sure whether I can make it to the final week : ( so I really need your help to polish this set.
You really have out of the box thinking and how to synergize with your class's gimmick. Good job.
Tempting Ice Cream is way too complicated for a common. I think it should swap the Rarity with Traveler's Package.
What does the secondary option on the tokens even mean? Is it like the Druid Choose One options? You really need to explain how they work.
Candle Colossus is really overpower. Compare to Ragnaros and Blazecaller.
Wow I'm late... Let's not waste more time ! Second part of the Mystic set for the Seer :
When I made Queen Azshara, I thought Naga would fit into this set but I ended up not using them so maybe Ner'zul would make more sense in that spot...
Lunar and Solar Sister's effects aren't impactful enough for them to get a punishment in their stat. I honestly think they should both cost 1 less to have vanilla stats.
Spark of Life is so weak compare to Divine Hymn. I'd make it cost 5 or even 4 since Priest is supposed to have the strongest healing card.
Novice Diviner need a wording change since there's no "Mulligan" in any of the cards in Hearthstone. Reword it like Plot Twist.
Busy busy busy, so little time to make my own cards. I'm going to run through the biggest card dumps I saw on the thread before posting half of what I got.
Customized Feast is cool on paper, will be clunky in practice. You want a sturdy deck that can contest the board with minions, which means you can't run a ton of high-cost cards. This spell needs to draw a 5-mana card just to break even so it may not be a good fit in many decks.
Dishonest Accountent needs a lot of support. I don't remember if you printed a lot of expensive cards in the past, but you'll have to be careful to do so if you haven't. As it stands, only two spells synergize with this minion from what I can see.
Tempting Icecream definitely needs to be higher rarity than Common, it is a very unique interaction.
Personally, I've never been a *massive* fan of Kazakus-like cards as I've seen this concept just done to death over the years. From a more technical standpoint, nothing is wrong with the card.
The Flesh Lab scares me a bit seeing as your class is so token centric and this card is twice as cheap as Enhance-o-mechano (which was played for its effect, not the 3/2 body). You also threw in two extra keywords, which lessens the chance of getting the worse one, Taunt, though, at the same time, it does lessen the chance of getting the best, Windfury.
Ratling Gunner is probably broken. It turns each and every single 1/1 token into a huge problem due to the threat of this card. They just go face and clear an opposing board. It is a massive punisher and comeback mechanic.
Arthur Holmes does not specify which turns. Your turns only? Or your and your opponent's combined?
Four Little Apprentices is a pretty gross anti-aggro tool. Either they keep clearing it, letting you heal 8 a turn, or they are forced to skip attacking, in which case this is a double Frost Nova. It's a lose-lose situation for the opponent.
Sign of the Four Types is broken, it's infinite value for no upkeep.
Killing Spree is a direct upgrade to Twisting Nether. You could make it 9 and it'd still see play.
I don't understand the design choice of Revendeath Mystery. You already had a very expensive single-target damage spell last week. Why have a second?
Aberration Father's wording is wrong. "Graduate: Reduce the highest Cost card in your hand by (5)."
Unforeseen Potential is pretty weak. You lose 1 minion, potentially a second, just to summon a 3/4, at best. I'd just keep it simple and have it summon something like a 2/3 or a 3/3 after a friendly minion dies. A lot of the time, less is more.
Gearshaft Senior is gonna be a dead card. if Pint-sized Summoner never saw play, this will not.
I would say Replicating Abomination was too good, if fatigue control still existed nowadays. As it stands, this card is a liability.
My overall feelings: A lot of your plays are based on usage of Hero Power, which reduces a random card's cost. Without your Hero Power hitting the right card and the right time, the risk of playing vanilla minions on curve will forever be present. At this point in time, your class may be too reliant on your Hero Power which, in turn, makes your entire class a game of chance. At the same time, if you introduce too many cards that reduce specific cards' Cost in your hand, that's mana cheating, a problem everyone knows is rampant in the modern meta. You're in a bit of a bind, a Catch-22 here. I think you've done the best you can do though, for what it is worth, and if you have enough control tools, you can maybe leverage Graduate in the later turns.
