Your Hero Power is a little weak imo because it requires minions on the board. Your set is pretty solid. Touch of Decay should be 4 Mana because the timing doesn't matter in most situations. Vengful Spirits need a more standard wording like "Fill your board with 1/1 Spirits. They attack the enemy hero." Keep in mind that only Attack, Health, Armor, Durability, Mana and Cost get numbers. If a card summons minions, it summons "two" not "2". In general, avoid two numbers in a row if they apply to different things.
@Jengus
I think you're onto something but only because the cost goes down. 3 Mana is too much to pay for the kind of effect a hero power should have.
@LivingOrganism
Well, this is akward... Having close themes with another contestant is always a wierd position to be in. We seem to be taking very different routes so it should be fine. I hope you don't mind.
So as you may have guessed, I think this hero power should cost 2. Even without leaning into it, mana acceleration is one of the strongest things in Hearthstone, especially in the early game. Your hero power allowed for for 5-cost cards to be played on turn 3, 9 cost cards on turn 5. That's a lot of tempo. You will also have to consider a LOT of combos down the line. Especially with Gadgetzan Dream. Especially with that infinite loop that was pointed out earlier.
Looks like you're gonna change a couple things around so I'm not gonna too deep into each card but I think the class could use a little bit more direction. What kind of playstyle do you want to encourage ?
@Laurendor
Cool hero power, I'd like to see cards that lean into it. Not much to say about the rest since this week is the basic set but I'm excited for any class that mixes damage and healing !
@whatTheHeck
Solid stuff. Blind Fury should cost 3 imo since it's really strong and swingy at 1 while still not terribly hard to take advantage of.
Currently at work, but wanted to give a bit more feedback.
@laurendor good start, and the cards seem fine... If they aren't part of the basic set, as these look like classic set cards. Pain shield would possibly cut it, but it is similar to DH's blur in the initiate set in terms of complexity. The others probably are best for initiate.
@mvon Take care not to make your class seem too close to priest. In addition, I quickly glossed over your set and the 7 mana summon 7 spirits is definitely concerning. Even without rush this is a scary card, 7/7 in stats, dealing 7 to the enemy hero through taunt. This is 12 damage to face with just a raid leader. Not to mention, I am pretty sure they can attack again because they have rush, not entirely sure about that though. Forced attacks are always janky.
@klipce All I gotta say is... You are onto something here, very promising. Your keyword is very strong though so be careful with that.
My Class Idea is a class called Cursed. During the scourge, a secretive group of mages and priest decided to transport dangerous cursed/infected people, creature, and artifacts to a mysterious Island with a barrier that lets you enter but not leave. Some of the older being on the island want to use the new inhabitants and the powerful magics that are infecting them to escape while others are doing everything in their power to prevent anything from leaving the Island. If you were playing as this class in Warcraft, you would be a curse victim who teams up with an ancient entity in order to survive the curse.
Note: Testing posting cards because I've never done it before.
@MvonTzeskegrad I'm gonna do a full post in a bit but I just needed to pop in to note Bang for Your Buck is currently broken. It's a one turn kill in wild with Malygos and three coins and probably not impossible in standard either. Seeing as it's a two card OTK that's insane. Maybe +1 or +2 for each coin?
Here are my card and class ideas now that I think I figured out how to post. The class is called Cursed. They are people and creatures with contagious curses who were exiled to an Island during the Scourge. They got help from the Island "gods" to survive. The starting hero is called Irdon. He is one of the ancient entities of the Isle. I'll have them escaping the Isle and spreading across Azeroth in later expansions.
Spread, the special ability of the class, represents the spread of curses, diseases, and the spread of influence of the original entities.
I have a genuine question. Might not pursue this based on the time I have.
My class idea is "titan-forged", a class based on tol'vir and other titan forged creations.
They focus on holy and nature spells, with some sparse shadow spells. Based on to'lvir being affiliated with sun worship and priests. The class focus is on midrange or the late game.
Since Tol'vir are also known for mummifying the dead i adapted that to monuments as their main mechanic. They look useless, but even though they can't be played, they have a myriad of different uses. Starting in the initiate set, they will get their main mechanic, Reconstruct: (x). When a card with reconstruct is played, if you have the requisite amount of monuments in your hand, you discard them to get a more powerful bonus effect.
