Concept is very good, but hearthstone UI does not do a very good job of this. You don't have a good indication of whether you are on an odd or even turn. Yes, there is a yellow highlight, but what if you have both tick and tock?
Like I said, I'm not sure design is about coming up with these UI solutions but I think I laid out some possible solutions. Blue and red highlights ? Idk it's definitely something new and weird but I think it's worth the complexity.
Not sure how useful it is, but Elder Scrolls Legends did this exact keyword already. they just greyed out the inactive effect.
About your challenges I thought that you did not yet do them, but I wanted to mention them for completness of my review. Btw a little off topic, but nice and nostalgic for me to see a screen from Legends, shame that game stopped doing new contnent, almost got me to stop playing HS back then... (Just had to write it when I saw it)
Concept is very good, but hearthstone UI does not do a very good job of this. You don't have a good indication of whether you are on an odd or even turn. Yes, there is a yellow highlight, but what if you have both tick and tock?
Like I said, I'm not sure design is about coming up with these UI solutions but I think I laid out some possible solutions. Blue and red highlights ? Idk it's definitely something new and weird but I think it's worth the complexity.
There maybe could also be used a banner similar to Tradeable or Tri-Class cards which would show (*) for odd and (**) for even turns or something like that...
The idea is quite fitting for your class I would say, and from my experience with Elder Scrolls, could be used in a huge variety of effects and are fun to play with (at least for me).
Let say i pick Saviour of Uldum, do you think any of these 2 cards would fulfils the challenge? i'm trying to understand if the "Plague" can be considered a cycle/mechanic or if i need to be more specific...what do you think?
Also if i pick SoU do i need to give to my all initiate set the Uldum theme?
Let say i pick Saviour of Uldum, do you think any of these 2 cards would fulfils the challenge? i'm trying to understand if the "Plague" can be considered a cycle/mechanic or if i need to be more specific...what do you think?
Also if i pick SoU do i need to give to my all initiate set the Uldum theme?
Ok I already clarified what the second challenge is all about, I'm not sure how else I can break it down... I also included an example in the challenge text now.
Also not sure why people are asking about class cycles now, we're not even on Week Four yet, so there is no need to be concerned with them. And I have already clarified what happens to cycles that are shared between all or some classes in the opening post as well.
Let say i pick Saviour of Uldum, do you think any of these 2 cards would fulfils the challenge? i'm trying to understand if the "Plague" can be considered a cycle/mechanic or if i need to be more specific...what do you think?
Also if i pick SoU do i need to give to my all initiate set the Uldum theme?
Ok I already clarified what the second challenge is all about, I'm not sure how else I can break it down... I also included an example in the challenge text now.
Also not sure why people are asking about class cycles now, we're not even on Week Four yet, so there is no need to be concerned with them. And I have already clarified what happens to cycles that are shared between all or some classes in the opening post as well.
No to second question.
my bad i posted without checking for updates on the first post! All clear now :)
Congrats to Klipce and all other participants! Now that we have an official list, I can finally wish good luck to everyone in the second phase of the contest.
So, for the initiate set (I am planning to name it "the troublemaker set"), I created a whole Pirate package. It's meant to work differently than Warrior's and Rogue's though. I want it to eventually be a kind of Token/Zoo style archetype with Pirates. I will show my other cards later for some feedback too, but for now I want to concentrate specifically on the legendary. Here is my idea:
Originally I wanted it to just "give all your Pirates Rush", similarly to Boomsday's Dr.Boom did with mechs, but I am not exactly sure how strong it would be. I believe that by adding the Tribute the power level is tuned down a bit. It also enhances the Cartelist's class identity. Also it's worth to mention that unlike Dr. Boom (B-day version) Catelyn is designed for an aggressive archetype and simply giving all Pirates rush for the rest of the game could be a very nasty and overpowered tempo-boost.
Feedback:
@JeanTheMedicRat
I really like your cards, the Heritage mechanic is very flavorful and fits your class theme very well. I think that you could consider reducing the mana cost of Family Squabble. It's basically a much weaker Hysteria and the minions don't even fight to death (if I understand correctly). My suggestion is either making it cost 2 mana or making the minions fight untill one dies. Other than that it's really difficult for me to assess the balance of your other cards as they are mostly highly reliant on the Heritage mechanic, but I believe they are all very flavorfull and rogether create a really well stitched archetype.
@Klipce
The idea of Tick-Tock is really cool. It would definitely require some kind of visual effect indicating if it's and odd or even round, but it's definitely not something Blizzard wouldn't be able to do. I personally like the idea of like a Stone placed somewhere around your portrait that glows in different colours on and odd and even turn. I can't really say much more without seeing more cards though, for now I am really interested in what more you have in store for your class.
Alright, week two of this, time to get hype. I totally almost came in last, so I think it's only proper to probably not take any lessons from that at all. In all seriousness, I do hope that I've managed to make things a bit more interesting, and justify some of the initial weirdness. Here goes.
The Watcher Sentinel Set
"Released" during Saviors of Uldum.
Commons
Patrol Construct is an emblematic Endure minion.It can come down early and be protected by your hero power for early value, or later for insurance. Worth noting that it, like all Endure cards, keeps on triggering if it stays alive that long. (Can also be changed to a Tol'vir if need be) Worth noting that on the whole, The Watcher does not have a great deal of card draw.
Halt, Intruders!, is the same from last round, just moved to here.
Energized Bulwark is another straightforward way to use armor. Can be used for a quick trade, or for a big burst on something that's stuck around for a while.
Tol'vir Suppressor is also quite straightforward. He's meant to buy time if things get out of hand.
Rares
Shield Wall Protocol is a way for The Watcher to get a lot of armor out quickly, while also potentially serving as a plant for a spell type (like 'Potions'), 'Protocols,' to be filled out later on.
Flame Warden is a more impactful Endure card, and a high value target for your opponent. Ideally, taunts and its armor can help to keep it alive to get damage in. The 2/per armor clause hopefully ups the power of the card.
Earthrager's Axe is an experimental one. The Earth Spikes it summons have no effects other than just sitting there gumming up your opponent's board while you get it a little removal. I am very open to suggestions on this one.
Epics
Omega Decimator is pretty straightforward: single removal early, a lot more removal late. It's also my mechanic challenge card (hopefully Omega counts). The Omega name can change, I just wasn't sure if it was a necessary part of the mechanic. Right now, it also serves as the double digit challenge card, but if that's cheating, I can make a separate one.
Eternal Protectors is a big, flashy (potentially game ending) play for The Watcher. It helps keeps things alive, but also makes for excellent trades, if that's your thing. Worth noting that the minions remain the same entity when they 'die,' so all other effects persist. The deathrattle goes away, as well.
Legendary
Ammunae, Life Construct is obviously the poster boy for the minions that want armor put on them. He works similarly to the Dragon Soul: he tracks when armor is put on him, and every 2 he makes a token. He is meant to be a big play that can take over the game if left unchecked.
