You're on a really good track with this rework. I love the idea of a card that shuffles in a ton of plague cards all at once as I build up to the plague. I am confident that it would be extremely frustrating to wait through multiple drawn "take 2 damage cards" a turn though, slows things down, but there's probably a UX solution to make this less frustrating (not certain about this, as the core UI/UX of drawing cards isn't always flexible in cardgames, but I'll assume that it's doable within scope for the sake of the design analysis).
Right now it seems like your main issue is that you have a class filled with delayed payoff mechanics. Infect creates a delayed payoff, blightburst creates a delayed payoff. HS games are often decisively won or lost in 5-7 turns (control mirrors non-withstanding) so that's hard to do. Normally you need to pair delayed gratification like that with heavily defensive archetypes, so they have time to play a very long game, or you create ways to get a payoff early (like a giant that costs 1 less for each blightburst you've created this game, similar to the one that rewards you for infecting minions). I'd also be expecting to see a mass rez of all enemy minions you infected this game, that seems like an easy legendary battlecry to me.
In general, a design where you reward a delayed payoff (infect) with another delayed payoff (shuffle in blightbursts for each time you've infected enemy minons) is somewhat dangerous. I'd definitely think hard about how this plays in practice and how the player is supposed to win with this strategy. The natural solution is bomb warrior's, go heavy control while bombs kill them. More parasitic solutions that speicifcally reward you for simply creating blightbursts even if they haven't been draw yet are possible too.
TLDR: Right now it feels like you've got two cool thematic delayed effects that both represent "poisoning/infecting" in different ways, and they're fighting for attention with one another. I'd pick one and focus in on it, possibly make the other a stand-alone card rather than its own multi-card archetype. Since you're locked to infect already, I'd basically just turn Outbreak into a standalone Epic epic card that can singlehandedly create its own archetype (those are really fun and very valuable for a class, there are many examples of cards like this).
Agree with what you said but I wanted to drop the bases for both mechanics on this round and then focus on one or another one later on other sets. The only card I was thinking to change is actually the Legendary and give it some OTK chances
Hey, so Bomber Boot Camp (Initiate) is coming in hot, and I have a couple cards to fly by anyone interested to see what's going on.
First off, the concepts for cards in general, and very much abuse of the Armor mechanic.
The Shock Barrier feels derivative of Shield Slam, but it needs the additional Armor gain to make up for Bomber's fleeting Armor values.
Then there is this odd job:
Finally, the two keywords I'm toying with, and not sure if I should even lean into either of them:
Reload/Rocket:
This keyword would center around a simple 1-Cost "Deal 1 damage" token spell to pad any mana you'd float. Can be messed with using other cards.
But there's three ways to go around this token:
Possible Legendary card: "Fire all your Rockets at random enemies. Draw a card for each."
Fuse:
The Fuse keyword is heavy on flavor, and is meant to add a sense of urgency befitting the hectic Bomber gameplay.
It's fairly difficult, however, to find a nice balance between an urgent card and a free cycle (which a Fuse: 1 card would usually be, making up for a <30 cards deck).
An alternative is a keyword in the same vein as Combo or Outcast, which would limit the window during which the effect activates:
Thanks on any feedback you might have when stumbling upon it! I've been getting too caught up with keywords lately, and other comps. Hopefully, I'll be able to compile the set by tomorrow.
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Check out my submission for the custom class competition here.
Hey. I need some advice. Do you guys think that this keyword makes sense:
The idea is to save some text box space. The Necromancer shuffles a lot of cards into his deck. Plus it's flavorful with the Hero Power. For reference, I'm making the Necromancer class:
So you Unearth Buried cards! It's cute.
It might be a little hard to get what I'm talking about, so I mocked up a card:
I'm a little nervous about doing Cast When Drawn Cards. They might be kind of broken when combined with Forbidden Research (from the base set):
I don't mind shortening "Shuffle into your deck" to Bury, it might be a little excessive if it were expanded beyond the class, but if you're making significant use of it, it makes sense.
Your hero power should have Hero Power above the rest of the text. It's a little complex, but for the sake of the textbox, you might reduce the "Choose one to put on top" to "Put one on top".
Ritual of Ruin seems a bit powerful. Unconditional AOE on random turns feels a little too powerful. Fal'dorei Strider summons 4/4 tokens, so at least it gives your opponent the opportunity to interact with it. Maybe up the cost to 4 or 5? Or put it at 2 or 1 and make it deal 1 damage.
Yes, I can see the problem with Forbidden Research... I'd tone down the effect on Ritual of Ruin then, rather than up the cost, as you still end up drawing two cards after the spells cast (because that's how casts when drawn works).
Sorry for my absence, somehow shit keeps happening even while on vacation. Anyway, here's my set so far with feedback for others coming up later today. I decided to include the source for each card art, cause the artists should get some credit. We are using their work without permission after all.
Scaleborn would be introduced in the Descend of Dragons expansion.
I removed Rival Sibling and added a spellstone, to meet the first and second challenge. It's purpose is to give the class one last big push in the lategame by filling the board with powerful minions.
New addition, and introducing a new mechanic for the class which is "7 or more cards in hand". If you play a minimal number of cards each turn you can get almost a permanent +1/+1 on your minions.
As @Ardin427 suggested, What a Steal! doesn't fit the other cards in this part of the set, so I decided to change it for another card.
It's a Cartelist's take on the 2 mana damaging spells like Frostbolt, Soul Shear etc. I think it's balanced and I actually like the design, as you can use to deal with a small threat or spend additional mana to create a small AOE.
ugh, time for some feedback, will have to scroll through 4 pages I guess:
@JeanTheMedicRat
Just like Basic, your Scion set looks realy solid. Kinda shame that you had to remove Rival Sibling due to confusions, it was realy cool, but maybe it's good decision. Protective Mother looks a bit weak. Generally, I'd say that this is a downside, considering that the opponent has control whether and who will be forced to fight with Protective Mother, kinda like Swamp King Dred, But, maybe 3/9 is enough, so do what you feel is right. Also, Dragon Claws are a worse Heroic Strike or Twin Slice. Also, you could try to PM Shatterstar1998 on outof.cards, because I saw a photoshopped versions of art you used for spellstone, used by him for spellstone for his Astromancer class, so you may get better arts for later stages too.
@Klipce
Congrats on first place. Your Tick-Tock mechanic looks good, though I'm worried if it's not too much Choose One-like. That said, your effects with Tick or Tock shouldn't be considered as stronger thanks to versatility in my opinion. I remember trying to play worgen cards back in witchwood, and it turns out kinda hard to always have the effect you want, so they're not that much versatile, After all, it's strictly worse Choose One. That said Chronobreak could probably cost 4, like Assassinate. Also, Time Keeper Kairoz seem to be a bit of overkill. I'd nerf it. Other than that, your set looks pretty good.
@Laurendor
Your class looks good so far. Both legendary options are kinda good, though I think I prefer the one which shuffles Blightbursts into deck. What I'm not sure if I like is the fact that all your cards have either Blightburst or Plague Mechanics, making it kinda narrowed to those two themes, not sure how the other half of your Initiate set will look. Blight Apostle, I like more the one which synergize with healing. Pathogen: Swamp Fever - I like the shorter one more, unless you will change rarity. If so, then I like the more complicated more. I prefer Ray of Sickness over Lil' Oozeling, but not sure if it's worded properly.
ok, I'm outta time for now, if you're not on the list I'll give feedback to you in a few hours.
Gigantabot is a little too strong in my opinion. Your class has easy access to armor (even if it's "for 1 turn). Since you'd probably like to retain the tempo, I'd simply reduce it's stats to 10/10. Burly Shovelfist is already a shitty card, but your Gigantabot is just trilions of times powercreeping it.
It's good that you already see the similariries between Shock Barrier and Shield Slam, but it doesn't change the fact that your card is just a better version of Shield Slam. It's just lazy design and I advice you change it. Simply adding more Armor and increasing the cost to 2 would probably do the trick, but leaving it as it is is definitely a bad idea.
Nerubian Trueshot seems fine to me, it definitely makes a good payoff for the "1 turn Armor" stuff.
Shield Commando is a cool defensive card. There aren't really many cards to campare it to, but it doesn't seem stronger than Tar Creeper, so I reckon it's fairly balanced.
As for the keyword, the first version of Fuse is definitely my favorite. It fits the flavor of Bomber perfectly and seems to be a very interesting idea. The only issue I see is mana. I mean it'd be pretty lame to draw a 5-6 mana card with Fuse (3), on turn 1 and just watch as it inevitably dies in your hand. I'd suggest some kind of way to prevent this, like maybe the countdown on cards with Fuse would only start at the same round as it's mana cost? I mean a 4 mana card would only start it's countdown at turn 4 etc. That's just my quick idea, but you should definitely look into this, as it seems to be a significant flaw of the Fuse keyword, which is great in every other aspect.
@JeanTheMedicRat
I really like your set. I think it perfectly emphasises Scaleborn's class identity and the Heritage cards were a cool idea from the very beginning. I only see 2 small issues:
@MvonTzeskagrad has already written this, so you must already know about it, but Dragon Claws are a worse version of Heroic Strike. I think making them give +5 or even +6 attack would be fair.
Family Squabble seems a little overpriced to me. It's pretty similar to Hysteria, but you have less control over it. Finding a good situation to use it can be very difficult, especially in late game. I believe what you should do is either reduce it's cost to 2 mana, or make the minions fight each other untill one dies. It is possible that I am wrong and the card is fine as it is, but that's just what I think.
@Wintrmute
I really like the keyword Bury. Even though it doesn't really do anything unique, it showcases Necromancer's class identity in a simple way. Since the issue with Ritual of Riun has already been written about by @Teknician I don't think I really need to add much, as I also agree with their suggestions. Increasing the mana won't do it, the only way to make this balanced is making the effect weaker. Perhaps you could make it Bury more of these things, but instead of a 2 damage AOE, they would simply deal 3 damage to a random enemy. The deccision is yours, at the end of the day, but I think that's a good idea.
@Teknician
I think for a keyword to make sense you should include more cards with it. I understand that you probably saved more of them for the later half of the set, but still it looks a bit weird when you have that cool keyword and only one card with it. As for balance of Free Spirits I believe it's pretty fair. Needs a lot of setup, but the Kin part probably makes up for it.
Gift of the Shu'halo seems weak to me. It could potentially heal 30 hp (even more than Reno Jackson lol), but is that really worth 15 mana? Regardless of whether it's balanced or not, I somehow don't see anyone ever putting it into their deck. I think you could easily make it cost 4 mana without making it too strong.
Magic Weald Frog (whether you decide to include it here or not) could use a small buff. It doesn't really do anything on it's own, and lookes poor in comparison to Knight of Anointment. It could probably be a 2/1 or 1/2.
Maybe there's something I don't understand, but as I see it Roots of the Weald are pretty bad. If you compare it to other Schemes, especially Rafaam's Scheme it lookes very bad. While it is true that you could do some crazy stuff, where your first minion will be Ragnaros the Firelord, most of the times it will be a minion with hardly any effect, best case scenario a mediocre deathrattle. Rafaam's Scheme can give you up to a 7/7 worth of stats for 3 mana, Roots of the Weald could therefore cost 3 as well or at least 4. It's just not worth 5 mana.
Farseer Teya is a cool card, but it has no synergy with your other cards and seems random. You should either rework her, or add more cards that interact with your opponent's draws, because so far you have some class mechanics and a legendary that does something totally different.
Revenant Ancestor's wording suggests that you first destroy a minion and then summon one to replace it. This creates some very nasty possibilities for low- or even no-minion decks, with a 1 mana Assassinate. You should look into it.
I haven't been able to get to my computer much this week to make cards but I've got a few sorted. So for the challenge I had to make a new archetype and I have focused on 2 new ones at the moment, Corpse and Buffs. A new Tarot that I would also be making some small synergies if somehow I make it to the next round.
The Expansion I would use is The WitchWood, even threw a crow in for good measure. The Giant uses the mechanic used in druid originally from GVG.
These along with the 3 from the basic set and a couple others will make up the buffs. They are mostly defensive buffs giving health however the legendary allows you to flip the health and attack on any buff that reads "Give" "Gain" or even "Change" There's no neutral card that really messes this up from what I could find.
I didn't want to give finicky synergy that feels limited to only 1 deck however these cards can play well on their own or build a deck around your hero power. The corpses are 1/1 shuffled into your deck from the hero power
These are the others for this half, these are definitely a bit more control based except maybe the crow or even the giant under some kind of miracle. Wording was difficult as the cost reduction is permanent however whenever anything is played, the cost reverts to it's original cost meaning so would the next copy. The deathrattle would play out exact same as Malorne, with not keeping any buffs or changes.
However I feel like changing Locked and Toaded, although I want Arcane spells in this class to be expensive for a specific reason and also some spelling mistakes need fixing.
Now, more feedback, as promised, my class will be up tomorrow, would love some feedback once I'll post it:
@LivingOrganism
Your set looks ok, if a bit too focused on Pirates, although I honestly don't know what's the best way to divide Initiate sets, and I believe you have cards of other themes in your second half. Gambling is kinda risky, but I don't realy know how strong it is. It may be used as a 1-Mana reload your hand with 1-Mana minions, kinda like First Day of School, but less random and more versatile, because that's only 1 use. Your cards with Tribute look kinda strong, Bloodsail Buccaneer being a better Thorngrowth Sentries, but for another class, and Blackwater Navigator by simply being a strong draw engine. Not sure if you can realy improve them without ruining them though. Also, Adventure Party looks extremely polarizing, form 9 Mana give a minion +2/+2 to 3 Mana give 7 minions +2/+2. That said, it doesn't look realy strong on average, maybe even a bit weak, though I guess you need it at 10 to complete the challenge.
@WKitsune
I'd say you could make Endure a one-time effect if a minion survives 1 turn. Even with that change, tour Endure cards seem balanced. But then, Patrol Construct is a worse Peasant. You could consider making it 1/2, for more protection. I don't realy like Earthrager's Axe, removing enemy minion slots doesn't sound fun to me. I think that you don't need Omega in Omega Decimator, just a mechanic of having 10 Mana Crystals, so you may change name to something not as much associated to an expansion. Also, I think you could start Battlecry in the same line you have Rush, like Priest of An'she, so the text isn't so small. Eternal Protectors seem way worse than Vivid Spores especially considering that your class isn't as able to swarm board as Shaman is. Finally, Ammunnae is also kinda weak, maybe it could summon a Blossom for each 1 Armor it gets.
@Ardin427
If I remember correctly, I didn't have opportunity to give you any feedback last round. Class looks kinda good, not sure about balance of Hero Power, which is probably better tham Paladin's. I personally like Hargen Bronzewing more, but as I saw other people advised you to go with Talonaxe, so I'm odd one here. Assault Orchestrator has kinda strange wording, and I honestly am not sure how it works. First version of Form the Storm looks pretty strong, so I kinda prefer the other one. You may increase Health of the dragon to 14 or 16 though. Fastride Lasso looks pretty weak, I get that you have several buffs for Sky'ree, but giving Rush to a minion wit 2 or a bit more Attack a few times isn't realy worth 4 Mana. Maybe you could make it 2 Mana 1/4.
@MvonTzeskagrad
Your set seem to be well made. Only thing I would change is to buff Obsidian Spellstone a little. Also, I like 3 Mana Spark of Heroism more, because the other one seem to have kinda anti-synergy with itself (removing friendly minions and then buffing all friendly minions).
@Klaytonio
I think your cards are mostly well made. Can Grenade Succces effect trigger itself? If so, it may get out of hand quite fast. Stealthy Spotter is pretty weak in my opinion, could easily be 2 Mana, or be 3/4. Senior Operator may probably cost less, somewhere between 10-12. I don't realy like Observation Club. I understand that it's for the challenge, but it could as well do both effects on battlecry.
@finsp
I'd say both versions of Fuse are way better Keyword than Rockets, which doesn't realy need one. I'd say that first version of Fuse is better, and if you're worried about Fuse: 1, then I'd say you should just be cautious with Fuse: 1. Other than that, your cards look good.
@wintrmute
My problem with Bury is that you already used this mechanic in Basic set, so if you're gonna use it as keyword, it doesn't make much sense that your previous cards didn't use it, even if using custom Keywords was disalllowed during first week.
@teknician
Magic Weald Frog could use 1 extra stat. Free Spirits look kinda strong. Maybe it should reduce cost to (1)? I like Dormant effects of your cards. Roots of the Weald could probably cost 4. Farseer Theya doesn't realy look like a good Initiate legendary. It seems like just a highly random disruption card, not realy a oush for your themes.
@JollyCroquet
I think you could make your cards a bit bigger, because they're not realy easy too read as they are now. As for your cards they look pretty solid. Polycorpse is pretty weak though. How about making them cost (1) (like corpses)? I am also not sure if Tarot Card: King of Cups shouldn't last only 2 turns, but cost less, like 2, otherwise it's kinda toxic card, not letting your opponent cast spells, while not being realy good either.
Do you mean the actual card size or text on the card? Because I never know how big to make them on here 😅 and believe it or not I thought the same about those 2 cards and I did have the tarot at 3mana for 2 turns but like you said, the spells recieved could be terrible and actually fill your hand with junk and the polycorpse I wanted to see what someone else thought because I was gonna make that cost 3 or reduce the spells cost by 1 or something.
I think Lock and Toaded is a weak card. Sure, it takes down deathrattles... but can clear a board for its life and a bunch of 3/2 can easily murder you anyways.
Hey, thanks for the feedback. I fixed the Hero Power.
As for Ritual of Ruin, I think yall are misjudging it. Sometimes you play it, all three copies are in the last ten cards and you never see any results. Three mana and a card down. More often you'll see one or two Desecrations but you have little control over them triggering so they don't actually do much. Consecrating an opponent who just has a single 5/5 out doesn't make much sense, but sometimes that's what it gets wasted on.
The Rituals are a cycle for this set:
These might all look strong but Rituals don't actually DO anything when you play them. This is classic necromancer style--they stand there chanting and waving their arms, while a warrior just runs up and body slams them. Note: Cast Bones looks a little funky, because Cast When Drawn cards replace themselves, but you end up +1 card.
Continuing the use of Basic set token minions. I'll change the Brainless One's art later... but look at that dumby! Necromancers store their spare spells in his empty skull.
Lastly, these cards firmly establish the Necromancer as the AoE class. Aside from Darkblasts, Necros don't have much single target removal. But the class needs AoE to survive. After all, they spend like the first six turns just muttering incantations to themselves. The Sickle hints at a minor Spell Damage theme other expacs can build on.
Do you mean the actual card size or text on the card? Because I never know how big to make them on here 😅 and believe it or not I thought the same about those 2 cards and I did have the tarot at 3mana for 2 turns but like you said, the spells recieved could be terrible and actually fill your hand with junk and the polycorpse I wanted to see what someone else thought because I was gonna make that cost 3 or reduce the spells cost by 1 or something.
Now that I'm on phone they look quite well, not sure if you changed the size in the meantime, but they weren't at a good resolution when I was on PC. I usualy vary between 175 and 200 pixels in wideness, not sure how it's in height.
The set looks really solid to me. My only suggestion would be to change a spell to a Tarot card so you have 2 Tarot in this half of the set.
Tarot Card: King of Cups I would simplify it to be honest to be like "Until your next turn, whenever your opponent play a spell, add a random spell to your hand." I think it's easier to understand and more basic...
Polycorpse could cost 3, or you could add something like " into random spells that costs (2) or more" /;lk8r4r
I was a bit surprised to don't see cards with Kin on your entry as I think is a nice keywords and open a lot of possibilities for your class.
Free Spirits I think should reduce the cost to (1) or I would increase the cost of the card to 5 mana. I really like the synergies with dormant, really Ardenweald :P
Roots of the weald I think could cost way less than 5, maybe 3 (It's still an epic)
Farseer Theya not really sure about this legendary, if I was you I would play more on the Dormant or Kin mechanic.
So I've made some changes to a few cards, I feel like these are definitely better. I did want Polycorpse to be 4 mana like Polymorph but I decided to not bother with that little flavour and changed Locked and Loaded because I am also worried I didn't meet the requirements of using an older mechanic (I think I misinterpreted it when I read it) I also changed the legendary's name because she is meant to be a WoW version of Morganna le Fay, a famous witch from French Literature.
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Agree with what you said but I wanted to drop the bases for both mechanics on this round and then focus on one or another one later on other sets. The only card I was thinking to change is actually the Legendary and give it some OTK chances
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
Hey, so Bomber Boot Camp (Initiate) is coming in hot, and I have a couple cards to fly by anyone interested to see what's going on.
First off, the concepts for cards in general, and very much abuse of the Armor mechanic.
The Shock Barrier feels derivative of Shield Slam, but it needs the additional Armor gain to make up for Bomber's fleeting Armor values.
Then there is this odd job:
Finally, the two keywords I'm toying with, and not sure if I should even lean into either of them:
Reload/Rocket:
This keyword would center around a simple 1-Cost "Deal 1 damage" token spell to pad any mana you'd float. Can be messed with using other cards.
But there's three ways to go around this token:
Possible Legendary card: "Fire all your Rockets at random enemies. Draw a card for each."
Fuse:
The Fuse keyword is heavy on flavor, and is meant to add a sense of urgency befitting the hectic Bomber gameplay.
It's fairly difficult, however, to find a nice balance between an urgent card and a free cycle (which a Fuse: 1 card would usually be, making up for a <30 cards deck).
An alternative is a keyword in the same vein as Combo or Outcast, which would limit the window during which the effect activates:
Thanks on any feedback you might have when stumbling upon it! I've been getting too caught up with keywords lately, and other comps. Hopefully, I'll be able to compile the set by tomorrow.
Check out my submission for the custom class competition here.
Hey. I need some advice. Do you guys think that this keyword makes sense:
The idea is to save some text box space. The Necromancer shuffles a lot of cards into his deck. Plus it's flavorful with the Hero Power. For reference, I'm making the Necromancer class:
So you Unearth Buried cards! It's cute.
It might be a little hard to get what I'm talking about, so I mocked up a card:
I'm a little nervous about doing Cast When Drawn Cards. They might be kind of broken when combined with Forbidden Research (from the base set):
I don't mind shortening "Shuffle into your deck" to Bury, it might be a little excessive if it were expanded beyond the class, but if you're making significant use of it, it makes sense.
Your hero power should have Hero Power above the rest of the text. It's a little complex, but for the sake of the textbox, you might reduce the "Choose one to put on top" to "Put one on top".
Ritual of Ruin seems a bit powerful. Unconditional AOE on random turns feels a little too powerful. Fal'dorei Strider summons 4/4 tokens, so at least it gives your opponent the opportunity to interact with it. Maybe up the cost to 4 or 5? Or put it at 2 or 1 and make it deal 1 damage.
Yes, I can see the problem with Forbidden Research... I'd tone down the effect on Ritual of Ruin then, rather than up the cost, as you still end up drawing two cards after the spells cast (because that's how casts when drawn works).
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Sorry for my absence, somehow shit keeps happening even while on vacation. Anyway, here's my set so far with feedback for others coming up later today. I decided to include the source for each card art, cause the artists should get some credit. We are using their work without permission after all.
Scaleborn would be introduced in the Descend of Dragons expansion.
Legendary:
Credit: https://www.artstation.com/artwork/oOYEmL
Epics:
Rares:
Credit:
Commons:
Credit:
Tokens:
Credit:
@JeanTheMedicRat
This set looks pretty good. Also, while warlock already has some sort of interaction with having big hands, yours seem more special,
My only real beef with your actual set is Dragon Claws, wich right now is a strictly worse Heroic Strike. Perhaps make it 4 (1) mana?
If you can find your time, perhaps finding different arts for your spellstones could be advised, but its a cool image, so no biggie if you can't.
Click to see my Hearthstone projects:
Different like in each version gets more glowy and stuff? Or a whole different art altogether?
Both seem fine to me. I used whole different art, but if you know how to tune the image to make it more intense, that works too.
Click to see my Hearthstone projects:
As @Ardin427 suggested, What a Steal! doesn't fit the other cards in this part of the set, so I decided to change it for another card.
It's a Cartelist's take on the 2 mana damaging spells like Frostbolt, Soul Shear etc. I think it's balanced and I actually like the design, as you can use to deal with a small threat or spend additional mana to create a small AOE.
ugh, time for some feedback, will have to scroll through 4 pages I guess:
@JeanTheMedicRat
Just like Basic, your Scion set looks realy solid. Kinda shame that you had to remove Rival Sibling due to confusions, it was realy cool, but maybe it's good decision. Protective Mother looks a bit weak. Generally, I'd say that this is a downside, considering that the opponent has control whether and who will be forced to fight with Protective Mother, kinda like Swamp King Dred, But, maybe 3/9 is enough, so do what you feel is right. Also, Dragon Claws are a worse Heroic Strike or Twin Slice. Also, you could try to PM Shatterstar1998 on outof.cards, because I saw a photoshopped versions of art you used for spellstone, used by him for spellstone for his Astromancer class, so you may get better arts for later stages too.
@Klipce
Congrats on first place. Your Tick-Tock mechanic looks good, though I'm worried if it's not too much Choose One-like. That said, your effects with Tick or Tock shouldn't be considered as stronger thanks to versatility in my opinion. I remember trying to play worgen cards back in witchwood, and it turns out kinda hard to always have the effect you want, so they're not that much versatile, After all, it's strictly worse Choose One. That said Chronobreak could probably cost 4, like Assassinate. Also, Time Keeper Kairoz seem to be a bit of overkill. I'd nerf it. Other than that, your set looks pretty good.
@Laurendor
Your class looks good so far. Both legendary options are kinda good, though I think I prefer the one which shuffles Blightbursts into deck. What I'm not sure if I like is the fact that all your cards have either Blightburst or Plague Mechanics, making it kinda narrowed to those two themes, not sure how the other half of your Initiate set will look. Blight Apostle, I like more the one which synergize with healing. Pathogen: Swamp Fever - I like the shorter one more, unless you will change rarity. If so, then I like the more complicated more. I prefer Ray of Sickness over Lil' Oozeling, but not sure if it's worded properly.
ok, I'm outta time for now, if you're not on the list I'll give feedback to you in a few hours.
I guess I'll sort of let these cards speak for themselves. Here's the basic set for reference: https://imgur.com/a/NHFfmT9
(Debating whether to just ditch Kin and say Kin (Spell) or whatever, but it cuts down on text)
Not sure about the last two commons - whether I should replace them with some that focus more on healing/dormancy/immune etc.
Balance on Free Spirits is debatable.
Roots upgrades 1/1, 2/2, 3/3 etc.
By targeting themselves, it means first their hero and then their minions if it can't go face.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
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@finsp
@JeanTheMedicRat
I really like your set. I think it perfectly emphasises Scaleborn's class identity and the Heritage cards were a cool idea from the very beginning. I only see 2 small issues:
@Wintrmute
I really like the keyword Bury. Even though it doesn't really do anything unique, it showcases Necromancer's class identity in a simple way. Since the issue with Ritual of Riun has already been written about by @Teknician I don't think I really need to add much, as I also agree with their suggestions. Increasing the mana won't do it, the only way to make this balanced is making the effect weaker. Perhaps you could make it Bury more of these things, but instead of a 2 damage AOE, they would simply deal 3 damage to a random enemy. The deccision is yours, at the end of the day, but I think that's a good idea.
@Teknician
OK, that's it. I hope my suggestions will help.
I haven't been able to get to my computer much this week to make cards but I've got a few sorted. So for the challenge I had to make a new archetype and I have focused on 2 new ones at the moment, Corpse and Buffs. A new Tarot that I would also be making some small synergies if somehow I make it to the next round.
The Expansion I would use is The WitchWood, even threw a crow in for good measure. The Giant uses the mechanic used in druid originally from GVG.
These along with the 3 from the basic set and a couple others will make up the buffs. They are mostly defensive buffs giving health however the legendary allows you to flip the health and attack on any buff that reads "Give" "Gain" or even "Change" There's no neutral card that really messes this up from what I could find.
I didn't want to give finicky synergy that feels limited to only 1 deck however these cards can play well on their own or build a deck around your hero power. The corpses are 1/1 shuffled into your deck from the hero power
These are the others for this half, these are definitely a bit more control based except maybe the crow or even the giant under some kind of miracle. Wording was difficult as the cost reduction is permanent however whenever anything is played, the cost reverts to it's original cost meaning so would the next copy. The deathrattle would play out exact same as Malorne, with not keeping any buffs or changes.
However I feel like changing Locked and Toaded, although I want Arcane spells in this class to be expensive for a specific reason and also some spelling mistakes need fixing.
Now, more feedback, as promised, my class will be up tomorrow, would love some feedback once I'll post it:
@LivingOrganism
Your set looks ok, if a bit too focused on Pirates, although I honestly don't know what's the best way to divide Initiate sets, and I believe you have cards of other themes in your second half. Gambling is kinda risky, but I don't realy know how strong it is. It may be used as a 1-Mana reload your hand with 1-Mana minions, kinda like First Day of School, but less random and more versatile, because that's only 1 use. Your cards with Tribute look kinda strong, Bloodsail Buccaneer being a better Thorngrowth Sentries, but for another class, and Blackwater Navigator by simply being a strong draw engine. Not sure if you can realy improve them without ruining them though. Also, Adventure Party looks extremely polarizing, form 9 Mana give a minion +2/+2 to 3 Mana give 7 minions +2/+2. That said, it doesn't look realy strong on average, maybe even a bit weak, though I guess you need it at 10 to complete the challenge.
@WKitsune
I'd say you could make Endure a one-time effect if a minion survives 1 turn. Even with that change, tour Endure cards seem balanced. But then, Patrol Construct is a worse Peasant. You could consider making it 1/2, for more protection. I don't realy like Earthrager's Axe, removing enemy minion slots doesn't sound fun to me. I think that you don't need Omega in Omega Decimator, just a mechanic of having 10 Mana Crystals, so you may change name to something not as much associated to an expansion. Also, I think you could start Battlecry in the same line you have Rush, like Priest of An'she, so the text isn't so small. Eternal Protectors seem way worse than Vivid Spores especially considering that your class isn't as able to swarm board as Shaman is. Finally, Ammunnae is also kinda weak, maybe it could summon a Blossom for each 1 Armor it gets.
@Ardin427
If I remember correctly, I didn't have opportunity to give you any feedback last round. Class looks kinda good, not sure about balance of Hero Power, which is probably better tham Paladin's. I personally like Hargen Bronzewing more, but as I saw other people advised you to go with Talonaxe, so I'm odd one here. Assault Orchestrator has kinda strange wording, and I honestly am not sure how it works. First version of Form the Storm looks pretty strong, so I kinda prefer the other one. You may increase Health of the dragon to 14 or 16 though. Fastride Lasso looks pretty weak, I get that you have several buffs for Sky'ree, but giving Rush to a minion wit 2 or a bit more Attack a few times isn't realy worth 4 Mana. Maybe you could make it 2 Mana 1/4.
@MvonTzeskagrad
Your set seem to be well made. Only thing I would change is to buff Obsidian Spellstone a little. Also, I like 3 Mana Spark of Heroism more, because the other one seem to have kinda anti-synergy with itself (removing friendly minions and then buffing all friendly minions).
@Klaytonio
I think your cards are mostly well made. Can Grenade Succces effect trigger itself? If so, it may get out of hand quite fast. Stealthy Spotter is pretty weak in my opinion, could easily be 2 Mana, or be 3/4. Senior Operator may probably cost less, somewhere between 10-12. I don't realy like Observation Club. I understand that it's for the challenge, but it could as well do both effects on battlecry.
@finsp
I'd say both versions of Fuse are way better Keyword than Rockets, which doesn't realy need one. I'd say that first version of Fuse is better, and if you're worried about Fuse: 1, then I'd say you should just be cautious with Fuse: 1. Other than that, your cards look good.
@wintrmute
My problem with Bury is that you already used this mechanic in Basic set, so if you're gonna use it as keyword, it doesn't make much sense that your previous cards didn't use it, even if using custom Keywords was disalllowed during first week.
@teknician
Magic Weald Frog could use 1 extra stat. Free Spirits look kinda strong. Maybe it should reduce cost to (1)? I like Dormant effects of your cards. Roots of the Weald could probably cost 4. Farseer Theya doesn't realy look like a good Initiate legendary. It seems like just a highly random disruption card, not realy a oush for your themes.
@JollyCroquet
I think you could make your cards a bit bigger, because they're not realy easy too read as they are now. As for your cards they look pretty solid. Polycorpse is pretty weak though. How about making them cost (1) (like corpses)? I am also not sure if Tarot Card: King of Cups shouldn't last only 2 turns, but cost less, like 2, otherwise it's kinda toxic card, not letting your opponent cast spells, while not being realy good either.
Do you mean the actual card size or text on the card? Because I never know how big to make them on here 😅 and believe it or not I thought the same about those 2 cards and I did have the tarot at 3mana for 2 turns but like you said, the spells recieved could be terrible and actually fill your hand with junk and the polycorpse I wanted to see what someone else thought because I was gonna make that cost 3 or reduce the spells cost by 1 or something.
I think Lock and Toaded is a weak card. Sure, it takes down deathrattles... but can clear a board for its life and a bunch of 3/2 can easily murder you anyways.
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Hey, thanks for the feedback. I fixed the Hero Power.
As for Ritual of Ruin, I think yall are misjudging it. Sometimes you play it, all three copies are in the last ten cards and you never see any results. Three mana and a card down. More often you'll see one or two Desecrations but you have little control over them triggering so they don't actually do much. Consecrating an opponent who just has a single 5/5 out doesn't make much sense, but sometimes that's what it gets wasted on.
The Rituals are a cycle for this set:
These might all look strong but Rituals don't actually DO anything when you play them. This is classic necromancer style--they stand there chanting and waving their arms, while a warrior just runs up and body slams them. Note: Cast Bones looks a little funky, because Cast When Drawn cards replace themselves, but you end up +1 card.
Continuing the use of Basic set token minions. I'll change the Brainless One's art later... but look at that dumby! Necromancers store their spare spells in his empty skull.
Lastly, these cards firmly establish the Necromancer as the AoE class. Aside from Darkblasts, Necros don't have much single target removal. But the class needs AoE to survive. After all, they spend like the first six turns just muttering incantations to themselves. The Sickle hints at a minor Spell Damage theme other expacs can build on.
Finally, this guy.
Tokens:
Now that I'm on phone they look quite well, not sure if you changed the size in the meantime, but they weren't at a good resolution when I was on PC. I usualy vary between 175 and 200 pixels in wideness, not sure how it's in height.
JollyCroquet
The set looks really solid to me. My only suggestion would be to change a spell to a Tarot card so you have 2 Tarot in this half of the set.
Tarot Card: King of Cups I would simplify it to be honest to be like "Until your next turn, whenever your opponent play a spell, add a random spell to your hand." I think it's easier to understand and more basic...
Polycorpse could cost 3, or you could add something like " into random spells that costs (2) or more" /;lk8r4r
teknician
I was a bit surprised to don't see cards with Kin on your entry as I think is a nice keywords and open a lot of possibilities for your class.
Free Spirits I think should reduce the cost to (1) or I would increase the cost of the card to 5 mana. I really like the synergies with dormant, really Ardenweald :P
Roots of the weald I think could cost way less than 5, maybe 3 (It's still an epic)
Farseer Theya not really sure about this legendary, if I was you I would play more on the Dormant or Kin mechanic.
wintrmute
I have to be honest, I didn't;t like the first entry. Saying that this set is looking good and I like the Bury mechanics.
Artworks wise definitely a big improvement, bu please change the Brainless One lol
I like the overall concept of the Ritual, its a mix of Secret/Sigil and I think with a nice UI they could work.
Heavy Footstep I think it's worded incorrectly, I think it should read " Put three Abomination on top of your deck. Draw a card."
Same for Acid Mist, I think it should read "Deal 1 damage to all enemies. Bury a copy of this card, it does (1) more damage."
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
So I've made some changes to a few cards, I feel like these are definitely better. I did want Polycorpse to be 4 mana like Polymorph but I decided to not bother with that little flavour and changed Locked and Loaded because I am also worried I didn't meet the requirements of using an older mechanic (I think I misinterpreted it when I read it) I also changed the legendary's name because she is meant to be a WoW version of Morganna le Fay, a famous witch from French Literature.