The drawback to reconstruct: if you meet the requirement for it, you do the bonus effect, regardless of if you want to or not. Replenish is just an early example, and the mechanic shows up starting in initiate (next week).
For now, here are two early basic cards:
Is this idea worth pursuing? I understand that for now the actual card count is sparse, so I will be working on the class this week, any constructive feedback is appreciated. (I will also have to learn proper formatting for this website).
That hero power is a hard no from me. Heroes with attack on your opponent's turn is always a very very esoteric interaction and should not be brought into normal gameplay, ever. You also need a bolded "Hero Power" on your hero power token, check in-game hero powers.
A lot of your cards are weirdly spaced, you probably should go back and fix those.
Hungry Sword seems pretty weak, it's only a tiny bit better than power word: infusion but gives causes that minion to never be able to attack the enemy hero unless they have no minions. And if you are casting it on an enemy minion to stall, it is very inefficient.
Lab Rat is a no in my opinion, probably not a good idea to create a card for the sole purpose of limiting board space. (The minion that summoned a 0/3 for your opponent on the deathrattle is different as it had taunt)
Overall, you have too many minion in your Basic Set, most in-game classes only have a few, with only one class having 4. I also... don't feel very much cohesion between your cards, I don't get an overall playstyle or general theme, sorry :/
That hero power token is a no from me. Many many classes have been made that add a token to the player's hand that is used by many cards down the road but the difference here is that yours is completely unplayable. That means your class, to a new player, has no hero power whatsoever, since you can't have a class keyword in the basic set. I highly advise you to make it some sort of 0 mana 1/1 minion instead of a useless card, that is what most people do with this type of hero power.
Other than that, I will need to see more cards. I can at least say this sort of class will work, since a hero power generating a token into hand is a strategy that has been used many times by numerous contestants.
The core idea of spending 2 mana now to get a flexible mana later, plus one that's a spell for those schenanigans, is pretty neat. I think something like that is a very good idea for a hero power, as it gives you more decisions to make to fight the restrictions of the mana curve. It also gives designers some sweet design space to play around with coin and spell card synergies. You're doing coin synergies already and there's definitely some fun ideas in there. The use of coins and how they interact with the class cards is a good way to make the class feel distinct within hearthstone classes while finding its own space within heavily explored territory.
It's risky as a design for a few reasons. Coins are because useless in most topdeck situations in the late game, which can be deeply frustrating for players. Good to think about what cards the merchant class would have to solve that problem, it should be reliably mana-hungry or else have some other plan for what to do with coins once your hand is empty and you have 10 mana. The class cards need an answer for this. I'd be focusing its special keyword on something that can help there (stock gets you more cards to play from your deck which slightly helps but it feels *terrible* to draw your second copy of a stock card before you can play the other, which will happen a lot if it's a keyword mechanic that shows up on many cards).
It's also risky because balancing around access to coins changes *massively* if you go second and get a free coin. I think this alone likely makes the class nearly unworkable if you rely on coin-specific synergies, particularly for 2-4 mana cost cards.
The ideal would be to lean into the same idea but with a card that isn't called "coin" and has a more appealing class fantasy. For example, if this was "ki" for a monk and the hero power was called meditate.
The actual class card designs aren't all wowing me yet (get it?). Coin Toss is delightful in theme and design, Bang for your Buck is pretty cool as a concept (spending coins to boost the value of another card. Super Fancy Gear is a fun theme. I don't want to discard coins though, I want to spend them for benefits. If I'm getting coin-specific themes, I feel like I should be saving up coins then ramping into a board stabalizer early - or I should be playing cards that gain a benefit whenever I spend coins (for the merchant theme). It's still very hard to balance coin-specific themes though in a game where you get a coin if you go second.
In addition to all this, don't forget Merchant actually has already won once, in the very first class competition. So besides making sure that the class functions well at all stages of the game, you will need unique interactions and ideas so as to stand out from the winning Merchant class.
Thanks @Jengus, @DanFel and @McF4rtson for your feedback ! I'm already looking into some tweaks to the current set I have but I'll need to consider more drastic changes.
This is definetly a "mechanics first" design so I'm not above changing the theme completely but I'm happy with the flavor thus far and I would have to let go pf a lot of puns... I'll have to go look at the previous Merchant winner to get a good feel for wether I have something distinct enough.
While I agree that the second player getting a Coin might be a little hard to manage, I do like the fact that the class plays into something that already exists in HS. I need to think about this a little more, especially in regards to the Finley test (i.e. what happendms when you class gets a different hero power or a different class gets your hero power).
Thank you for your opinions on this class, I'm gonna put some changes on it.
Return to Life has no school because it's just the mechanic of the characters ghost returning by its own will to their body.
While I am looking at Assassinate to compare in terms of balance of Touch of Decay, thinking of it, this one might have synergies later with end of turn effects, and also is a shadow spell, thus having spell class synergy.
Vengeful Spirits is simplified, inspired on that card from the Nefarian vs Ragnaros brawl. I think it is perfectly balanced the way it is, as druid can do pretty much the same on 5 mana, and it's still weak to AoE and turn consuming.
I am aware this one at first sight is on risk of becoming priest 2.0, while its basic set is already quite different, being more supportive of board play rather than stalling, it is going to get further away, as not only this will explore some themes in a different way (like deathrattles and ressurrection), but will also explore different ones. I'm thinking on introducing a class mechanic around a token generated by this class:
Several cards will benefit or destroy these tokens in order to gain further advantages. They are added to your hand, so you can control if you want some more bodies on board, or go for class interactions.
That hero power is a hard no from me. Heroes with attack on your opponent's turn is always a very very esoteric interaction and should not be brought into normal gameplay, ever. You also need a bolded "Hero Power" on your hero power token, check in-game hero powers.
A lot of your cards are weirdly spaced, you probably should go back and fix those.
Hungry Sword seems pretty weak, it's only a tiny bit better than power word: infusion but gives causes that minion to never be able to attack the enemy hero unless they have no minions. And if you are casting it on an enemy minion to stall, it is very inefficient.
Lab Rat is a no in my opinion, probably not a good idea to create a card for the sole purpose of limiting board space. (The minion that summoned a 0/3 for your opponent on the deathrattle is different as it had taunt)
Overall, you have too many minion in your Basic Set, most in-game classes only have a few, with only one class having 4. I also... don't feel very much cohesion between your cards, I don't get an overall playstyle or general theme, sorry :/
Lab Rat isn't to limit board space. It works alongside the keyword. Attacking it will "infect" it with the card text of minions with the Spread key word and then a second minion attacking it will get that keyword as well. For example, a minion with the text "Spread. Give all other minions +1/+1 at end of turn" attacks it. Lab Rat now has that ability and any minion that attacks Lab Rat will gain the ability. If you attack it will 4 minions, you will go from having 1 minion that gives +1/+1 at end of turn to having 5. Alternatively, you could infect it to do negative things to the opponent's board.
Mechanically, the hero power is just a secret that does 1 damage to characters that attack the hero for a turn. Do you think that is overpowered or a bad idea, or just want me to reword it?
I just put the text into hearthcards so I'm not entirely sure what to do about the spacing.
For the core set, it's hard to have clear theme because the three class strategies are tempo, disruption, and minion based combos using the keyword. A lot of my ideas for disruption aren't very basic and we aren't supposed to use the keyword. These basic cards are made to establish board presence and disrupt the opponent. It's a little like talking about Demon Hunter's theme without outcast.
For Hungry Sword, I could buff it to giving +4/+7 or more. I got worried that it would be overwhelming very quickly.
I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).
Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.
Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.
I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).
Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.
Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.
It benefiting and harming both players is the point of the mechanic! I think the cards just need to be strong enough to balance that downside. The mechanic also activates whoever a minion is "enchanted" or damaged by another minion, so there will be ways to take advantage of it. Thanks for the advice on the first week cards, it's very helpful!
Been a minute since I last joined a card creation comp, so I could be misremembering the steps as to how to do it but I seem to be unable to upload images. What I did:
- Created them in hearthcards, saved to PC. - Uploaded to Imgur, (hidden) - Then tried every single link provided and all of them give me a blank square.
Any help would be appreciated. I'm gonna upload one of the blank squares with this post incase it works and in which case this whole post would be null and void.
Niiice! Love this time of the year ^^ although I don't intend to take part this time (schedule full....but you never know.... xP) I will follow up for fun and make a few feedbacks. I'm liking a lot the presence of the Shadowlands in the cards so far, it's something I've been thinking about myself.
I have a genuine question. Might not pursue this based on the time I have.
My class idea is "titan-forged", a class based on tol'vir and other titan forged creations.
I like the idea of other "Resources", but I foresee problem regarding hand size in your case. PERHAPS you could make it cost 0 (or even 1 as a 'penalty') for playing the monument and empty your hand.
Here are my card and class ideas now that I think I figured out how to post. The class is called Cursed. They are people and creatures with contagious curses who were exiled to an Island during the Scourge. They got help from the Island "gods" to survive. The starting hero is called Irdon. He is one of the ancient entities of the Isle. I'll have them escaping the Isle and spreading across Azeroth in later expansions.
As mentioned already, the hero power has some weird interactions and looks very OP in early game (with a potential for late game, too) as it is basically an area damage. Most of the cards are pretty OP as well, for basic set.
Been a minute since I last joined a card creation comp, so I could be misremembering the steps as to how to do it but I seem to be unable to upload images. What I did:
I remember to work properly sometimes I needed to add ".png" after the link they provided, because it actually referred to the page where the image was in, and not the image itself.
Been a minute since I last joined a card creation comp, so I could be misremembering the steps as to how to do it but I seem to be unable to upload images. What I did:
- Created them in hearthcards, saved to PC. - Uploaded to Imgur, (hidden) - Then tried every single link provided and all of them give me a blank square.
Any help would be appreciated. I'm gonna upload one of the blank squares with this post incase it works and in which case this whole post would be null and void.
When adding an image here, you have to click on the photo on imgur and find an option "get share links", copy the thing called "BBCode". In order for it to work, after pasting it in the box here, you have to delete the [img] in the beginning and end of the link. At least that's how I always do this.
Here is what i've been cooking on the low burner for the past 2 weeks. Let me introduce you to the...
SCALEBORN
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragon flights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking synergy and proactive mechanics.
Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!
Strengths:
Sustain and stickiness due to Heritage cards
Card Draw
Wide Boards
Strong Buffs, but held back by RNG
Adaptability and Tools for any situation
Weaknesses:
Recovering a lost board
Late game threats
Unconditional board clears
Family Gatherings >_>
BASIC SET
I will offer feedback later, but as a quick note: love the gnoll class, my favorite from what i've seen.
Spread your Wings: Rocket Boots Adopted Whelp: Hmmmmmm, not sure if this will be a problem with Auctioneer. Unleash the Whelps is a better consecration, needs to cost 4, possibly 5 depending on how many token synergies you have.
Lastly, and you're kind of stuck with no options here, but the holy and shadow spell tags make no sense for bronze and black dragonflights respectively.
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FEEDBACK TIME ! (sorry for double posting)
@MvonTzeskagrad
Your Hero Power is a little weak imo because it requires minions on the board. Your set is pretty solid. Touch of Decay should be 4 Mana because the timing doesn't matter in most situations. Vengful Spirits need a more standard wording like "Fill your board with 1/1 Spirits. They attack the enemy hero." Keep in mind that only Attack, Health, Armor, Durability, Mana and Cost get numbers. If a card summons minions, it summons "two" not "2". In general, avoid two numbers in a row if they apply to different things.
@Jengus
I think you're onto something but only because the cost goes down. 3 Mana is too much to pay for the kind of effect a hero power should have.
@LivingOrganism
Well, this is akward... Having close themes with another contestant is always a wierd position to be in. We seem to be taking very different routes so it should be fine. I hope you don't mind.
So as you may have guessed, I think this hero power should cost 2. Even without leaning into it, mana acceleration is one of the strongest things in Hearthstone, especially in the early game. Your hero power allowed for for 5-cost cards to be played on turn 3, 9 cost cards on turn 5. That's a lot of tempo. You will also have to consider a LOT of combos down the line. Especially with Gadgetzan Dream. Especially with that infinite loop that was pointed out earlier.
Looks like you're gonna change a couple things around so I'm not gonna too deep into each card but I think the class could use a little bit more direction. What kind of playstyle do you want to encourage ?
@Laurendor
Cool hero power, I'd like to see cards that lean into it. Not much to say about the rest since this week is the basic set but I'm excited for any class that mixes damage and healing !
@whatTheHeck
Solid stuff. Blind Fury should cost 3 imo since it's really strong and swingy at 1 while still not terribly hard to take advantage of.
Hope this helps.
Currently at work, but wanted to give a bit more feedback.
@laurendor good start, and the cards seem fine... If they aren't part of the basic set, as these look like classic set cards. Pain shield would possibly cut it, but it is similar to DH's blur in the initiate set in terms of complexity. The others probably are best for initiate.
@mvon Take care not to make your class seem too close to priest. In addition, I quickly glossed over your set and the 7 mana summon 7 spirits is definitely concerning. Even without rush this is a scary card, 7/7 in stats, dealing 7 to the enemy hero through taunt. This is 12 damage to face with just a raid leader. Not to mention, I am pretty sure they can attack again because they have rush, not entirely sure about that though. Forced attacks are always janky.
@klipce All I gotta say is... You are onto something here, very promising. Your keyword is very strong though so be careful with that.
My Class Idea is a class called Cursed. During the scourge, a secretive group of mages and priest decided to transport dangerous cursed/infected people, creature, and artifacts to a mysterious Island with a barrier that lets you enter but not leave. Some of the older being on the island want to use the new inhabitants and the powerful magics that are infecting them to escape while others are doing everything in their power to prevent anything from leaving the Island. If you were playing as this class in Warcraft, you would be a curse victim who teams up with an ancient entity in order to survive the curse.
Note: Testing posting cards because I've never done it before.
@MvonTzeskegrad I'm gonna do a full post in a bit but I just needed to pop in to note Bang for Your Buck is currently broken. It's a one turn kill in wild with Malygos and three coins and probably not impossible in standard either. Seeing as it's a two card OTK that's insane. Maybe +1 or +2 for each coin?
Malygos with spell dmg rotated out, so that is a wild only combo
Here are my card and class ideas now that I think I figured out how to post. The class is called Cursed. They are people and creatures with contagious curses who were exiled to an Island during the Scourge. They got help from the Island "gods" to survive. The starting hero is called Irdon. He is one of the ancient entities of the Isle. I'll have them escaping the Isle and spreading across Azeroth in later expansions.
Spread, the special ability of the class, represents the spread of curses, diseases, and the spread of influence of the original entities.
Tokens:
Put your spoiler here.
I have a genuine question. Might not pursue this based on the time I have.
My class idea is "titan-forged", a class based on tol'vir and other titan forged creations.
They focus on holy and nature spells, with some sparse shadow spells. Based on to'lvir being affiliated with sun worship and priests. The class focus is on midrange or the late game.
Since Tol'vir are also known for mummifying the dead i adapted that to monuments as their main mechanic. They look useless, but even though they can't be played, they have a myriad of different uses. Starting in the initiate set, they will get their main mechanic, Reconstruct: (x). When a card with reconstruct is played, if you have the requisite amount of monuments in your hand, you discard them to get a more powerful bonus effect.
The drawback to reconstruct: if you meet the requirement for it, you do the bonus effect, regardless of if you want to or not. Replenish is just an early example, and the mechanic shows up starting in initiate (next week).
For now, here are two early basic cards:
Is this idea worth pursuing? I understand that for now the actual card count is sparse, so I will be working on the class this week, any constructive feedback is appreciated. (I will also have to learn proper formatting for this website).
That hero power is a hard no from me. Heroes with attack on your opponent's turn is always a very very esoteric interaction and should not be brought into normal gameplay, ever. You also need a bolded "Hero Power" on your hero power token, check in-game hero powers.
A lot of your cards are weirdly spaced, you probably should go back and fix those.
Hungry Sword seems pretty weak, it's only a tiny bit better than power word: infusion but gives causes that minion to never be able to attack the enemy hero unless they have no minions. And if you are casting it on an enemy minion to stall, it is very inefficient.
Lab Rat is a no in my opinion, probably not a good idea to create a card for the sole purpose of limiting board space. (The minion that summoned a 0/3 for your opponent on the deathrattle is different as it had taunt)
Overall, you have too many minion in your Basic Set, most in-game classes only have a few, with only one class having 4. I also... don't feel very much cohesion between your cards, I don't get an overall playstyle or general theme, sorry :/
That hero power token is a no from me. Many many classes have been made that add a token to the player's hand that is used by many cards down the road but the difference here is that yours is completely unplayable. That means your class, to a new player, has no hero power whatsoever, since you can't have a class keyword in the basic set. I highly advise you to make it some sort of 0 mana 1/1 minion instead of a useless card, that is what most people do with this type of hero power.
Other than that, I will need to see more cards. I can at least say this sort of class will work, since a hero power generating a token into hand is a strategy that has been used many times by numerous contestants.
The core idea of spending 2 mana now to get a flexible mana later, plus one that's a spell for those schenanigans, is pretty neat. I think something like that is a very good idea for a hero power, as it gives you more decisions to make to fight the restrictions of the mana curve. It also gives designers some sweet design space to play around with coin and spell card synergies. You're doing coin synergies already and there's definitely some fun ideas in there. The use of coins and how they interact with the class cards is a good way to make the class feel distinct within hearthstone classes while finding its own space within heavily explored territory.
It's risky as a design for a few reasons. Coins are because useless in most topdeck situations in the late game, which can be deeply frustrating for players. Good to think about what cards the merchant class would have to solve that problem, it should be reliably mana-hungry or else have some other plan for what to do with coins once your hand is empty and you have 10 mana. The class cards need an answer for this. I'd be focusing its special keyword on something that can help there (stock gets you more cards to play from your deck which slightly helps but it feels *terrible* to draw your second copy of a stock card before you can play the other, which will happen a lot if it's a keyword mechanic that shows up on many cards).
It's also risky because balancing around access to coins changes *massively* if you go second and get a free coin. I think this alone likely makes the class nearly unworkable if you rely on coin-specific synergies, particularly for 2-4 mana cost cards.
The ideal would be to lean into the same idea but with a card that isn't called "coin" and has a more appealing class fantasy. For example, if this was "ki" for a monk and the hero power was called meditate.
The actual class card designs aren't all wowing me yet (get it?). Coin Toss is delightful in theme and design, Bang for your Buck is pretty cool as a concept (spending coins to boost the value of another card. Super Fancy Gear is a fun theme. I don't want to discard coins though, I want to spend them for benefits. If I'm getting coin-specific themes, I feel like I should be saving up coins then ramping into a board stabalizer early - or I should be playing cards that gain a benefit whenever I spend coins (for the merchant theme). It's still very hard to balance coin-specific themes though in a game where you get a coin if you go second.
In addition to all this, don't forget Merchant actually has already won once, in the very first class competition. So besides making sure that the class functions well at all stages of the game, you will need unique interactions and ideas so as to stand out from the winning Merchant class.
Thanks @Jengus, @DanFel and @McF4rtson for your feedback ! I'm already looking into some tweaks to the current set I have but I'll need to consider more drastic changes.
This is definetly a "mechanics first" design so I'm not above changing the theme completely but I'm happy with the flavor thus far and I would have to let go pf a lot of puns... I'll have to go look at the previous Merchant winner to get a good feel for wether I have something distinct enough.
While I agree that the second player getting a Coin might be a little hard to manage, I do like the fact that the class plays into something that already exists in HS. I need to think about this a little more, especially in regards to the Finley test (i.e. what happendms when you class gets a different hero power or a different class gets your hero power).
@Klipce and @McF4rston
Thank you for your opinions on this class, I'm gonna put some changes on it.
Return to Life has no school because it's just the mechanic of the characters ghost returning by its own will to their body.
While I am looking at Assassinate to compare in terms of balance of Touch of Decay, thinking of it, this one might have synergies later with end of turn effects, and also is a shadow spell, thus having spell class synergy.
Vengeful Spirits is simplified, inspired on that card from the Nefarian vs Ragnaros brawl. I think it is perfectly balanced the way it is, as druid can do pretty much the same on 5 mana, and it's still weak to AoE and turn consuming.
I am aware this one at first sight is on risk of becoming priest 2.0, while its basic set is already quite different, being more supportive of board play rather than stalling, it is going to get further away, as not only this will explore some themes in a different way (like deathrattles and ressurrection), but will also explore different ones. I'm thinking on introducing a class mechanic around a token generated by this class:
Several cards will benefit or destroy these tokens in order to gain further advantages. They are added to your hand, so you can control if you want some more bodies on board, or go for class interactions.
Click to see my Hearthstone projects:
Lab Rat isn't to limit board space. It works alongside the keyword. Attacking it will "infect" it with the card text of minions with the Spread key word and then a second minion attacking it will get that keyword as well. For example, a minion with the text "Spread. Give all other minions +1/+1 at end of turn" attacks it. Lab Rat now has that ability and any minion that attacks Lab Rat will gain the ability. If you attack it will 4 minions, you will go from having 1 minion that gives +1/+1 at end of turn to having 5. Alternatively, you could infect it to do negative things to the opponent's board.
Mechanically, the hero power is just a secret that does 1 damage to characters that attack the hero for a turn. Do you think that is overpowered or a bad idea, or just want me to reword it?
I just put the text into hearthcards so I'm not entirely sure what to do about the spacing.
For the core set, it's hard to have clear theme because the three class strategies are tempo, disruption, and minion based combos using the keyword. A lot of my ideas for disruption aren't very basic and we aren't supposed to use the keyword. These basic cards are made to establish board presence and disrupt the opponent. It's a little like talking about Demon Hunter's theme without outcast.
For Hungry Sword, I could buff it to giving +4/+7 or more. I got worried that it would be overwhelming very quickly.
I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).
Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.
Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.
Click to see my Hearthstone projects:
It benefiting and harming both players is the point of the mechanic! I think the cards just need to be strong enough to balance that downside. The mechanic also activates whoever a minion is "enchanted" or damaged by another minion, so there will be ways to take advantage of it. Thanks for the advice on the first week cards, it's very helpful!
Been a minute since I last joined a card creation comp, so I could be misremembering the steps as to how to do it but I seem to be unable to upload images. What I did:
- Created them in hearthcards, saved to PC.
- Uploaded to Imgur, (hidden)
- Then tried every single link provided and all of them give me a blank square.
Any help would be appreciated. I'm gonna upload one of the blank squares with this post incase it works and in which case this whole post would be null and void.
Niiice! Love this time of the year ^^ although I don't intend to take part this time (schedule full....but you never know.... xP) I will follow up for fun and make a few feedbacks.
I'm liking a lot the presence of the Shadowlands in the cards so far, it's something I've been thinking about myself.
I like the idea of other "Resources", but I foresee problem regarding hand size in your case. PERHAPS you could make it cost 0 (or even 1 as a 'penalty') for playing the monument and empty your hand.
As mentioned already, the hero power has some weird interactions and looks very OP in early game (with a potential for late game, too) as it is basically an area damage. Most of the cards are pretty OP as well, for basic set.
I remember to work properly sometimes I needed to add ".png" after the link they provided, because it actually referred to the page where the image was in, and not the image itself.
When adding an image here, you have to click on the photo on imgur and find an option "get share links", copy the thing called "BBCode". In order for it to work, after pasting it in the box here, you have to delete the [img] in the beginning and end of the link. At least that's how I always do this.
Alright we are back baby!
Here is what i've been cooking on the low burner for the past 2 weeks. Let me introduce you to the...
SCALEBORN
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Strengths:
Weaknesses:
BASIC SET
I will offer feedback later, but as a quick note: love the gnoll class, my favorite from what i've seen.
Spread your Wings: Rocket Boots
Adopted Whelp: Hmmmmmm, not sure if this will be a problem with Auctioneer.
Unleash the Whelps is a better consecration, needs to cost 4, possibly 5 depending on how many token synergies you have.
Lastly, and you're kind of stuck with no options here, but the holy and shadow spell tags make no sense for bronze and black dragonflights respectively.