Tokens
As always, thanks in advance for any advice. I know this is a little all over the place, but I hope there's something good underneath it all. I also hope I've managed to fulfil the challenges. But if not, I'll remedy however needed.
So artwork is clearly an issue for me. I figured I'd just Google image search and it'd all work out, but its pretty tricky to find the right art (if this was anything higher stakes I'd feel guilty about ripping all this art). Where yall getting your art from?
So artwork is clearly an issue for me. I figured I'd just Google image search and it'd all work out, but its pretty tricky to find the right art (if this was anything higher stakes I'd feel guilty about ripping all this art). Where yall getting your art from?
I get a lot from google images actually. You can try Artstation too. I usually spend a few hours each phase scouring for art. Since you're a necromancer, there should be a lot of art out there. Just type in "warcraft necromancer art" or "fantasy necromancer art" and look in the images tab.
About your challenges I thought that you did not yet do them, but I wanted to mention them for completness of my review. Btw a little off topic, but nice and nostalgic for me to see a screen from Legends, shame that game stopped doing new contnent, almost got me to stop playing HS back then... (Just had to write it when I saw it)
Yeah, loved the game too. Even more than hearthstone at times. So similar in gameplay but way more interesting cards (this is why 4 lines of text is dumb).
Endure is weak and impossible to pull off. At BEST a minion can survive for 1 turn in hearthstone, but beyond that it will die to a spell or board clear 95% of the time. I highly suggest you reduce the turn requirement to just 1.
Energized Bulwark can be rephrased as "Give a friendly minion 2 Armor then deal damage equal to the Armor it has randomly split to all enemy minions." to take up less space and have a bigger font. You probably can remove the "friendly" word to make the text bigger even more.
Shield Wall Protocol -> "Give 4 Armor to three random friendly minions." Same wording as Conviction (Rank 3).
Earthrager's Axe is probably not a good idea. It's accepted in the community that cards that can fill up your opponent's board, not letting them play the game, are not fun.
Ammunae and Eternal Protectors a bit of a conflict of identities for your class, as they promote wide boards, but you have multiple cards that get a benefit from being your only minion on the board. Flame Warden is a face card but your entire set is defensive and control-ish.
There is a concept in card games called "auto-build". It refers to when you have a series of cards that are supposed to go together and they fit so well you can just search up their tribe/keyword/mechanic and shove all of them into a deck with no second thoughts, making a good deck in a very simple way. Murlocs in Hearthstone are a bit like that. This is opposed to most decks where you do have some synergy but you also include a lot of just generic good cards that don't play into the mechanic per se. Majority of aggro decks are like so, good damaging spells or aggressive minions without thematic or mechanic connections. Pain warlock can be an auto build, with the new Questline. You have a lot of "deal X damage to your hero" cards that are an obvious inclusion.
Where am i going with this? Well, my point is, i do not feel like your set is very cohesive. The cards are good in general but there is little that makes them "fit" together mechanically or thematically. The only common theme i see is a bit of Armor synergy but that's only on 3 cards, each wanting to do different things! Ammunae is a slow as hell rush generator that wants small amounts of armor in multiple instances, Energized Bulwrack wants a lot of armor on the minion at once, and Flame Warden is an aggro card. And only 2 cards use your Keyword!
I'm not saying you have to make your set hyper synergistic, but i think choosing at least 2 main themes and centering on them, making 3-4 cards for each is more ideal. Lets look at the latest expansion, Forged in the Barrens (without miniset)
Demon hunter got 4 Deathrattle synergy cards
Druid got 3 Taunt synergy cards and 1 Beast synergy card and a beast that fits both. (plus a big beast)
Mage got 3 Hero power synergy cards, 2 frost synergy cards and 2 frost spells
Paladin got 3 secret synergy cards, a secret and a secret tutor
i think you get the idea. It's not just about making good cards, but making good cards that fit together. This is valid for everyone else in the comp too. We are in theory making a big set right now with double the amount of cards but we split it in 2 weeks, so we have to treat them like 2 separate sets in reality. Few people will actually go read your older entry to see synergies between what you submit now and what you submitted last time. It has to stand on its own.
So artwork is clearly an issue for me. I figured I'd just Google image search and it'd all work out, but its pretty tricky to find the right art (if this was anything higher stakes I'd feel guilty about ripping all this art). Where yall getting your art from?
Agree with that McFa4rtson said, Deviantart, Arstation, Google images, Pinterest...there are heaps of places where to find good images.
@JeantheMedicRat
Heritage gives a lot of flavour to the class tbh.
Rival Sibling is a bit confusing but after reading you explanation it makes much more sense. I'm not sure it can be worded in a better way.
The legendary card is my favourite so far, cool mechanic and themed perfectly with your class . I'm just wondering wether it would be better to add a Start of Game effect to the combined version.
As you said Family Fortune could be really OP but i do believe the setup are pretty complicated to be a real threat for your opponent.
@Klipce
mate congrats for the winning of the round! The keyword is very hearthstonish and it works pretty well with your class. I mocked up a quick ui, i think it would looks nice with a sort of clock or even simply by highlighting the Tick/Tock cards with different colours based on the even/odd turn...or both things lol
@WKitsune
My main problem with your class is that some cards (some of them are fine) don't look like part of a new class but more likely cards for existing class already in the game, mostly shaman and druid at this stage (Ammunae screams Druid to me). I think you need to work a bit more on the theme of the Titan Watcher and try to condense the flavour of them into a class. I would personally try to reduce the elements, maybe focus just on stone-like spells and thunders, less Elemental and more Mechs....
The main things when I think about the Titan Watcher are their protective nature (which fits perfectly with your Armour theme) and their role in the ordering and shape of Azeroth. Maybe you could play with this second theme adding more interaction on the order of the minion on the board, focus more on control, interact with positions of minions, minions craft like the DK Hunter or Hagatha.
The Protocols could be interesting and I would personally add more than 1 to this set so you can start building up a theme here.
Going straight to the card my main feedback is on the Earthrage's Axe, i think is too powerfull, you are literally occupying on of your opponent's slot on the battlefield...to me this is something a Legendary could do but not a rare card. I would add Taunt to the Earth Spike so you actually need to deal with them or at least give them a +1 Attack.
Just wanted to do a quick post noting that now Hearthcards' custom card border generator has gotten a huge improvement. It will now put the up-to-five classes you submit to the website through the link http://hearthcards.net/customsubmit/ on the card creation page for your account. So, for anyone using the more non-standard ones not included baseline, here's a twelve thousand trick that'll save you maybe three minutes total.
Step 1: Load the border you're using into Hearthcards through the usual method.
Step 2: Meticulously Right click and save each file (There's only six, I'm exaggerating)
Step 3: Put them into http://hearthcards.net/customsubmit/, give them a stupid name, and if Dnikko ever does put it on the site quickly deny you created the custom border
Step 4: Any borders you're using will appear at the top of your page by the choose a class bar, which may save you entire seconds of your life.