Here are my first five cards:
Xoroth Brigand, along with one more Pirate card, is the first step in introducing a new archetype. But since there are just 2 Pirates, they will simply just be used to continue the trend of seamless combining of Riftwalker's playstyles: Weapons, summoning from deck, Taunts.
Alliance Warpsmith is just a simple value card. Vitality is another one of those cards that have vastly different effects whether you have a weapon or not.
Lore-defiant Mogger is a strong 2-for-1 removal option and also reflect one of the Velf's racial talents. Also combos well if you have a 1/1 weapon equipped on the turn you play him.
Magister Umbric is more middlemost shenanigans and can work in almost any sort of deck. He is also deadly when combined with Taunts.
EDIT: Rip, Seer got posted while I was typing this out...
Xoroth Brigand is ridiculously overpower given how easy it is for your class to fulfill its condition. I think it should be either a 2/1 or cost 3 mana 3/2.
Lore Defiant Mogger seems a little weak for its effect (basically deal 6 damage to a minion and summon a 6/1 because no way will this thing live next turn). I would make it 5 mana.
Revendreth Mystery is printed for redundancy. Combo decks love having flexible combo pieces (aka Freeze Mages) as well as face damage can stack up to each other really well in control match ups.
Change:
Arthur Holmes is now a 5/1 and clarify it will "count" your card in your turn.
Four Little Apprentice got a mana increase from 4 to 5. The class is supposed to have good survivability but maybe 4 mana is a little too much.
Change the upkeep condition of Sign of the Four Types to play an Elemental last turn to make it harder to upkeep it.
Killing Spree got a mana nerf to 9 but still is reduced to 4 after it is revealed.
Sleuth Sidekick got its effect buff to reveal a card from both player's hand.
Write up the submission post template.
The Detective: Apprentice's Dossiers
Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work.
A quick rundown of the class's strength and weaknesses:
Things the class excel at:
Token spawning: Margaret Christie is famous for talent of training and attracting new recruits. The Hero Power as well as a high amount of cards in the class will allow them to easily hoard and spam out tokens.
Survivability: Detectives don't get to the bottom of the truth by being easily taken out. The class will have excellent, cost-efficient healing and Taunt. Just look at the Hero Power itself!
Combos: A detective strike when they have all the evidences and can make a case undoubtable. The playstyle of revealing cards and the high amount of cheap, 0 cost cards naturally benefit a combo playstyle. And the class would have the survivability to back it up.
Things the class is okay at:
Removal: Detectives don't start fight, but they finish them. The class will have good and efficient removals, but not too much of them.
Board clear: Detectives work in the shadow, but sometimes they stumble across large cases that will have profound impact on the world. Board clear of the class will be efficient, if not numerous.
Buff: The class have powerful buff, but they are very specific and are limited to the token playstyle half of the class
Burst: Detectives name get made by how rapidly and quickly they can strike their cases with accurate deductions. The class will have a decent amount of burst damage in either spells or weapons.
Card draw and generation: With a Hero Power that generate a very useful token for both the control / combo playstyle and the token playstyle, the class will back it up with a decent amount of draw options to draw into their win condition / important buffs.
Things the class is bad at:
Turn 4-6: Detectives either strike first when the criminals are still at the crime scene or they need time to gather evidences. The class have little to no active play in these mana slot. Their play in these turns are either reactive (weapon, board clear, removal) or leveraging the the token you spawned earlier to help dealing with the opponent. This translate to an inability to play a midrange deck and an extreme weakness in these turn if not played smartly and rationing out your Apprentices
Disruption effect: Since most important combo pieces you want to put in your deck needed (or heavily encouraged) to actively revealing cards in your hand to your opponent, you will be extra vulnerable to disruption effects. Your opponent will know a good time to play that Dirty Rat or Unseen Saboteur that can potentially destroy your entire combo.
Class Keywords:
What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.
Showcase cards:
Arthur Holmes is one of Margaret's Christie brightest and most famous apprentice. He has the uncanny ability to reveal every single detail about a person just by taking one look at them. His effect is a Deathrattle because in this universe, he unfortunately didn't make it after the infamous counter with Professor Doyle Moriaty at Elrendar Fall since Moriaty a Worgen in this universe. He is an important activator for all the "reveal" cards that are present in this and later sets. His name is of course a reference to the famous detective Sherlock Holmes created by Arthur Conan Doyle.
Draconic Partner introduce the class's most prominent tribal synergy: Menarie synergy. And not just focus on three minion types like Warrior, the class is encouraged to run as many types as possible to get the best outcome for this cards. Other solid stand alones minions from different types will be printed in this and later sets to assist this card.
Four Little Apprentice cover the 0-Attack / 0-cost card theme covered previously as well as the class's most prominent card with Case / Solve in it. This isn't only a very potent survival tool but also gives the class's token decks some anti-board clear / recovery options. The card's name is a reference to the novel Five Little Pigs by Agatha Christie.
The rest:
Explanation:
Amalgam Sidekick is another of the class's excellent 0-cost minion as well as being an important minion to trigger the class's Menagerie synergy.
Sleuth Sidekick is a good stand alone card in the Beast minion type for the class's Menagerie deck as well as just being a decent enabler for the class's "reveal" card.
Find the Weapon! is another one of the class's "reveal" card pay off. When something isn't suspected to be a weapon, it is overlook and utilized poorly (being a worse Fireball) but when it is revealed by Detectives, its danger is recognized and we can use that knowledge for later cases.
A Revendreth Mystery is one of the spell that the wants to cheat out with Kael'thas Sunstrider or got the Spell Damage +5 with Malygos. The card not only give the class's redundancy in its combo decks (so that they can draw into these spells more frequently as well as having the edge in control match ups) it is also a powerful survival tool to assist the deck. The name is a reference to the novel A Caribbean Mystery by Agatha Christie. Revendreth is the newly-introduced land of the Vampyre in WoW.
Sign of the Four Types is one the class's premiere reason to play the Menagerie deck. Your opponent can pressure you accordingly so you cannot afford to play an Elemental and Solve this card. The name is reference to the Sherlock Holmes short story Sign of the Four.
Killing Spree is one of the class's powerful "reveal" card pay off. Its flavor is pretty obvious: A killing spree is revealed and stopped by the Detective, thus only claiming less victim.
Murloc in the Brown Suit is one of the class's Case support as well as being a solid 0-Attack minion as well as a Murloc for the Menagerie deck. The card is Discover is added to your hand and NOT in play. The name is a reference to the novel The Man the Brown Suit by Agatha Christie.
These three tokens do need an explanation, yes same as Choose One, when you play this card, you can choose from two form:
Banarang: summon a 1/1, or deal 1 damage to an enemy;
Sashimur: summon a 2/2, or give a minion +2/+2;
Baguette: summon a 3/3, or equip a 3/3 weapon ( to trigger the latter option, you may return it to your hand, or shuffle it to your deck and draw it again).
Xoroth Brigand isn't entirely backbreaking, DH can achieve a similar board state with Satyr Overseer (to compare to your proposed 3 mana nerf), or any decent 1-mana drop into Umberwing. If it goes to 2/1 (or 1/2), it is a worse Dreamway Guardians. In addition, 3 mana 3/2 actually makes almost no difference since you weapon up turn 2 and pass, then play this turn 3. On coin, yeah you can get 4/4 turn 2, but that definitely isn't something tempo DH can struggle to put up with coin. (And, mind you, tempo DH is currently a tier 3 deck)
Mogger is 6 mana since it isn't just him that Humilities, any attack you do will proc. I mentioned it combos very well with a weapon.
Xoroth Brigand isn't entirely backbreaking, DH can achieve a similar board state with Satyr Overseer (to compare to your proposed 3 mana nerf), or any decent 1-mana drop into Umberwing. If it goes to 2/1 (or 1/2), it is a worse Dreamway Guardians. In addition, 3 mana 3/2 actually makes almost no difference since you weapon up turn 2 and pass, then play this turn 3. On coin, yeah you can get 4/4 turn 2, but that definitely isn't something tempo DH can struggle to put up with coin. (And, mind you, tempo DH is currently a tier 3 deck)
Mogger is 6 mana since it isn't just him that Humilities, any attack you do will proc. I mentioned it combos very well with a weapon.
You're arguing this but also forgot that this minion also draw you one card and thin out your deck. I think this alone justify it being a little worse in stat compare to the other cards that don't draw you a card. And the 1 mana penalty might not be different in the early game but will make an impact with combo or the midgame.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Personally, I've never been a *massive* fan of Kazakus-like cards as I've seen this concept just done to death over the years. From a more technical standpoint, nothing is wrong with the card.
The Flesh Lab scares me a bit seeing as your class is so token centric and this card is twice as cheap as Enhance-o-mechano (which was played for its effect, not the 3/2 body). You also threw in two extra keywords, which lessens the chance of getting the worse one, Taunt, though, at the same time, it does lessen the chance of getting the best, Windfury.
Ratling Gunner is probably broken. It turns each and every single 1/1 token into a huge problem due to the threat of this card. They just go face and clear an opposing board. It is a massive punisher and comeback mechanic.
Here are my first five cards:
Xoroth Brigand, along with one more Pirate card, is the first step in introducing a new archetype. But since there are just 2 Pirates, they will simply just be used to continue the trend of seamless combining of Riftwalker's playstyles: Weapons, summoning from deck, Taunts.
Alliance Warpsmith is just a simple value card. Vitality is another one of those cards that have vastly different effects whether you have a weapon or not.
Lore-defiant Mogger is a strong 2-for-1 removal option and also reflect one of the Velf's racial talents. Also combos well if you have a 1/1 weapon equipped on the turn you play him.
Magister Umbric is more middlemost shenanigans and can work in almost any sort of deck. He is also deadly when combined with Taunts.
EDIT: Rip, Seer got posted while I was typing this out...
Sorry again for the ton of tokens going into the submission thread.
Ratling Gunner can be easily fixed by making him only trigger when minions are attacked. Still works perfectly with Brood Horror and Moulder Packmaster and now favorises trading, supporting cards like Ravenous Appetite.
The Flesh Lab is indeed balanced around how many keywords it can give. The chance of any single one is 1/5 so i think it's alright.
Not sure i see the point of Magister Umbric. It is a very specific ress effect that seems a bit out of place in your class. Only minion you'd like to res i suppose is Lore-defiant Mogger, but he cannot kill himself cause he always survives with 1 hp whatever he attacks, making a funny anti-synergy. EDIT: i realised you said this works with taunts and indeed you do have some good taunt in your class. I suppose this works then, but you should include at least 1 minion that would synergyse with Umbric in this set as well.
These three tokens do need an explanation, yes same as Choose One, when you play this card, you can choose from two form:
Banarang: summon a 1/1, or deal 1 damage to an enemy;
Sashimur: summon a 2/2, or give a minion +2/+2;
Baguette: summon a 3/3, or equip a 3/3 weapon ( to trigger the latter option, you may return it to your hand, or shuffle it to your deck and draw it again).
I think the "Can be a reward for a friendly minion" part from Sashismur is weird and doesn't fit into Hearthstone. I don't know how to formulate such an effect without Choose One though.
Chromatus should have "Cards" in plural in its text.
wow I'm late... Let's not waste more time ! Second part of the Mystic set for the Seer :
When I made Queen Azshara, I thought Naga would fit into this set but I ended up not using them so maybe Ner'zul would make more sense in that spot...
Tol'vir Scryer is too big, compare it to Squirming Tentacle (less stats, no keyword besides taunt)
Lunar Sister is a bit weird. You're seeing what the opponent will draw, right before he does it. I guess you know what card they have in their hand if they choose not to draw it, but it doesn't seem useful at all to me, at least not enough to run a 4 mana 3/4.
Solar Sister has Omen then does an Omen at the end of every turn. Seems a bit redundant. She also seems kinda weak, cause you have a lot of Omen cards, so why would you need a repeating Omen effect anyway?
Flash of Insight is cool.
You should try to have some synergy with Omen, there are no cards that benefit from you using the Keyword. Add stuff like "whenever you play a card with Omen" or "draw an Omen card" or "If there is an Omen card at the top of your deck". Right now they keyword is just there, cute benefit but not doing anything else than just giving some info.
Umbric will work with anything. Just have a minion on board, and just trade away, you get it back for free. Or, if you have multiple smaller minions, you can still trade, but not your entire board, hence the middlemost limiter. He also takes a space on the board, further playing into minion positioning. In that regard, he is a mini Kel'Thuzad. With a rush minion, class or neutral, he turns into an AOE. With Taunt, he makes a mini Rattleguts. Plus, I already have several Taunts in this set. Keep in mind Initiate is one big set.
Thanks everyone for your feedback ! I'm making a few changes to cards that seem out of line, whether the balance is off or the effect isn't interesting enough. I'm also changing the flavor of my legendary from one character to another that I think makes more sense for the class.
Small clarification on this card :
I should have stated it in my first post as this is a kinda weird mechanic. What this does is give you the option to select any number of cards in your hand that will be shuffled into your deck and replaced by other cards. Just like in the Mulligan phase at the start of every game. This mechanic would not count as drawing the cards. I felt it was better to put it in bold, kinda like Counterspell does but maybe that's not allowed ?
Thanks everyone for your feedback ! I'm making a few changes to cards that seem out of line, whether the balance is off or the effect isn't interesting enough. I'm also changing the flavor of my legendary from one character to another that I think makes more sense for the class.
Small clarification on this card :
I should have stated it in my first post as this is a kinda weird mechanic. What this does is give you the option to select any number of cards in your hand that will be shuffled into your deck and replaced by other cards. Just like in the Mulligan phase at the start of every game. This mechanic would not count as drawing the cards. I felt it was better to put it in bold, kinda like Counterspell does but maybe that's not allowed ?
If Novice Diviner work like you mentioned, I don't think that will work since Hearthstone UI is only ever designed to pick between 3-4 options, especially since the mulligan is always 3-4 cards.
The new Sisters are way more interesting and fitting the theme of your class. Well done.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
If Novice Diviner work like you mentioned, I don't think that will work since Hearthstone UI is only ever designed to pick between 3-4 options, especially since the mulligan is always 3-4 cards.
The new Sisters are way more interesting and fitting the theme of your class. Well done.
The UI can handle from 1 to 4 cards, although less than 3 is not very common. Anyway, I like this idea a lot, always missed a feature like this when trying to create some new cards.
Whew! Almost missed the deadline O_o will leave something prepared beforehand, in case of advancing to the next phase : )
Sorry for not answering nor giving feedback this week, I've been pretty busy and I've just ended modifying my cads from everyone's feedback. Thanks all who gave feedback, it helped me a lot to tweak my class (also sorry about the big card resolution, I thought that if it was bigger it would be easier to read). I'll give some late feedback even if I'm not sure it'll help anyone in this phase:
@Shattestar1998
I'm pretty interested in your class! Your main tribal sinergy being menagerie is a cool concept even though you'll need more payoffs in the future imo. I love Four Little Apprentices, it's like spreading plague but it has some interaction with your opponent, a thing that with the lack of instant speed in hearthstone is sometimes lacking. Also, the references are as good as always!
@Noah_McGrath
The tools you're giving to yor class are pretty interesting, the Warpstone Shards give your class a pretty unique midrangey identity, while also letting players go for a more aggro or control style with some cards. I also like that for aggro you're trying to circumvent weaknesse like taunt with some of your cards making trading less painful. One of the most painful things that can happen when playing aggro is your opponent play an early big taunt.
@MvonTzeskagrad
Cool elemental package you got there, more aggresive than the usual mage and shaman package. About the other cards, not sure if Disyncronization is too weak, you need to have already a minion on the board to play this, plus it should be at full health for it to be worth. The ability to target enemy minions makes it better though. Also, Xenedar Artificer ability is cool but you should think about getting more Spell Damage sinergy for it to work, even though without this ability a 2/2 Divine Shield is pretty good.
@hza166
The traveller package tokens are pretty cool and the idea is pretty original, even if it seems confusing at first. Seeing a pseudo-choose one effect in this comp is cool, plus you've made those cards in a way that really fits your class identity. Chromatus the Mixed is also a pretty cool way to sinergise with One More in a subtle way, even if I'm still not convinced about the flavor in spite of the name change, and also it's worded weirdly.
@Klipce
Your sinergies with Omen are pretty good, it really feels useful despite the mechanic being kinda useless by himself (not a bad thing of course, specially the way you handled it). My only issue would be that I'm not sure that Flash of Insight should cost 3 of mana, most of the time it'll draw one card.
@McF4rtson
You've got some more good weapon sinergies. I like that you do other sinergies apart of your break weapon sinergy. Magister Umbric is a cool addition to the middlemost mechanic. Hope you manage to finish the rest of the cards, you're one of the main reasons this competition keeps going.
@hza166
What do you mean with Candle Colossus being a pack filler? It's huge! It is almost a Ragnaros. Think of Blazecaller or Firework Elemental. This is far better in almost every way (specially if with the "twice" you mean "it damages two random minions").
Brew Elemental wording raises me some questions. Is it suppoused to reduce the cost of the Brew Elemental, or the spell?
Chromatus might be better as "first card ---- each turn costs (0)", like Kalecgos, and well... it's not really fitting into the tavern keeper theme I guess, although that is not really big deal.
Btw, your sets get more and more interesting, you really went into non-conventional game mechanics here.
Click to see my Hearthstone projects:
Wow I'm late... Let's not waste more time ! Second part of the Mystic set for the Seer :
When I made Queen Azshara, I thought Naga would fit into this set but I ended up not using them so maybe Ner'zul would make more sense in that spot...
Busy busy busy, so little time to make my own cards. I'm going to run through the biggest card dumps I saw on the thread before posting half of what I got.
Here are my first five cards:
EDIT: Rip, Seer got posted while I was typing this out...
@Klipce
Spark of Life is ultra-expensive. Remember Divine Hymn exists.
Tol'vir is a bit overpowered. Usually stats from 3 mana minions would get as far as 2/5 without drawbacks.
You have a lot of cards with Omen, and still I don't really see anything huge to do with it, big enough to justify printing cards like Solar Sister (even if the flavor is incredible), where you pay 4 mana to play 3 mana vanillas, just to see more cards.
Not sure if the wording in Novice Diviner is right.
Click to see my Hearthstone projects:
Your class looks good and ready to go. And you managed to print out a mid-range deck from your class. Good job.
You really have out of the box thinking and how to synergize with your class's gimmick. Good job.
Change:
The Detective: Apprentice's Dossiers
Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work.
The class's Basic set & first half of the set:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/246586-custom-class-competition-7-submission-thread-week?comment=15
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/246721-custom-class-competition-7-submission-thread-week?comment=11
A quick rundown of the class's strength and weaknesses:
Things the class excel at:
Things the class is okay at:
Things the class is bad at:
Class Keywords:
What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.
Showcase cards:
The rest:
Explanation:
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:
Thank for all your advice ; )
Nerf the big dragon and element:
Change the wording:
Swap the rarity:
These three tokens do need an explanation, yes same as Choose One, when you play this card, you can choose from two form:
Banarang: summon a 1/1, or deal 1 damage to an enemy;
Sashimur: summon a 2/2, or give a minion +2/+2;
Baguette: summon a 3/3, or equip a 3/3 weapon ( to trigger the latter option, you may return it to your hand, or shuffle it to your deck and draw it again).
Xoroth Brigand isn't entirely backbreaking, DH can achieve a similar board state with Satyr Overseer (to compare to your proposed 3 mana nerf), or any decent 1-mana drop into Umberwing. If it goes to 2/1 (or 1/2), it is a worse Dreamway Guardians. In addition, 3 mana 3/2 actually makes almost no difference since you weapon up turn 2 and pass, then play this turn 3. On coin, yeah you can get 4/4 turn 2, but that definitely isn't something tempo DH can struggle to put up with coin. (And, mind you, tempo DH is currently a tier 3 deck)
Mogger is 6 mana since it isn't just him that Humilities, any attack you do will proc. I mentioned it combos very well with a weapon.
You're arguing this but also forgot that this minion also draw you one card and thin out your deck. I think this alone justify it being a little worse in stat compare to the other cards that don't draw you a card. And the 1 mana penalty might not be different in the early game but will make an impact with combo or the midgame.
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:
Umbric will work with anything. Just have a minion on board, and just trade away, you get it back for free. Or, if you have multiple smaller minions, you can still trade, but not your entire board, hence the middlemost limiter. He also takes a space on the board, further playing into minion positioning. In that regard, he is a mini Kel'Thuzad. With a rush minion, class or neutral, he turns into an AOE. With Taunt, he makes a mini Rattleguts. Plus, I already have several Taunts in this set. Keep in mind Initiate is one big set.
Thanks everyone for your feedback ! I'm making a few changes to cards that seem out of line, whether the balance is off or the effect isn't interesting enough. I'm also changing the flavor of my legendary from one character to another that I think makes more sense for the class.
Small clarification on this card :
I should have stated it in my first post as this is a kinda weird mechanic. What this does is give you the option to select any number of cards in your hand that will be shuffled into your deck and replaced by other cards. Just like in the Mulligan phase at the start of every game. This mechanic would not count as drawing the cards. I felt it was better to put it in bold, kinda like Counterspell does but maybe that's not allowed ?
If Novice Diviner work like you mentioned, I don't think that will work since Hearthstone UI is only ever designed to pick between 3-4 options, especially since the mulligan is always 3-4 cards.
The new Sisters are way more interesting and fitting the theme of your class. Well done.
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:
The UI can handle from 1 to 4 cards, although less than 3 is not very common. Anyway, I like this idea a lot, always missed a feature like this when trying to create some new cards.
Whew! Almost missed the deadline O_o will leave something prepared beforehand, in case of advancing to the next phase : )
Sorry for not answering nor giving feedback this week, I've been pretty busy and I've just ended modifying my cads from everyone's feedback. Thanks all who gave feedback, it helped me a lot to tweak my class (also sorry about the big card resolution, I thought that if it was bigger it would be easier to read). I'll give some late feedback even if I'm not sure it'll help anyone in this phase:
@Shattestar1998
I'm pretty interested in your class! Your main tribal sinergy being menagerie is a cool concept even though you'll need more payoffs in the future imo. I love Four Little Apprentices, it's like spreading plague but it has some interaction with your opponent, a thing that with the lack of instant speed in hearthstone is sometimes lacking. Also, the references are as good as always!
@Noah_McGrath
The tools you're giving to yor class are pretty interesting, the Warpstone Shards give your class a pretty unique midrangey identity, while also letting players go for a more aggro or control style with some cards. I also like that for aggro you're trying to circumvent weaknesse like taunt with some of your cards making trading less painful. One of the most painful things that can happen when playing aggro is your opponent play an early big taunt.
@MvonTzeskagrad
Cool elemental package you got there, more aggresive than the usual mage and shaman package. About the other cards, not sure if Disyncronization is too weak, you need to have already a minion on the board to play this, plus it should be at full health for it to be worth. The ability to target enemy minions makes it better though. Also, Xenedar Artificer ability is cool but you should think about getting more Spell Damage sinergy for it to work, even though without this ability a 2/2 Divine Shield is pretty good.
@hza166
The traveller package tokens are pretty cool and the idea is pretty original, even if it seems confusing at first. Seeing a pseudo-choose one effect in this comp is cool, plus you've made those cards in a way that really fits your class identity. Chromatus the Mixed is also a pretty cool way to sinergise with One More in a subtle way, even if I'm still not convinced about the flavor in spite of the name change, and also it's worded weirdly.
@Klipce
Your sinergies with Omen are pretty good, it really feels useful despite the mechanic being kinda useless by himself (not a bad thing of course, specially the way you handled it). My only issue would be that I'm not sure that Flash of Insight should cost 3 of mana, most of the time it'll draw one card.
@McF4rtson
You've got some more good weapon sinergies. I like that you do other sinergies apart of your break weapon sinergy. Magister Umbric is a cool addition to the middlemost mechanic. Hope you manage to finish the rest of the cards, you're one of the main reasons this competition keeps going.
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef