I'm ok with this, I also have my set nearly finished, but I'm quite busy this weekend and also have to change some flavor and balance, and would thank some more time. By the way...
@Noah_McGrath
The best of all three Skrolks is the first one. The second pretty much deals 28 damage to the enemy hero, and the third is useless against classes with no healing. The first one is quite oppressive if it goes soon, but opponent can still cope with it until it can make the effort to clear the plague. Also, being a deathrattle is better flavor for Pestilens skavens than battlecries.
@Klipce
Educated Whelp is a battlecry, is'nt it? Also, Dated Revelation should be put a copy instead of adding. Textbook Freak might be better as a 3/3 or 2/4, since Gnomish Inventor is already there and class cards are often set to be stronger.
That will be greatly appreciated. Still half to go and would need to hurry up this weekend. I think 3 days (up to 20/1) is good, more than that may be too much.
Exploring alternative options for the second legendary
Made an edit on the art of Warp Star to better fit the effect
Reworked Weeping Blades into Whirl of Blades (for balance comparison: Evryfin is Awesome)
Reworked Imprisoned Verminlord (again) to be more interesting.
Replaced Poison Distiller with Plague Furnace
I feel like Thanquol feels too frustrating to play against and swings too hard when played. The Prime shuffle also makes it possible to get the avatar away earlier than it's supposed to. So here are some alternatives:
Version 1:
Fairly simple in concept, the enemy either wastes 5 mana or slowly loses health as they draw cards.
I like this version more so i am including it again, but smaller. While the total damage does rank up to a big 15, keep in mind it's over the course of the game. The last plague will be as strong as a bomb from all those warrior cards.
Now this i think may be the best one. 5 unique plagues that all are very strong and disrupting but come in a random order at random times. They range from giving you free tokens, to mass dispelling the enemy board or even making them discard a card. Yes, this last one will be controversial, but i think it's ok though. It is a very delayed effect, perhaps happening at the end of the game. But if people really don't like it i'll change it.
Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !
As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.
This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.
A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !
Other cards I didn't change:
Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?
Detention is too strong now lol. It's a straight up better Freezing Trap. Not only it costs less, but it also denies the enemy a draw.
Coach Andrik is a cool way to get a pay off from playing Omen cards, something you really needed.
Protection Sphere is a cheaper Sap in 90% of the cases. Enemy plays a minion, you yeet it back to their hand for 1 less mana than rogues do. It also comes with an added benefit, of maybe returning stuff to your hand too if you want to. It really should cost at least 2, it's way too much of a power creep at 1.
Alagalon is really cool, but the Omen on it feels kinda out of place. Not really contributing to his effect.
Educated Welp needs a keyword, probably battlecry. Also it's spelled 'wHelp', not 'welp' (Whelp)
Divination Major feels a bit too strong still. Compare her to Onyx Spellscribe. That is has 3 more health for the same cost, but adds 2 random cards. A card drawn from your deck always has higher value than a randomly generated card, so in my opinion the Major should only draw 2 cards. Loses 3 hp compared to the dragon, but draws you cards from the deck instead of randomly generating some.
Exploring alternative options for the second legendary
Made an edit on the art of Warp Star to better fit the effect
Reworked Weeping Blades into Whirl of Blades (for balance comparison: Evryfin is Awesome)
Reworked Imprisoned Verminlord (again) to be more interesting.
Replaced Poison Distiller with Plague Furnace
I feel like Thanquol feels too frustrating to play against and swings too hard when played. The Prime shuffle also makes it possible to get the avatar away earlier than it's supposed to. So here are some alternatives:
Version 1:
Fairly simple in concept, the enemy either wastes 5 mana or slowly loses health as they draw cards.
I like this version more so i am including it again, but smaller. While the total damage does rank up to a big 15, keep in mind it's over the course of the game. The last plague will be as strong as a bomb from all those warrior cards.
Now this i think may be the best one. 5 unique plagues that all are very strong and disrupting but come in a random order at random times. They range from giving you free tokens, to mass dispelling the enemy board or even making them discard a card. Yes, this last one will be controversial, but i think it's ok though. It is a very delayed effect, perhaps happening at the end of the game. But if people really don't like it i'll change it.
Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !
As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.
This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.
A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !
Other cards I didn't change:
Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?
Detention is too strong now lol. It's a straight up better Freezing Trap. Not only it costs less, but it also denies the enemy a draw.
Coach Andrik is a cool way to get a pay off from playing Omen cards, something you really needed.
Protection Sphere is a cheaper Sap in 90% of the cases. Enemy plays a minion, you yeet it back to their hand for 1 less mana than rogues do. It also comes with an added benefit, of maybe returning stuff to your hand too if you want to. It really should cost at least 2, it's way too much of a power creep at 1.
Alagalon is really cool, but the Omen on it feels kinda out of place. Not really contributing to his effect.
Educated Welp needs a keyword, probably battlecry. Also it's spelled 'wHelp', not 'welp' (Whelp)
Divination Major feels a bit too strong still. Compare her to Onyx Spellscribe. That is has 3 more health for the same cost, but adds 2 random cards. A card drawn from your deck always has higher value than a randomly generated card, so in my opinion the Major should only draw 2 cards. Loses 3 hp compared to the dragon, but draws you cards from the deck instead of randomly generating some.
I honestly think I like the first version of the Legendary the best. The second one is way too swingy with different types of effect that it can lose / win the game on the spot.
Skyre Knowledge is way too weak compare to the other options, given that you have to pay 4 mana for it. I would make it adding 5 Shards to your hand.
Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !
As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.
This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.
A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !
Other cards I didn't change:
Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?
As Noah said, Detention and Protection Sphere is way too strong. Protection Sphere should not be better than Sap, given that Rogue is a class renowned for removal while Detention is out of flavor for Paladin whose class doesn't have removal that isn't stat modifying.
Divination Major is one of those cards you only print if you think your class is in a bad spot and you want to push it. I think it is safer at drawing 2 cards.
Having this in a week, then making a thread on it, it's gonna be craaaaazy!
Well, anyway, I tried to apply critics so far, and ended up doing this. Let's see what do yout guys think.
Still wondering some things like probably taking Lifesteal from Aeon Keeper but make its battlecry heal the hero still.
Kraem's wording means that if you discover or get some card that costs more than (5) after you play it, it costs more than (5). And yes, I am aware of the Malygos synergy. That said, this class has no way to discount cheap spells, and not many ultra cheap reliable direct damage spells, wich sort of balance things.
And now... well, turns out Warrior likes the travellers crazy gadgets and combat skills!
Yep, it's a Thanos reference. No, I regret nothing.
Idea behind the mixed set is, both classes like control gameplays (even if they have aggressive ones too), can heal in a way or another, like rush minions (taunts are more of a warrior thing, but who tells a traveller will reject help when needed?) and tried this expansion to go for big plays, like this minion Thanael.
Engineering Intern seems extremely dangerous at 1 mana. There's no token generator with that low of a cost in Hearthstone, especially since the token is guaranteed to be playable card, unlike something like Sethekk Veilweaver. I would increase this thing cost to at least 3 mana with a stat adjustment.
I honestly don't get why Aether Corsair is a Pirate given that it doesn't have anything to do with other Pirate or Weapon. I think it would be more useful if he is an Elemental to boaster your Elemental synergy.
Overall your set have an interesting synergy with casting spells and Elemental. I would print a couple more cheap spells to make sure the spell synergy part actually have a chance to fire off instead of drawing dud.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Exploring alternative options for the second legendary
Made an edit on the art of Warp Star to better fit the effect
Reworked Weeping Blades into Whirl of Blades (for balance comparison: Evryfin is Awesome)
Reworked Imprisoned Verminlord (again) to be more interesting.
Replaced Poison Distiller with Plague Furnace
I feel like Thanquol feels too frustrating to play against and swings too hard when played. The Prime shuffle also makes it possible to get the avatar away earlier than it's supposed to. So here are some alternatives:
Version 1:
Fairly simple in concept, the enemy either wastes 5 mana or slowly loses health as they draw cards.
I like this version more so i am including it again, but smaller. While the total damage does rank up to a big 15, keep in mind it's over the course of the game. The last plague will be as strong as a bomb from all those warrior cards.
Now this i think may be the best one. 5 unique plagues that all are very strong and disrupting but come in a random order at random times. They range from giving you free tokens, to mass dispelling the enemy board or even making them discard a card. Yes, this last one will be controversial, but i think it's ok though. It is a very delayed effect, perhaps happening at the end of the game. But if people really don't like it i'll change it.
Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !
As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.
This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.
A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !
Other cards I didn't change:
Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?
Detention is too strong now lol. It's a straight up better Freezing Trap. Not only it costs less, but it also denies the enemy a draw.
Coach Andrik is a cool way to get a pay off from playing Omen cards, something you really needed.
Protection Sphere is a cheaper Sap in 90% of the cases. Enemy plays a minion, you yeet it back to their hand for 1 less mana than rogues do. It also comes with an added benefit, of maybe returning stuff to your hand too if you want to. It really should cost at least 2, it's way too much of a power creep at 1.
Alagalon is really cool, but the Omen on it feels kinda out of place. Not really contributing to his effect.
Educated Welp needs a keyword, probably battlecry. Also it's spelled 'wHelp', not 'welp' (Whelp)
Divination Major feels a bit too strong still. Compare her to Onyx Spellscribe. That is has 3 more health for the same cost, but adds 2 random cards. A card drawn from your deck always has higher value than a randomly generated card, so in my opinion the Major should only draw 2 cards. Loses 3 hp compared to the dragon, but draws you cards from the deck instead of randomly generating some.
I honestly think I like the first version of the Legendary the best. The second one is way too swingy with different types of effect that it can lose / win the game on the spot.
Skyre Knowledge is way too weak compare to the other options, given that you have to pay 4 mana for it. I would make it adding 5 Shards to your hand.
Well, guess spending 40 min creating 5 plagues was a waste of time xD. Everyone likes Skrolk version 1 most.
I kinda wanted to have a cycle of 3s in The Great Clans cards. 5 whole Warpstone Shards is a lot, would be the best generator out there. All other ones give 1 or 2. I think i might rework the card a bit instead.
I agree Scuba-Skaven is a bit op. Stitched Tracker and Shadow Visions add copies while Scuba Skaven draws the card. It also draws on a deathrattle, so it's delayed. A more appropriate comparison would be with Cleric of Scales and Loot Hoarder. I think i'll make him a 2/1, so it's in line with Loot Hoarder and Dead Ringer. Only drawing minions and being a Rare i think justifies it remaining at 2 mana.
Skuba Skaven is actually a better pun, so thanks for the typo lol.
I only have a few cards done, but they kind of bend design space. Would like thoughts:
Riftblade's role in the Faire is security. Wild Hunt Outsider is a non-Faire themed minion, but I tried to work with a flipping Corrupt/Uncorrupted minion.
Design Ethos:
Summoned Security is a one-off Dred. It's basically a telegraphed Snipe that might leave behind a 4/1 Lifesteal. Might drop down to 4/3 or 3/4.
Sanitation Professional was interesting to balance. Essentially, she forces the opponent to either deal with an X/4 with just minions, or waste a spell to turn her into an Emperor Cobra or even a 2/2. Could see a change to 3/3 if too strong, but I think 2/4 is a sweet spot.
Wild Hunt Outsider, not sure if this is good enough, honestly.
@McF4rtson Summoned Security is cool, maybe a little strong has the best counter play is either the smallest minion possible, so the Demon stays on the board, or a bigger one which takes up more Mana. I would drop it to 4/3 so it can be countered by 2 Mana 3/2s which are a little more common. Sanitation Professional has a cool effect but maybe remove Poisonous to make it more straightforward. I really like this flavor of minions with Secret-like effects ! Wild Hunt Outsider I'm not sure about. Uncorrupt sounds interesting but also might be super irrelevant. The point of Corrupt is that the card gets better so reverting seems like a loss. And I'm not sure it's the best idea to give a Corrupt card Charge with Y'shaarj in the set.
I don't like the Wild Hunt Outsider, mostly because I'm not a fan of uncorrupting cards. Not only is a keyword we do not have, but also makes this far more unreliable than usual corrupt cards, specially since, at 5 mana, it's far harder to corrupt it than the opposite most of the times.
Sanitation Professional is fine I think, it opens ways to deal with it either by losing 4 mana or beating it with a minion or weapon.
Summoned Security is tricky to judge, because opponent throws something yeti-statted or spells/weapons and it sucks, but anything besides that works nice. Probably being a 4/3 helps if you feel it gets too far on the strong side, although I still have my doubts.
Sanitation Professional should lose Poisonous. Also, it's not very clear who loses the health, your hero or the minion.
Uncorrupt is a bad idea. Firstly, it's a new keyword. If you can make one then we should be allowed to as well. Second, Uncorrupt kinda goes against the themes of Darkmoon fair. Corrupted cards are supposed to reveal their real nature, their true eldritch power, to become stronger. The art shows that everything is an old god monster in disguise as normal fair decor. You could use Circus Medic as an example if you want to go down the path of "corrupting this is not always a good idea".
Sanitation Professional should lose Poisonous. Also, it's not very clear who loses the health, your hero or the minion.
Uncorrupt is a bad idea. Firstly, it's a new keyword. If you can make one then we should be allowed to as well. Second, Uncorrupt kinda goes against the themes of Darkmoon fair. Corrupted cards are supposed to reveal their real nature, their true eldritch power, to become stronger. The art shows that everything is an old god monster in disguise as normal fair decor. You could use Circus Medic as an example if you want to go down the path of "corrupting this is not always a good idea".
Plague Furnace is suppoused to be able to buff itself or just another minion? In terms or balance I am gonna guess so far another random minion, but I'd like to be explained tho.
Plague Furnace is suppoused to be able to buff itself or just another minion? In terms or balance I am gonna guess so far another random minion, but I'd like to be explained tho.
As it's written it can buff itself, but i suppose it might be a bit unbalanced. changing "a" to "another" would fix it.
As I thought, Uncorrupt is too hard to work with. Though I don't think it's anymore complicated as a keyword compared to "Corrupt Again". It'd have to be a very divergent tech card at the very least, but probably not worth exploring that design space.
Summoned Security is either best left at 4/4 or 3/4. It should be well-statted due to the precedent of Swamp King Dred, which saw no play.
Poisonous is part of Sanitation Professional's design. It's either threatening opposing minions, or forcing your opponent to trade inefficiently to preserve their board.
As I thought, Uncorrupt is too hard to work with. Though I don't think it's anymore complicated as a keyword compared to "Corrupt Again". It'd have to be a very divergent tech card at the very least, but probably not worth exploring that design space.
Summoned Security is either best left at 4/4 or 3/4. It should be well-statted due to the precedent of Swamp King Dred, which saw no play.
Poisonous is part of Sanitation Professional's design. It's either threatening opposing minions, or forcing your opponent to trade inefficiently to preserve their board.
Swamp king didn't have lifesteal tho. And i suggest removing Poisonous from Sanitation Professional mostly due to card text space. Feels very clogged. You had to reduce text size by a lot to fit within 4 lines and it's noticeable.
As I thought, Uncorrupt is too hard to work with. Though I don't think it's anymore complicated as a keyword compared to "Corrupt Again". It'd have to be a very divergent tech card at the very least, but probably not worth exploring that design space.
Summoned Security is either best left at 4/4 or 3/4. It should be well-statted due to the precedent of Swamp King Dred, which saw no play.
Poisonous is part of Sanitation Professional's design. It's either threatening opposing minions, or forcing your opponent to trade inefficiently to preserve their board.
Swamp king didn't have lifesteal tho. And i suggest removing Poisonous from Sanitation Professional mostly due to card text space. Feels very clogged. You had to reduce text size by a lot to fit within 4 lines and it's noticeable.
Yeah so I traded a lot of stats for Lifesteal. Swamp King Dred also attacks more than once.
If anybody has already done a thread for the class, mind if I take a look at it? I always get very insecure about posting stuff before looking up for others first.
Also... changed some of the cards to see if I get them better.
Regarding the set as a whole, I'm happy with both flavor and mechanics. I was able to squeeze in nice interactions. Some cards may be a little bit out of balance (Divination Major is strong while Welcoming Classmate is weak) but the flavor is on point and I don't think it's that bad. Thanks to everyone who took the time to give their opinion as they all helped shape the set into this final version.
After receiving high praise for my choice of artwork, I feel compelled to state that I do not own any of the art I use and tho I, unfortunately, can't give proper credit (never built the good habit of noting the artist), I am eternally grateful for the work of all the amazing people who made their creations available on Artstation, Pinterest or otherwise. As a fan creator, it's extremely empowering to have access to assets that look like they belong in Hearthstone.
We that, I'm gonna go sleep before I have to go through the trouble of choosing showcase cards and creating my final thread. Strength for the other finalists as they do the same.
I think that Mr Bigglesworth is very weak. You add an understated minion to your deck, that also makes your next draw another understated minion. I think it will be good as a 1/3.
I lik the set overall. Perhaps the thing I like the most out of it must be how fitting to hearthstone these arts are (specially to scholomance academy). However, I want to point out two things.
1: Bigglesworth is indeed a bit of a obstacle, I understand you want him to deathrattle then have him synergize with your cheap cards interaction stuff. However, I also think it could see stats adjustments (then again, your class has a lot of draw, so having all this cats is more a fatigue delay than value on its own.
2: Should'nt Deep Researcher shuffle a copy of the first card into your deck? And... does it count itself?
I think that Mr Bigglesworth is very weak. You add an understated minion to your deck, that also makes your next draw another understated minion. I think it will be good as a 1/3.
Agreed, way too weak and actually a nerf to your own deck. It literally only has one purpose and that is to play it as the last card of your deck and fatigue which is horribly anti-fun imo.
I would suggest a stat buff as mentioned above, or simply return it to your hand instead.
Thanks everyone for the feedback on my latest additions. The thing with Bigglesworth is that I don't what it to be a super powerful minion. He's a little cat !
With this set, I'm pushing more options for agressive Seer decks and Bigglesworth fits right in as a recursive small unit. He essentially turns your hero power into Paladin's for a few turns. Maybe that's not powerful enough so I'll consider getting him to 0 Mana.
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I'm ok with this, I also have my set nearly finished, but I'm quite busy this weekend and also have to change some flavor and balance, and would thank some more time. By the way...
@Noah_McGrath
The best of all three Skrolks is the first one. The second pretty much deals 28 damage to the enemy hero, and the third is useless against classes with no healing. The first one is quite oppressive if it goes soon, but opponent can still cope with it until it can make the effort to clear the plague. Also, being a deathrattle is better flavor for Pestilens skavens than battlecries.
@Klipce
Educated Whelp is a battlecry, is'nt it? Also, Dated Revelation should be put a copy instead of adding. Textbook Freak might be better as a 3/3 or 2/4, since Gnomish Inventor is already there and class cards are often set to be stronger.
Click to see my Hearthstone projects:
That will be greatly appreciated. Still half to go and would need to hurry up this weekend. I think 3 days (up to 20/1) is good, more than that may be too much.
Changes:
I feel like Thanquol feels too frustrating to play against and swings too hard when played. The Prime shuffle also makes it possible to get the avatar away earlier than it's supposed to. So here are some alternatives:
Version 1:
Fairly simple in concept, the enemy either wastes 5 mana or slowly loses health as they draw cards.
I like this version more so i am including it again, but smaller. While the total damage does rank up to a big 15, keep in mind it's over the course of the game. The last plague will be as strong as a bomb from all those warrior cards.
Now this i think may be the best one. 5 unique plagues that all are very strong and disrupting but come in a random order at random times. They range from giving you free tokens, to mass dispelling the enemy board or even making them discard a card. Yes, this last one will be controversial, but i think it's ok though. It is a very delayed effect, perhaps happening at the end of the game. But if people really don't like it i'll change it.
My cards so far:
Legendaries:
Tokens:
Epics:
Tokens:
Rares:
Commons:
Tokens:
Feedback time!
Quote from Klipce >>
I honestly think I like the first version of the Legendary the best. The second one is way too swingy with different types of effect that it can lose / win the game on the spot.
Skyre Knowledge is way too weak compare to the other options, given that you have to pay 4 mana for it. I would make it adding 5 Shards to your hand.
Skuba Skaven is way to strong compare to Stitched Tracker or Shadow Visions. I think it should be 3 mana.
As Noah said, Detention and Protection Sphere is way too strong. Protection Sphere should not be better than Sap, given that Rogue is a class renowned for removal while Detention is out of flavor for Paladin whose class doesn't have removal that isn't stat modifying.
Divination Major is one of those cards you only print if you think your class is in a bad spot and you want to push it. I think it is safer at drawing 2 cards.
Engineering Intern seems extremely dangerous at 1 mana. There's no token generator with that low of a cost in Hearthstone, especially since the token is guaranteed to be playable card, unlike something like Sethekk Veilweaver. I would increase this thing cost to at least 3 mana with a stat adjustment.
I honestly don't get why Aether Corsair is a Pirate given that it doesn't have anything to do with other Pirate or Weapon. I think it would be more useful if he is an Elemental to boaster your Elemental synergy.
Overall your set have an interesting synergy with casting spells and Elemental. I would print a couple more cheap spells to make sure the spell synergy part actually have a chance to fire off instead of drawing dud.
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:
Thanks for the feedback!
I only have a few cards done, but they kind of bend design space. Would like thoughts:
Riftblade's role in the Faire is security. Wild Hunt Outsider is a non-Faire themed minion, but I tried to work with a flipping Corrupt/Uncorrupted minion.
Design Ethos:
Summoned Security is a one-off Dred. It's basically a telegraphed Snipe that might leave behind a 4/1 Lifesteal. Might drop down to 4/3 or 3/4.
Sanitation Professional was interesting to balance. Essentially, she forces the opponent to either deal with an X/4 with just minions, or waste a spell to turn her into an Emperor Cobra or even a 2/2. Could see a change to 3/3 if too strong, but I think 2/4 is a sweet spot.
Wild Hunt Outsider, not sure if this is good enough, honestly.
@McF4rtson Summoned Security is cool, maybe a little strong has the best counter play is either the smallest minion possible, so the Demon stays on the board, or a bigger one which takes up more Mana. I would drop it to 4/3 so it can be countered by 2 Mana 3/2s which are a little more common. Sanitation Professional has a cool effect but maybe remove Poisonous to make it more straightforward. I really like this flavor of minions with Secret-like effects ! Wild Hunt Outsider I'm not sure about. Uncorrupt sounds interesting but also might be super irrelevant. The point of Corrupt is that the card gets better so reverting seems like a loss. And I'm not sure it's the best idea to give a Corrupt card Charge with Y'shaarj in the set.
I don't like the Wild Hunt Outsider, mostly because I'm not a fan of uncorrupting cards. Not only is a keyword we do not have, but also makes this far more unreliable than usual corrupt cards, specially since, at 5 mana, it's far harder to corrupt it than the opposite most of the times.
Sanitation Professional is fine I think, it opens ways to deal with it either by losing 4 mana or beating it with a minion or weapon.
Summoned Security is tricky to judge, because opponent throws something yeti-statted or spells/weapons and it sucks, but anything besides that works nice. Probably being a 4/3 helps if you feel it gets too far on the strong side, although I still have my doubts.
Click to see my Hearthstone projects:
Well, i think my set might be done. If anyone has some last thoughts or feedback, it'll be greatly appreciated.
Tokens:
Some feedback for McF4rtson:
Plague Furnace is suppoused to be able to buff itself or just another minion? In terms or balance I am gonna guess so far another random minion, but I'd like to be explained tho.
Click to see my Hearthstone projects:
As it's written it can buff itself, but i suppose it might be a bit unbalanced. changing "a" to "another" would fix it.
As I thought, Uncorrupt is too hard to work with. Though I don't think it's anymore complicated as a keyword compared to "Corrupt Again". It'd have to be a very divergent tech card at the very least, but probably not worth exploring that design space.
Summoned Security is either best left at 4/4 or 3/4. It should be well-statted due to the precedent of Swamp King Dred, which saw no play.
Poisonous is part of Sanitation Professional's design. It's either threatening opposing minions, or forcing your opponent to trade inefficiently to preserve their board.
Swamp king didn't have lifesteal tho. And i suggest removing Poisonous from Sanitation Professional mostly due to card text space. Feels very clogged. You had to reduce text size by a lot to fit within 4 lines and it's noticeable.
Yeah so I traded a lot of stats for Lifesteal. Swamp King Dred also attacks more than once.
Can I ask or a favor?
If anybody has already done a thread for the class, mind if I take a look at it? I always get very insecure about posting stuff before looking up for others first.
Also... changed some of the cards to see if I get them better.
Click to see my Hearthstone projects:
IT IS DONE ! At long last, I've completed my set:
As well as a few changes:
Rest of the set:
Regarding the set as a whole, I'm happy with both flavor and mechanics. I was able to squeeze in nice interactions. Some cards may be a little bit out of balance (Divination Major is strong while Welcoming Classmate is weak) but the flavor is on point and I don't think it's that bad. Thanks to everyone who took the time to give their opinion as they all helped shape the set into this final version.
After receiving high praise for my choice of artwork, I feel compelled to state that I do not own any of the art I use and tho I, unfortunately, can't give proper credit (never built the good habit of noting the artist), I am eternally grateful for the work of all the amazing people who made their creations available on Artstation, Pinterest or otherwise. As a fan creator, it's extremely empowering to have access to assets that look like they belong in Hearthstone.
We that, I'm gonna go sleep before I have to go through the trouble of choosing showcase cards and creating my final thread. Strength for the other finalists as they do the same.
@Klipce
I think that Mr Bigglesworth is very weak. You add an understated minion to your deck, that also makes your next draw another understated minion. I think it will be good as a 1/3.
@Klipce
I lik the set overall. Perhaps the thing I like the most out of it must be how fitting to hearthstone these arts are (specially to scholomance academy). However, I want to point out two things.
1: Bigglesworth is indeed a bit of a obstacle, I understand you want him to deathrattle then have him synergize with your cheap cards interaction stuff. However, I also think it could see stats adjustments (then again, your class has a lot of draw, so having all this cats is more a fatigue delay than value on its own.
2: Should'nt Deep Researcher shuffle a copy of the first card into your deck? And... does it count itself?
Click to see my Hearthstone projects:
Agreed, way too weak and actually a nerf to your own deck. It literally only has one purpose and that is to play it as the last card of your deck and fatigue which is horribly anti-fun imo.
I would suggest a stat buff as mentioned above, or simply return it to your hand instead.
Thanks everyone for the feedback on my latest additions. The thing with Bigglesworth is that I don't what it to be a super powerful minion. He's a little cat !
With this set, I'm pushing more options for agressive Seer decks and Bigglesworth fits right in as a recursive small unit. He essentially turns your hero power into Paladin's for a few turns. Maybe that's not powerful enough so I'll consider getting him to 0 Mana.