Here's an example!
You see how the Motherboard is lit up? Profit! And if those steps don't work, it's because I straight did not try them myself. I put in those borders awhile ago, and now that the codes are up, I can't reeeeally delete them. Soooo do your own experiments.
Alright, so I think i have come up with some interesting ideas (Formation is older, borrowed from my Turmoil in Ironforge set) and I am looking forward to hear your thoughs:
Please note that the cards are just a way to showcase the Keyword not that they are a part of set, altough you could leave a comment on them as well.
1, Call
Probably the worst of the three as it could easily be overused and having a initiate Keyword for just a few cards seems bad to me on second though. Still decided to include it.
2, Formation
The borrowed Keyword that I have a feeling fits with the class (Gooses also fly in formation, eh). Flying Puffer here will deal 2 damage to all enemy minions if played next to a Divine Shield minion. I am also interested if the Formation should also count - if you play a Formation minion next to another it triggers...
(X) Formation
Tinkering a little bit with the previous mechanic flavor. The upside is that it can also be used alongside tribes or Keywords the original minions do not have.
WKitsune's Watcher
Generaly agree with what others above said already.
Patrol Construct needs an art change or at least a background added.
Shield Wall Protector wording seems weird to me.
Earthrager's Axe - Could detonate the spikes on Deathrattle for some damage as a kind of AoE, that also do want to destroy them and your opponent will not be stuck with a useless board. Could use a stat tweak in that case.
Omega Decimator - would try to leave Rush and the rest of the text on the same line, could look better, not sure (Haven't tried it), also should be Mana Crystals (not mana crystals).
Eternal Protectors - Does not work with the theme of only one minion, also probably really weak at 8, could be better as a single target buff for 2 Mana, that would also make Endure better...
Ammunae, Life Construct - simmilar problem as with Eternal Protectors, maybe it can power up one Construct. Something like: Battlecry: Summon a Guardian. Whenever this gains Armor the Guardian gets twice as much (idk, maybe just a payoff for giving minion Armor it should increase your hero survivability.)
LivingOrganism's Katelyn the Blade - I like it, showcases the Keyword, while it also estabilishes a tribe/class connection. Your initiate set could probably use at least 3 other Pirates, then (not sure if your basic set had any).
Alright I've come up with a good portion of the set, let's see what you all think. Btw, I'm aware some of those cards lack a watermark here or a rarity gem there, I'll fix all that once I get to the final cards don't worry.
Dragon stuff
Some discard synergy as well cause that's fun !
And a little bit more time stuff.
I'd love to read what you think !
FEEDBACK
@WKitsune
Endure seems a little dicey to me, since a player might have to sink a lot of resources into keeping their minions alive. In a game like Hearthstone with basically no reactivity (i.e. you can't play cards on your opponent's turn), It's really hard to make sure that your stuff stays alive, especially as the game progresses. Maybe you could instead have a keyword that protects minions by reducing damage or making them hard to target (things along the lines of Divine Shield and Stealth). If you really want to keep Endure as it is, I'd suggest pairing it with such keywords and effects, as well as stat buffs.
I think Halt Intruders! should cost 3, maybe 4 since in Hearthstone most enemy minions will have attacked last turn (except the ones that were just summoned and don't have Rush or Charge basically). Tol'vir Suppressor is fine as it is, but I think you can make it more thematic with attack reduction or Silence. The way Energized Bulwark is worded makes me think that it deals several instances of 1 damage (like Arcane Missile) but your description might mean it's just one big removal. For the latter, I would word it as "Then, deal damage equal to its Armor to a random enemy minion".
Shield Wall Protocol is fine but I would honestly just say "all friendly minions" for simplicity. Earthrager's Axe seems interesting but board size restriction is a frustrating mechanic. I would give the Earth Spike some kind of text like maybe "When you summon a minion, destroy this and deal 1 damage to it." to make it more of a dynamic removal/disruption tool. Flame Warden's payoff is a condition on a condition... I'm not a fan.
Eternal Protectors seems a little complicated and fiddly to me. I think you should pocket this for Uldum and make it work with Reborn instead.
Ammunae is great but I think it would be cleaner as "Whenever this minion gains Armor, summon a 2/1 ith Rush". Again it's a much simpler way of going about it imo.
@LivingOrganism
Pirates are fun ! I think Catelyn is in a weird spot. I would remove the Tribute part because that undermines the whole 'fast' feel you want to get. That being said,this paly on turn 4 is extremely powerful for an aggressive deck full of pirates. I would bump it to 5 or 6 so it's more of a finisher. Also maybe give it Rush just so it's clear that she gets it. Would love to see more.
@Laurendor
I think you can use the Plague mechanic of cards that upgrade each turn but not the Plagues themselves. Also you might want to use a different flavor. Nethrandamus uses the Spellstone mechanic but not their flavor so maybe follow that lead.
Also thanks a TONE for that visual you made ! Can I use it in my submissions to explain how Tick-Tock might look like in-game ? I'll credit you of course.
@JeanTheMedicRat
Yara and Balgruf are *chef's kiss* for your class ! I'm guessing that they keep their stats and buffs when they fuse, right ?
Rival Sibling sounds amazing but the wording doesn't work. Maybe something like "for each Heritage this has, summon a Rival Sibling with that Heritage". For your past expansion mechanic, you might want to look into unique dragon synergies. Think Wing Commander.
Egg Clutch is a little complexe imo. Does the attack even happen if the welp kills the target ? Protective Mother should get Swamp King Dread's wording. Could be your challenge epic btw.
In think Discover Your Origin should cost less. You'll still have to pay for the Heritages and the Dragon so 1 mana seems fair. Same thing for Dragon Claws, give it more Attack or make it cost less.
Alright, week two of this, time to get hype. I totally almost came in last, so I think it's only proper to probably not take any lessons from that at all. In all seriousness, I do hope that I've managed to make things a bit more interesting, and justify some of the initial weirdness. Here goes.
The Watcher Sentinel Set
"Released" during Saviors of Uldum.
Commons
Patrol Construct is an emblematic Endure minion.It can come down early and be protected by your hero power for early value, or later for insurance. Worth noting that it, like all Endure cards, keeps on triggering if it stays alive that long. (Can also be changed to a Tol'vir if need be) Worth noting that on the whole, The Watcher does not have a great deal of card draw.
Halt, Intruders!, is the same from last round, just moved to here.
Energized Bulwark is another straightforward way to use armor. Can be used for a quick trade, or for a big burst on something that's stuck around for a while.
Tol'vir Suppressor is also quite straightforward. He's meant to buy time if things get out of hand.
Rares
Shield Wall Protocol is a way for The Watcher to get a lot of armor out quickly, while also potentially serving as a plant for a spell type (like 'Potions'), 'Protocols,' to be filled out later on.
Flame Warden is a more impactful Endure card, and a high value target for your opponent. Ideally, taunts and its armor can help to keep it alive to get damage in. The 2/per armor clause hopefully ups the power of the card.
Earthrager's Axe is an experimental one. The Earth Spikes it summons have no effects other than just sitting there gumming up your opponent's board while you get it a little removal. I am very open to suggestions on this one.
Epics
Omega Decimator is pretty straightforward: single removal early, a lot more removal late. It's also my mechanic challenge card (hopefully Omega counts). The Omega name can change, I just wasn't sure if it was a necessary part of the mechanic. Right now, it also serves as the double digit challenge card, but if that's cheating, I can make a separate one.
Eternal Protectors is a big, flashy (potentially game ending) play for The Watcher. It helps keeps things alive, but also makes for excellent trades, if that's your thing. Worth noting that the minions remain the same entity when they 'die,' so all other effects persist. The deathrattle goes away, as well.
Legendary
Ammunae, Life Construct is obviously the poster boy for the minions that want armor put on them. He works similarly to the Dragon Soul: he tracks when armor is put on him, and every 2 he makes a token. He is meant to be a big play that can take over the game if left unchecked.
Tokens
As always, thanks in advance for any advice. I know this is a little all over the place, but I hope there's something good underneath it all. I also hope I've managed to fulfil the challenges. But if not, I'll remedy however needed.
I agree, Endure has to be like surviving one turn. Just think of Patrol Construct (wich, by the way, I'd look a better card art for). There is no way in hell that survives two turns, or at least, not without spending more ressources than it's worth and still being lucky.
In general you overcost Endure, even if surviving one turn, you still can't make a 2/3 for 3 that might do nothing because opponent can break its armor or you might find yourself without armor cards to give it.
Earthrager's Axe is something I'm not sure I like at all. In terms of cost and stats is completely outclassed by Outrider's Axe (wich is not a big deal, that's one massive strong weapon), and have it summon worthless minions for your opponent is most of the time either not a big deal either or even a disadvantage (that said, getting two of these in a row for several classes might be the worst thing ever).
I personally think often on stuff like Ancient Watcher and such for your class. By wich I mean a slow strong playstyle that might often work around taunts and silences. Endure, in that way, is a great keyword for this class, as it gets the flavor right.
So you are going to take your old class and repurpose the cards for this competition after all.
Rival Sibling is a bit confusing since you're also splitting the heritages... maybe "For each Heritage this would gain, summon a Rival Sibling with one of them instead."
Protective Mother is actually pretty brutal against token decks, it easily shuts down two or more token generator cards. I would make it like Swamp King Dred.
It is hard to evaluate Egg Clutch. You seem to have multiple ways of activating it, though the synergy cards you included themselves are slightly clunky activators. Nevertheless, just Rush or using this with Broomstick turns this into a crazy card. And if you are ahead, well, this just makes trading so efficient. So yeah, I'm not too sure with this card.
Family Fortune isn't quite as broken as you think, so it'll be fine.
And as other have said, perhaps there might be a little too much reliance on Heritage cards through your initiate set, we'll see with the other cards.
I think your legendary card could just stand to be a 4 mana 4/5, or a 3 mana 3/4. She doesn't do anything on her own.
As for the actual effect, you would need to print a lot of pirates. Currently, most pirates are small so paying 1 extra mana for the rush would be pretty expensive. You would need stuff like Ticket Scalper, midrange-y pirates that can take advantage of rush.
As other have said, endure should be one turn, so I won't touch on that further.
Patrol Construct... pretty tough to balance but definitely shouldn't be at 1 health. It is currently a 3 mana 2/3 "Taunt" *maybe* draw a card as you said you wanted to use your hero power on it as much as possible.
Shield Wall protocol, interesting art, didn't know there were Necrons in Warcraft. "Give 4 Armor to three random friendly minions."
Flame Warden: You need to specify when this happens. I suggest end of your turn, so after it survives your opp's turn, then you can add armor back on it. It's pretty weak though... Should probably be 2/4 or 3/4 since it will likely never deal more than 4 damage with its endure effect.
Eternal Protectors, so... I think you can just say "Resummon this with 1 Health, then gain +2/+2."
As with a lot of your cards, Ammunae is pretty weak. You don't have a lot of cheap armor synergy already, and plonking down a 6 mana 4/6 that does nothing on its own is terrible. Payoff isn't even that good, 2/1 rush sure, ok, Shaman had a bunch of cards that could spew them out for days, no card or mana investment required.
I really don't like midnight rager. It is such a sacky card and feels awful to lose against.
I feel like Time Keeper Kairoz is way too good of a win condition to be in Initiate. All of these wide-sweeping resurrect/replay cards were always phased out eventually to prevent them from overtaking the class.
Growing Menace could at least stand to be a Chillwind Yeti.
Time Trap... Ok so from what we know with Potion of Polymorph, if an enemy minion transforms during your turn, then they can attack on the follow turn of the opponent's. That means this is a 7 mana Frost Nova... to both players. I guess it breaks Taunts but yeah, not worth 7 mana.
Interesting stuff so far, some shades of Dragoncraft from shadowverse. I see you have a bit of mana cheat, a bit of discard just like Dragoncraft. We'll see where this heads, great work so far.
I have a few cards I made before my Basic Set that outline the general direction the class is going. Since they're fairly old, I have changed some of them in my head but haven't gotten around to doing so on the card itself, I'll make notes of that.
Proliferation would go to Dormant for 2 turns, possibly. Or stay at 1 turn, but summon 1 Larva. And yes I know I used Larva instead of Larvae.
Gaze Unto Insanity, maybe 1 mana.
Arachnoid Matriarch is the cornerstone of balance here. I think the balance here is fine, but will think some more.
Qiraji Attendant, unchanged.
Bulwark, going down to 3 mana 3/2.
Anubisath Emisssary will probably swap a bit of stats for more healing.
Scarab Swarm had to think about this one, but 7 mana is probably right. You summon "2/9" worth of stats and heal 9 with just one card, and then you get the taunt effect.
Thanks for the feedback on Catelyn, I made some changes to her. I also present the rest of my Troublemaker set, though it's obviously still work in progress. The first half of the set mostly includes cards I imagine would be played in a Aggro/Pirate style deck.
The Pirate cards
The rest of the cards
Short comments on each card
Bloodsail Buccaneer - This is one of the cards that define the "Tribute" keyword. Originally it's just a 1 mana 1/2 with taunt - Goldshire Footman stats. You can play it turn one for tempo or whatever other reasons, but if you pay one extra mana you get two 1/2s, which is pretty strong for 2 mana.
Blackwater Navigator - Initially a slightly better Novice Engineer. For one additional mana, a pretty strong card generation tool.
Bloodsail Raider - This is the card that's meant to tie this whole Pirate archetype together. A high payoff card in mid-/late game, potentially a finisher.
Pirate Cove - This card gives the deck a lot of tempo. Originally I wanted to make the drawn Pirates cost 0 mana, but after some changes to Catelyn and Warhorse I decided to make it a (1) mana instead, just to remove some crazy op possibilities.
Catelyn the Blade - After the feedback I decided to remove the Tribute part, give her Rush and make her cost 5 mana. I believe it's a high risk, high reward kind of thing. You have to sacrifice a lot of tempo on turn 5, but you gain a lot of it later on.
Blacksail Warhorse - A payoff card. I believe the stats are fairly balanced.
Gambling - This one is a very risky design, I am not sure if it isn't too risky even. In game it would probably be a bit like gambling, because your opponent would draw their cards as well, potentially helping him more than you. It's a challenge spell (returning the mechanic of Forbidden cards from WotOG), since my class is meant to be introduced during Witchwood. I would like to hear your opinions on the card, as I myself am quite concerned about it.
What a Steal! - I actually realised most of my high Tribute cards were tossed into the second half of the set, but I decided to still include this card here. It's meant to resemble Preparation and be a tech card for high Tribute decks (there are more cards supporting this in later part of the set).
Pirate's Musket - Since most neutral Pirates synergise with weapons I decided it would be a good idea to print at least one. I hope it's fairly balanced. Meant to work well with neutral weapon buffs like Captain Greenskin.
Adventure Party - A strong token-support card. I specifically put it here, as it would probably work well in the Pirate archetype, but it's more versatile and could be usefull in other decks too.
Ok, that's it. This took a long time to write, but I hope all my ideas are pretty clear. I would be very glad to hear some feedback from you.
Before I manage to put all cards together I'd like to ask your opinion about Sky'ree mechanic as I am currently thorn between these two ways:
Further Training - Nice and simple way to adapt her to your needs, my problem here is that the card might just be too strong and would limit my design options quite a bit. Also would render my basic card (Cooperative Strike - Gain +2 Attack this turn, give Sky'ree Rush) useless.
Wepons - These would allow me to explore different playstyles and philosphies. She can learn some Spell Damage from a book in Dalaran for example... Also Weaponmaker would make sense there and would fulfill the mechanic challenge (Skelemancer, etc from Knight of the Frozen Throne).
Thematicaly and flavorfuly I think both options fit well. I look forward to hear your ideas.
Feedback:
LivingOrganism
Seems like a lot of pirates to me, but it is probably mandatory to make the Legendary feel worth it.
Bucaneerand Navigator are fine, Bloodsail Raider should maybe come into play a little bit later or not target face as you also have Southsea Captain for burst damage on turn 3 and it seems a little too aggresive at first glance. Cannon Barrage was weak, but this also comes with a reasonable stated minion. Pirate Cove seems interesting and balanced unless you could build a big pirate deck, which even sounds fun by the way. I do not like Warhorse much but it is weaker than Thing from Bellow and Cabal Crystal Runner and also looks like an important Adventure Party (which seems fine to me even at 9 Mana, but I understand it is because of the challenge) and Bloodsail Raider deckpiece. Gamblingseems like a cool buildaround, but if you play aggro go turn 2 a 1 drop, draw 5 - 7 1-Cost cards, might be too strong and with a good knowledge of meta decks you can also, quite consistently mill your opponent, not too sure what to do about it though. Pirate's Musket seems fine, and you should potentionaly think about showing What a Steal later as it currently does not work with any of the showcased card (should be good with at least 1 showcased card imo).
McF4rtson
You could remind us of a larva token, as I had to look it up, again:) and I have to say I am surprised with how many quality art have you found with this theme.
Proliferation- Larvas on their own are pretty useless (I guess by the wording of your HP that the HP always buffs only one) but it is a 0 Cost spell and in an dedicated deck 3 larvas might be too much. On the other hand 2 Dormant turns could even be an advatage as you have time to gather and prepare your payoff cards.
Gaze Unto Insanity - agree with 1 Mana, did not know Unto was a word...
Arachnoid Matriarch - seems so slow as you wait 4 turns before you can attack and you also have to control a larva in a first place, so I would say it is balanced as a vanila stated minion.
Qiraji Attendant - seems balanced and in line with class mechanic.
Bulwark -I agree with a change - in its current form you do not want to play it for 4.
Anubisath Emisssary - could work either way would have to see the tweaked numbers but this seems fine as it is.
Scarab Swarm - seems on the more powerfull side, but still balanced. Consistent Spreading Plague with armor gain.
@Ardin427 I really like Weaponmaker, although it kinda means not having it together with a battlecry weapon.
I do think you should look out to step on your own cards already indeed. Further Training could do some other sort of buff (plus, having two of these might be doping Sky'ree too much).
Fastride Lasso I like, it's a way to do something similar but stronger. On the other hand... sorry, but I just can't see how a whistle can be a weapon, or at the very least a weapon with Attack (plus, you can deny the loss of durability by not attacking and letting your other minions do the dirty work).
Rollback Post to RevisionRollBack
Click to see my Hearthstone projects:
To post a comment, please login or register a new account.
Like I said, I'm not sure design is about coming up with these UI solutions but I think I laid out some possible solutions. Blue and red highlights ? Idk it's definitely something new and weird but I think it's worth the complexity.
Not sure how useful it is, but Elder Scrolls Legends did this exact keyword already. they just greyed out the inactive effect.
There maybe could also be used a banner similar to Tradeable or Tri-Class cards which would show (*) for odd and (**) for even turns or something like that...
The idea is quite fitting for your class I would say, and from my experience with Elder Scrolls, could be used in a huge variety of effects and are fun to play with (at least for me).
Let say i pick Saviour of Uldum, do you think any of these 2 cards would fulfils the challenge? i'm trying to understand if the "Plague" can be considered a cycle/mechanic or if i need to be more specific...what do you think?
Also if i pick SoU do i need to give to my all initiate set the Uldum theme?
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Ok I already clarified what the second challenge is all about, I'm not sure how else I can break it down... I also included an example in the challenge text now.
Also not sure why people are asking about class cycles now, we're not even on Week Four yet, so there is no need to be concerned with them. And I have already clarified what happens to cycles that are shared between all or some classes in the opening post as well.
No to second question.
my bad i posted without checking for updates on the first post! All clear now :)
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Congrats to Klipce and all other participants! Now that we have an official list, I can finally wish good luck to everyone in the second phase of the contest.
So, for the initiate set (I am planning to name it "the troublemaker set"), I created a whole Pirate package. It's meant to work differently than Warrior's and Rogue's though. I want it to eventually be a kind of Token/Zoo style archetype with Pirates. I will show my other cards later for some feedback too, but for now I want to concentrate specifically on the legendary. Here is my idea:
Originally I wanted it to just "give all your Pirates Rush", similarly to Boomsday's Dr.Boom did with mechs, but I am not exactly sure how strong it would be. I believe that by adding the Tribute the power level is tuned down a bit. It also enhances the Cartelist's class identity. Also it's worth to mention that unlike Dr. Boom (B-day version) Catelyn is designed for an aggressive archetype and simply giving all Pirates rush for the rest of the game could be a very nasty and overpowered tempo-boost.
Feedback:
@JeanTheMedicRat
I really like your cards, the Heritage mechanic is very flavorful and fits your class theme very well. I think that you could consider reducing the mana cost of Family Squabble. It's basically a much weaker Hysteria and the minions don't even fight to death (if I understand correctly). My suggestion is either making it cost 2 mana or making the minions fight untill one dies. Other than that it's really difficult for me to assess the balance of your other cards as they are mostly highly reliant on the Heritage mechanic, but I believe they are all very flavorfull and rogether create a really well stitched archetype.
@Klipce
The idea of Tick-Tock is really cool. It would definitely require some kind of visual effect indicating if it's and odd or even round, but it's definitely not something Blizzard wouldn't be able to do. I personally like the idea of like a Stone placed somewhere around your portrait that glows in different colours on and odd and even turn. I can't really say much more without seeing more cards though, for now I am really interested in what more you have in store for your class.
Alright, week two of this, time to get hype. I totally almost came in last, so I think it's only proper to probably not take any lessons from that at all. In all seriousness, I do hope that I've managed to make things a bit more interesting, and justify some of the initial weirdness. Here goes.
The Watcher Sentinel Set
"Released" during Saviors of Uldum.
Commons
Rares
Epics
Legendary
Tokens
As always, thanks in advance for any advice. I know this is a little all over the place, but I hope there's something good underneath it all. I also hope I've managed to fulfil the challenges. But if not, I'll remedy however needed.
So artwork is clearly an issue for me. I figured I'd just Google image search and it'd all work out, but its pretty tricky to find the right art (if this was anything higher stakes I'd feel guilty about ripping all this art). Where yall getting your art from?
I get a lot from google images actually. You can try Artstation too. I usually spend a few hours each phase scouring for art. Since you're a necromancer, there should be a lot of art out there. Just type in "warcraft necromancer art" or "fantasy necromancer art" and look in the images tab.
Yeah, loved the game too. Even more than hearthstone at times. So similar in gameplay but way more interesting cards (this is why 4 lines of text is dumb).
@WKitsune
Same wording as Conviction (Rank 3).
There is a concept in card games called "auto-build". It refers to when you have a series of cards that are supposed to go together and they fit so well you can just search up their tribe/keyword/mechanic and shove all of them into a deck with no second thoughts, making a good deck in a very simple way. Murlocs in Hearthstone are a bit like that. This is opposed to most decks where you do have some synergy but you also include a lot of just generic good cards that don't play into the mechanic per se. Majority of aggro decks are like so, good damaging spells or aggressive minions without thematic or mechanic connections. Pain warlock can be an auto build, with the new Questline. You have a lot of "deal X damage to your hero" cards that are an obvious inclusion.
Where am i going with this? Well, my point is, i do not feel like your set is very cohesive. The cards are good in general but there is little that makes them "fit" together mechanically or thematically. The only common theme i see is a bit of Armor synergy but that's only on 3 cards, each wanting to do different things! Ammunae is a slow as hell rush generator that wants small amounts of armor in multiple instances, Energized Bulwrack wants a lot of armor on the minion at once, and Flame Warden is an aggro card. And only 2 cards use your Keyword!
I'm not saying you have to make your set hyper synergistic, but i think choosing at least 2 main themes and centering on them, making 3-4 cards for each is more ideal. Lets look at the latest expansion, Forged in the Barrens (without miniset)
i think you get the idea. It's not just about making good cards, but making good cards that fit together. This is valid for everyone else in the comp too. We are in theory making a big set right now with double the amount of cards but we split it in 2 weeks, so we have to treat them like 2 separate sets in reality. Few people will actually go read your older entry to see synergies between what you submit now and what you submitted last time. It has to stand on its own.
Agree with that McFa4rtson said, Deviantart, Arstation, Google images, Pinterest...there are heaps of places where to find good images.
@JeantheMedicRat
Heritage gives a lot of flavour to the class tbh.
Rival Sibling is a bit confusing but after reading you explanation it makes much more sense. I'm not sure it can be worded in a better way.
The legendary card is my favourite so far, cool mechanic and themed perfectly with your class . I'm just wondering wether it would be better to add a Start of Game effect to the combined version.
As you said Family Fortune could be really OP but i do believe the setup are pretty complicated to be a real threat for your opponent.
@Klipce
mate congrats for the winning of the round! The keyword is very hearthstonish and it works pretty well with your class. I mocked up a quick ui, i think it would looks nice with a sort of clock or even simply by highlighting the Tick/Tock cards with different colours based on the even/odd turn...or both things lol
@WKitsune
My main problem with your class is that some cards (some of them are fine) don't look like part of a new class but more likely cards for existing class already in the game, mostly shaman and druid at this stage (Ammunae screams Druid to me). I think you need to work a bit more on the theme of the Titan Watcher and try to condense the flavour of them into a class. I would personally try to reduce the elements, maybe focus just on stone-like spells and thunders, less Elemental and more Mechs....
The main things when I think about the Titan Watcher are their protective nature (which fits perfectly with your Armour theme) and their role in the ordering and shape of Azeroth. Maybe you could play with this second theme adding more interaction on the order of the minion on the board, focus more on control, interact with positions of minions, minions craft like the DK Hunter or Hagatha.
The Protocols could be interesting and I would personally add more than 1 to this set so you can start building up a theme here.
Going straight to the card my main feedback is on the Earthrage's Axe, i think is too powerfull, you are literally occupying on of your opponent's slot on the battlefield...to me this is something a Legendary could do but not a rare card. I would add Taunt to the Earth Spike so you actually need to deal with them or at least give them a +1 Attack.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Wild Crazy Hearthcards update!
Just wanted to do a quick post noting that now Hearthcards' custom card border generator has gotten a huge improvement. It will now put the up-to-five classes you submit to the website through the link http://hearthcards.net/customsubmit/ on the card creation page for your account. So, for anyone using the more non-standard ones not included baseline, here's a twelve thousand trick that'll save you maybe three minutes total.
Step 1: Load the border you're using into Hearthcards through the usual method.
Step 2: Meticulously Right click and save each file (There's only six, I'm exaggerating)
Step 3: Put them into http://hearthcards.net/customsubmit/, give them a stupid name, and if Dnikko ever does put it on the site quickly deny you created the custom border
Step 4: Any borders you're using will appear at the top of your page by the choose a class bar, which may save you entire seconds of your life.
Here's an example!
You see how the Motherboard is lit up? Profit! And if those steps don't work, it's because I straight did not try them myself. I put in those borders awhile ago, and now that the codes are up, I can't reeeeally delete them. Soooo do your own experiments.
Alright, so I think i have come up with some interesting ideas (Formation is older, borrowed from my Turmoil in Ironforge set) and I am looking forward to hear your thoughs:
Please note that the cards are just a way to showcase the Keyword not that they are a part of set, altough you could leave a comment on them as well.
1, Call
Probably the worst of the three as it could easily be overused and having a initiate Keyword for just a few cards seems bad to me on second though. Still decided to include it.
2, Formation
The borrowed Keyword that I have a feeling fits with the class (Gooses also fly in formation, eh). Flying Puffer here will deal 2 damage to all enemy minions if played next to a Divine Shield minion. I am also interested if the Formation should also count - if you play a Formation minion next to another it triggers...
(X) Formation
Tinkering a little bit with the previous mechanic flavor. The upside is that it can also be used alongside tribes or Keywords the original minions do not have.
WKitsune's Watcher
Generaly agree with what others above said already.
Patrol Construct needs an art change or at least a background added.
Shield Wall Protector wording seems weird to me.
Earthrager's Axe - Could detonate the spikes on Deathrattle for some damage as a kind of AoE, that also do want to destroy them and your opponent will not be stuck with a useless board. Could use a stat tweak in that case.
Omega Decimator - would try to leave Rush and the rest of the text on the same line, could look better, not sure (Haven't tried it), also should be Mana Crystals (not mana crystals).
Eternal Protectors - Does not work with the theme of only one minion, also probably really weak at 8, could be better as a single target buff for 2 Mana, that would also make Endure better...
Ammunae, Life Construct - simmilar problem as with Eternal Protectors, maybe it can power up one Construct. Something like: Battlecry: Summon a Guardian. Whenever this gains Armor the Guardian gets twice as much (idk, maybe just a payoff for giving minion Armor it should increase your hero survivability.)
LivingOrganism's Katelyn the Blade - I like it, showcases the Keyword, while it also estabilishes a tribe/class connection. Your initiate set could probably use at least 3 other Pirates, then (not sure if your basic set had any).
Alright I've come up with a good portion of the set, let's see what you all think. Btw, I'm aware some of those cards lack a watermark here or a rarity gem there, I'll fix all that once I get to the final cards don't worry.
Dragon stuff
Some discard synergy as well cause that's fun !
And a little bit more time stuff.
I'd love to read what you think !
FEEDBACK
@WKitsune
Endure seems a little dicey to me, since a player might have to sink a lot of resources into keeping their minions alive. In a game like Hearthstone with basically no reactivity (i.e. you can't play cards on your opponent's turn), It's really hard to make sure that your stuff stays alive, especially as the game progresses. Maybe you could instead have a keyword that protects minions by reducing damage or making them hard to target (things along the lines of Divine Shield and Stealth). If you really want to keep Endure as it is, I'd suggest pairing it with such keywords and effects, as well as stat buffs.
I think Halt Intruders! should cost 3, maybe 4 since in Hearthstone most enemy minions will have attacked last turn (except the ones that were just summoned and don't have Rush or Charge basically). Tol'vir Suppressor is fine as it is, but I think you can make it more thematic with attack reduction or Silence. The way Energized Bulwark is worded makes me think that it deals several instances of 1 damage (like Arcane Missile) but your description might mean it's just one big removal. For the latter, I would word it as "Then, deal damage equal to its Armor to a random enemy minion".
Shield Wall Protocol is fine but I would honestly just say "all friendly minions" for simplicity. Earthrager's Axe seems interesting but board size restriction is a frustrating mechanic. I would give the Earth Spike some kind of text like maybe "When you summon a minion, destroy this and deal 1 damage to it." to make it more of a dynamic removal/disruption tool. Flame Warden's payoff is a condition on a condition... I'm not a fan.
Eternal Protectors seems a little complicated and fiddly to me. I think you should pocket this for Uldum and make it work with Reborn instead.
Ammunae is great but I think it would be cleaner as "Whenever this minion gains Armor, summon a 2/1 ith Rush". Again it's a much simpler way of going about it imo.
@LivingOrganism
Pirates are fun ! I think Catelyn is in a weird spot. I would remove the Tribute part because that undermines the whole 'fast' feel you want to get. That being said,this paly on turn 4 is extremely powerful for an aggressive deck full of pirates. I would bump it to 5 or 6 so it's more of a finisher. Also maybe give it Rush just so it's clear that she gets it. Would love to see more.
@Laurendor
I think you can use the Plague mechanic of cards that upgrade each turn but not the Plagues themselves. Also you might want to use a different flavor. Nethrandamus uses the Spellstone mechanic but not their flavor so maybe follow that lead.
Also thanks a TONE for that visual you made ! Can I use it in my submissions to explain how Tick-Tock might look like in-game ? I'll credit you of course.
@JeanTheMedicRat
Yara and Balgruf are *chef's kiss* for your class ! I'm guessing that they keep their stats and buffs when they fuse, right ?
Rival Sibling sounds amazing but the wording doesn't work. Maybe something like "for each Heritage this has, summon a Rival Sibling with that Heritage". For your past expansion mechanic, you might want to look into unique dragon synergies. Think Wing Commander.
Egg Clutch is a little complexe imo. Does the attack even happen if the welp kills the target ? Protective Mother should get Swamp King Dread's wording. Could be your challenge epic btw.
In think Discover Your Origin should cost less. You'll still have to pay for the Heritages and the Dragon so 1 mana seems fair. Same thing for Dragon Claws, give it more Attack or make it cost less.
I agree, Endure has to be like surviving one turn. Just think of Patrol Construct (wich, by the way, I'd look a better card art for). There is no way in hell that survives two turns, or at least, not without spending more ressources than it's worth and still being lucky.
In general you overcost Endure, even if surviving one turn, you still can't make a 2/3 for 3 that might do nothing because opponent can break its armor or you might find yourself without armor cards to give it.
Earthrager's Axe is something I'm not sure I like at all. In terms of cost and stats is completely outclassed by Outrider's Axe (wich is not a big deal, that's one massive strong weapon), and have it summon worthless minions for your opponent is most of the time either not a big deal either or even a disadvantage (that said, getting two of these in a row for several classes might be the worst thing ever).
I personally think often on stuff like Ancient Watcher and such for your class. By wich I mean a slow strong playstyle that might often work around taunts and silences. Endure, in that way, is a great keyword for this class, as it gets the flavor right.
Click to see my Hearthstone projects:
So you are going to take your old class and repurpose the cards for this competition after all.
Rival Sibling is a bit confusing since you're also splitting the heritages... maybe "For each Heritage this would gain, summon a Rival Sibling with one of them instead."
Protective Mother is actually pretty brutal against token decks, it easily shuts down two or more token generator cards. I would make it like Swamp King Dred.
It is hard to evaluate Egg Clutch. You seem to have multiple ways of activating it, though the synergy cards you included themselves are slightly clunky activators. Nevertheless, just Rush or using this with Broomstick turns this into a crazy card. And if you are ahead, well, this just makes trading so efficient. So yeah, I'm not too sure with this card.
Family Fortune isn't quite as broken as you think, so it'll be fine.
And as other have said, perhaps there might be a little too much reliance on Heritage cards through your initiate set, we'll see with the other cards.
I think your legendary card could just stand to be a 4 mana 4/5, or a 3 mana 3/4. She doesn't do anything on her own.
As for the actual effect, you would need to print a lot of pirates. Currently, most pirates are small so paying 1 extra mana for the rush would be pretty expensive. You would need stuff like Ticket Scalper, midrange-y pirates that can take advantage of rush.
As other have said, endure should be one turn, so I won't touch on that further.
Patrol Construct... pretty tough to balance but definitely shouldn't be at 1 health. It is currently a 3 mana 2/3 "Taunt" *maybe* draw a card as you said you wanted to use your hero power on it as much as possible.
Shield Wall protocol, interesting art, didn't know there were Necrons in Warcraft. "Give 4 Armor to three random friendly minions."
Flame Warden: You need to specify when this happens. I suggest end of your turn, so after it survives your opp's turn, then you can add armor back on it. It's pretty weak though... Should probably be 2/4 or 3/4 since it will likely never deal more than 4 damage with its endure effect.
Eternal Protectors, so... I think you can just say "Resummon this with 1 Health, then gain +2/+2."
As with a lot of your cards, Ammunae is pretty weak. You don't have a lot of cheap armor synergy already, and plonking down a 6 mana 4/6 that does nothing on its own is terrible. Payoff isn't even that good, 2/1 rush sure, ok, Shaman had a bunch of cards that could spew them out for days, no card or mana investment required.
I think the regular Formation is best.
A lot of good stuff here, but also some concerns.
I really don't like midnight rager. It is such a sacky card and feels awful to lose against.
I feel like Time Keeper Kairoz is way too good of a win condition to be in Initiate. All of these wide-sweeping resurrect/replay cards were always phased out eventually to prevent them from overtaking the class.
Growing Menace could at least stand to be a Chillwind Yeti.
Time Trap... Ok so from what we know with Potion of Polymorph, if an enemy minion transforms during your turn, then they can attack on the follow turn of the opponent's. That means this is a 7 mana Frost Nova... to both players. I guess it breaks Taunts but yeah, not worth 7 mana.
Interesting stuff so far, some shades of Dragoncraft from shadowverse. I see you have a bit of mana cheat, a bit of discard just like Dragoncraft. We'll see where this heads, great work so far.
I have a few cards I made before my Basic Set that outline the general direction the class is going. Since they're fairly old, I have changed some of them in my head but haven't gotten around to doing so on the card itself, I'll make notes of that.
Proliferation would go to Dormant for 2 turns, possibly. Or stay at 1 turn, but summon 1 Larva. And yes I know I used Larva instead of Larvae.
Gaze Unto Insanity, maybe 1 mana.
Arachnoid Matriarch is the cornerstone of balance here. I think the balance here is fine, but will think some more.
Qiraji Attendant, unchanged.
Bulwark, going down to 3 mana 3/2.
Anubisath Emisssary will probably swap a bit of stats for more healing.
Scarab Swarm had to think about this one, but 7 mana is probably right. You summon "2/9" worth of stats and heal 9 with just one card, and then you get the taunt effect.
Thanks for the feedback on Catelyn, I made some changes to her. I also present the rest of my Troublemaker set, though it's obviously still work in progress. The first half of the set mostly includes cards I imagine would be played in a Aggro/Pirate style deck.
The Pirate cards
The rest of the cards
Short comments on each card
Ok, that's it. This took a long time to write, but I hope all my ideas are pretty clear. I would be very glad to hear some feedback from you.
Thank you, I was leaning toward it as well.
Before I manage to put all cards together I'd like to ask your opinion about Sky'ree mechanic as I am currently thorn between these two ways:
Further Training - Nice and simple way to adapt her to your needs, my problem here is that the card might just be too strong and would limit my design options quite a bit. Also would render my basic card (Cooperative Strike - Gain +2 Attack this turn, give Sky'ree Rush) useless.
Wepons - These would allow me to explore different playstyles and philosphies. She can learn some Spell Damage from a book in Dalaran for example... Also Weaponmaker would make sense there and would fulfill the mechanic challenge (Skelemancer, etc from Knight of the Frozen Throne).
Thematicaly and flavorfuly I think both options fit well. I look forward to hear your ideas.
Feedback:
LivingOrganism
Seems like a lot of pirates to me, but it is probably mandatory to make the Legendary feel worth it.
Bucaneer and Navigator are fine, Bloodsail Raider should maybe come into play a little bit later or not target face as you also have Southsea Captain for burst damage on turn 3 and it seems a little too aggresive at first glance. Cannon Barrage was weak, but this also comes with a reasonable stated minion. Pirate Cove seems interesting and balanced unless you could build a big pirate deck, which even sounds fun by the way. I do not like Warhorse much but it is weaker than Thing from Bellow and Cabal Crystal Runner and also looks like an important Adventure Party (which seems fine to me even at 9 Mana, but I understand it is because of the challenge) and Bloodsail Raider deckpiece. Gambling seems like a cool buildaround, but if you play aggro go turn 2 a 1 drop, draw 5 - 7 1-Cost cards, might be too strong and with a good knowledge of meta decks you can also, quite consistently mill your opponent, not too sure what to do about it though. Pirate's Musket seems fine, and you should potentionaly think about showing What a Steal later as it currently does not work with any of the showcased card (should be good with at least 1 showcased card imo).
McF4rtson
You could remind us of a larva token, as I had to look it up, again:) and I have to say I am surprised with how many quality art have you found with this theme.
Proliferation - Larvas on their own are pretty useless (I guess by the wording of your HP that the HP always buffs only one) but it is a 0 Cost spell and in an dedicated deck 3 larvas might be too much. On the other hand 2 Dormant turns could even be an advatage as you have time to gather and prepare your payoff cards.
Gaze Unto Insanity - agree with 1 Mana, did not know Unto was a word...
Arachnoid Matriarch - seems so slow as you wait 4 turns before you can attack and you also have to control a larva in a first place, so I would say it is balanced as a vanila stated minion.
Qiraji Attendant - seems balanced and in line with class mechanic.
Bulwark - I agree with a change - in its current form you do not want to play it for 4.
Anubisath Emisssary - could work either way would have to see the tweaked numbers but this seems fine as it is.
Scarab Swarm - seems on the more powerfull side, but still balanced. Consistent Spreading Plague with armor gain.
@Ardin427 I really like Weaponmaker, although it kinda means not having it together with a battlecry weapon.
I do think you should look out to step on your own cards already indeed. Further Training could do some other sort of buff (plus, having two of these might be doping Sky'ree too much).
Fastride Lasso I like, it's a way to do something similar but stronger. On the other hand... sorry, but I just can't see how a whistle can be a weapon, or at the very least a weapon with Attack (plus, you can deny the loss of durability by not attacking and letting your other minions do the dirty work).
Click to see my Hearthstone projects: