I think Heavy Footsteps is worded correctly, I think he means put the Abomination as the third card starting from the top of your deck.
@wintrmute
Some of these I don't really like much. The whole thing of sacrificing early game hoping to overwhelm opponent in late game sounds neat to me, but some of these just don't feel right. Acid Mist has bad synergy with itself and being infinite in both damage and number of cards give me little trust. Permanent Spell Damage is a terrible idea unless you are'nt making much face damage, wich judging by Acid Mist is not the case. Does The Master also trigger if a minion attacks it and dies? And by that extent, does it trigger if both die? Not sure how to balance the rest, but overall I'd change the name of the token from Ritual of Return (Raise Dead is a thing) and the art from Siphon-Sickle to one that features more sickle and less human.
I prefer more the new version of Locked and Toaded, I do understand the tarot card but i think it's worded in the wrong way, I still think that should be worded like this but i might be wrong ("Until your next turn, whenever your opponent play a spell, add a random spell to your hand." ) :)
Also from the lore, Fey are actually a thing in Warcraft
Fey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped or have human-shaped portions (such as a humanoid torso and the body of a stag or other wild creature).[33](MG 189) Humanoid fey creatures do not appear to exist in World of Warcraft, at least identifiable by name. Faerie dragons are also fey, and this is reflected in the names of certain subtypes such as Fey Dragon and Fey Drake.[39][40][2](APG 207)
This are my final tweaks guys, if you got any feedback more than welcome otherwerise i will post it to the submission thread :)
I decided to remove some cards related to the Blightburst and to focus more on this mechanic in the second part of the set.
OR
Still unsure on which Legendary I will put forward. I prefer the second option but considering that only 2 cards generates Blightburst at this stage it might be less powerfull. Saying that if builded correctly it can still be an OTK card which is what i wanted.
I decided to keep the giant and I moved the Forbidden Pathogen to Epic. Both these cards fulfils the challenges.
I totally reworked the Blight Apostle and introduce a mechanic that will be used in the future sets. Slimification is a new card that follow the same synergy with healings (edit; momentarily removed because i saw a problem on the artwork - thanks Jean! / fixed.) . Outbreak is a Blightburst generator.
Ray of Sickness has been reworked, now has a synergy with Infect and debuff without "triggering" it. Slime Molding is now a common card, might drop the cost to 4.
Thanks for the advice. Might have to change the name of her again! I know Fay in her original name meant Fairy but you suggestion is better than what I have! I understand the tarot card but I want to keep consistency with them so they all start off with a similar phrasing. I was actually gonna create a mock in-game visual of how they would look in play and the number of turns left will be visible for both players if they want to check.
As for your class, it was actually one I voted for last round and I knew this round would be a make or break for me. And you made it. I really enjoy the flavour of the class and the keyword fits amazingly for it all. Slime moulding I think is a bit weak when compared to the 4 mana version priest had so yours could be the same cost. I also feel both the blightburst generators are quite similar and also don't impact the board on that turn so I think 1 could be changed up into something that gives an x amount of them and somethint else. Even if it's just like, 0 mana: infect a minion and shuffle 2 blightburst into your opponents deck. As for the legendary, I like the new one, it brings in a unique aspect to those cards of actually drawing them and can create a huge pyroblast and singlehandedly creates amazing aggro potential
Mvon has it right. Heavy Footsteps drops a single Abomination three cards into the deck. The idea is it is approaching over the next two turn. You play Heavy Footsteps turn 1, and by turn three it shows up. I thought it was a cute design (the start of each turn is another step closer), but the wording is awkward.
As far a Acid Mist, would it work better if it was capped? Like Acid Mist -> better Acid Mist -> bestest Acid Mist? I still think that 'infinite' cards won't be a huge issue for the class, but there are ways to build around it, such as having a chain of three upgrades. Acid Mist is comparable to Condemn in my mind.
Permanent Spell Power might be over the top, especially since each weapon can leave you with +2. I'm honestly torn on the power level of it. It's the design I'm most unsure of. The face damage is intended though--its a whole gameplan to keep chipping face with AoE.
The Master is triggers in all the situations you mention, Mvon. But he is also the posterchild for "dies to removal." He's an 8-drop that does nothing the turn he is played. If he goes unanswered, he's an absolute terror. But most of the time The Master just eat a Shadow Word Death.
As for just not liking the class: haha, no worries. I like to push boundaries with design, that's not going to go over well with everyone.
Not sure, you might think on capping the Acid Mist, think of it this way. It works like Jade Idol, but instead of 1 mana summon a token that can be removed or interacted with, you deal an AoE damage that also hits face just for 1 more mana.
The Master, after hearing your thoughts, is a card I actually like. I feared it would be way too underpowered, because it was a high cost do nothing card that would easily get eaten by a minion (I thought on removals being used for stuff like taking down hypothetical stuff like turn 3-4 Abom). Knowing that I am perfectly ok with it.
Plus, don't get me wrong, the design on the class is very original and has quite a charm... my big concern is how unpredictable it looks like, it's actually hard for me to look in balance terms a class so unorthodox, and it makes me kind of uncomfy, that said, I'm definitively voting it this time just because it really looks like hard thoughts on this one.
Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.
Take your Time is a straight up powercreep on Invigorating Sermon. While it doesn't buff minions on board, this effect is worth 1 mana (Mark of the Lotus), so I think Take your Time should cost 3 mana, not 2.
I believe Endless Futures should cost 5 mana, as it basically combines the effects of Dead Man's Hand and Arcane Intellect (2 + 3 = 5).
I am also not really sure how Corrupted Timeline is meant to work. Does the "repeat next turn" effect also let you choose a target, or is the second time random?
Other than that I really like your set and taking the results of phase 1 into account I think you have a reasonable chance of winning the contest. All of your cards are flavorfull and interesting. I hope my feedback will help a bit.
Take your Time is a straight up powercreep on Invigorating Sermon. While it doesn't buff minions on board, this effect is worth 1 mana (Mark of the Lotus), so I think Take your Time should cost 3 mana, not 2.
I believe Endless Futures should cost 5 mana, as it basically combines the effects of Dead Man's Hand and Arcane Intellect (2 + 3 = 5).
I am also not really sure how Corrupted Timeline is meant to work. Does the "repeat next turn" effect also let you choose a target, or is the second time random?
Other than that I really like your set and taking the results of phase 1 into account I think you have a reasonable chance of winning the contest. All of your cards are flavorfull and interesting. I hope my feedback will help a bit.
Note: Mark of the Lotus does not cost 1 mana. Mark of the Lotus costs 1 mana and a card. Additionally, it's one of the most powerful buff spells in the history of the game (I played so much of Mark of the Lotus when it was live). However due to the swinginess of getting the card too early or too late I'd push the design more to 5 cost and have it give +2/+2.
My class is a Witch Doctor. It uses Hero Power synergy, as well as swarm tactics combined with death synergy. It also excels at card generation and AoE damage. It has tools like delayed effects, card copying and a bit of Mana cheating, so it has some combo potential. It has a bit of draw, removal and survivabilty through healing, but these are rather limited. It lacks big bodies, high-cost cards, immediate face damage and buffs. It can't take advantage of big boards by area buffs, rather relying on death synergies, and instead of late options it relies on card generation in late game.
Witch Doctor - the Hexxer set (introduced in the Rastakhan's Rumble)
Ritualist tools:
Ritual works a bit like secrets, it generates a special symbol on your hero with an effect. Unlike secrets however, Ritual part doesn't have to be the only effect on the card.
This week, I tried to focus more on Deathrattles and death synergies. It feels better to start with a bit of swarm cards:
Here are a few cards with death themes:
Danse Mortel is meant to complete one of the challenges, by using 'cast this again' mechanic from KotFT, used by Defile and Spreading Plague.
Here are also 2 Ritual cards:
My class also uses weapons, so I made 1 card in my whole Hexxer set to have a bit of synergy with them:
And, lastly a card wich showcase a shuffle mechanic my class will sometiimes use. What makes my class special, the shuffling will be usualy a downside, more of that in second half:
Need some thoughts on this draft legendary. As a refresher, Kin activates when the last card you played had the same type (in this case, it would have to have been a minion). I think this synergizes well because it encourages you to commit resources to the battlefield before you play this - either on the turn before or on the same turn. Synergizes well with Taunt minions and other cards coming later in the set.
So I still end up being very late, but I am determined to at least give some feedback. I don't know if I'll end up posting my draft before submitting with how it looks like time will allow. Anyway,
I prefer more the new version of Locked and Toaded, I do understand the tarot card but i think it's worded in the wrong way, I still think that should be worded like this but i might be wrong ("Until your next turn, whenever your opponent play a spell, add a random spell to your hand." ) :)
Also from the lore, Fey are actually a thing in Warcraft
Fey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped or have human-shaped portions (such as a humanoid torso and the body of a stag or other wild creature).[33](MG 189) Humanoid fey creatures do not appear to exist in World of Warcraft, at least identifiable by name. Faerie dragons are also fey, and this is reflected in the names of certain subtypes such as Fey Dragon and Fey Drake.[39][40][2](APG 207)
This are my final tweaks guys, if you got any feedback more than welcome otherwerise i will post it to the submission thread :)
I decided to remove some cards related to the Blightburst and to focus more on this mechanic in the second part of the set.
OR
Still unsure on which Legendary I will put forward. I prefer the second option but considering that only 2 cards generates Blightburst at this stage it might be less powerfull. Saying that if builded correctly it can still be an OTK card which is what i wanted.
I decided to keep the giant and I moved the Forbidden Pathogen to Epic. Both these cards fulfils the challenges.
I totally reworked the Blight Apostle and introduce a mechanic that will be used in the future sets. Slimification is a new card that follow the same synergy with healings (edit; momentarily removed because i saw a problem on the artwork - thanks Jean! / fixed.) . Outbreak is a Blightburst generator.
Ray of Sickness has been reworked, now has a synergy with Infect and debuff without "triggering" it. Slime Molding is now a common card, might drop the cost to 4.
I like the mechanics you're showing. The theme of the class feels very coherent. I think the second Vezkil has a more interesting design and you could always introduce more blightbursts in the second half of the initiate set. I haven't done any referenced math for Slime Molding, but it feels like 4 would be reasonable. Feels like you've got enough so far to introduce the idea behind the class and what would set it apart from the existing ones.
Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.
Neutrals
Rares
Epics
Legendary
What do y'all think ?
I don't know if I'm missing it or misunderstanding the rule, but I don't see what past mechanic is being used here. I also feel like Twin Paradox and Statis should switch rarities, but that's kind of a minor point. Otherwise, I feel like this is a good showing of half an initiate set. There definitely feels like there's room for other nuances in direction for the second half. I do like this take on a chronomancer, though. The vibe makes a lot of sense and has interesting enough mechanics without overcomplicating anything.
So, before I finally get to release my set, I wanted to hear some thoughts:
Token:
More soul remnant cards and stuff to come in the next set.
Liking the set so far. I would suggest adding the stat values of the Spirit Remnant cards, like cards such as Fire Fly do. The balance seems on point. Signe could become too powerful depending on what you choose to make, though. I would also warn against becoming too reliant on the Spirit Remnant synergies. As long as the class offers tools to make a deck without them, you should be fine. I do see the other themes in minion buffing, and certainly some creative ideas among your cards.
My class is a Witch Doctor. It uses Hero Power synergy, as well as swarm tactics combined with death synergy. It also excels at card generation and AoE damage. It has tools like delayed effects, card copying and a bit of Mana cheating, so it has some combo potential. It has a bit of draw, removal and survivabilty through healing, but these are rather limited. It lacks big bodies, high-cost cards, immediate face damage and buffs. It can't take advantage of big boards by area buffs, rather relying on death synergies, and instead of -late options it relies on card generation in late game.
Witch Doctor - the Hexxer set (introduced in the Rastakhan's Rumble)
Ritualist tools:
Ritual works a bit like secrets, it generates a special symbol on your hero with an effect. Unlike secrets however, Ritual part doesn't have to be the only effect on the card.
This week, I tried to focus more on Deathrattles and death synergies. It feels better to start with a bit of swarm cards:
Here are a few cards with death themes:
Danse Mortel is meant to complete one of the challenges, by using 'cast this again' mechanic from KotFT, used by Defile and Spreading Plague.
Here are also 2 Ritual cards:
My class also uses weapons, so I made 1 card in my whole Hexxer set to have a bit of synergy with them:
And, lastly a card wich showcase a shuffle mechanic my class will sometiimes use. What makes my class special, the shuffling will be usualy a downside, more of that in second half:
Great synopsis, always a huge boon to have such a well-defined vision around a class. I am also a big sucker for Hero Power mechanics. I like Smelly Souls' idea of a 0-Cost board-wide buff. The way you have deathrattle, swarm, and healing working in tandem is great thematic representation. I will point out your legendary should be using the possessive "its" -- it is a nice centerpiece, non-flashy kind of legendary other than that. Danse Mortel is also very fascinating. I would hope to see more depth for the Ritual mechanic upcoming.
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@Laurendor
I think Heavy Footsteps is worded correctly, I think he means put the Abomination as the third card starting from the top of your deck.
@wintrmute
Some of these I don't really like much. The whole thing of sacrificing early game hoping to overwhelm opponent in late game sounds neat to me, but some of these just don't feel right. Acid Mist has bad synergy with itself and being infinite in both damage and number of cards give me little trust. Permanent Spell Damage is a terrible idea unless you are'nt making much face damage, wich judging by Acid Mist is not the case. Does The Master also trigger if a minion attacks it and dies? And by that extent, does it trigger if both die? Not sure how to balance the rest, but overall I'd change the name of the token from Ritual of Return (Raise Dead is a thing) and the art from Siphon-Sickle to one that features more sickle and less human.
Click to see my Hearthstone projects:
JollyCroquet
I prefer more the new version of Locked and Toaded, I do understand the tarot card but i think it's worded in the wrong way, I still think that should be worded like this but i might be wrong ("Until your next turn, whenever your opponent play a spell, add a random spell to your hand." ) :)
Also from the lore, Fey are actually a thing in Warcraft
Fey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped or have human-shaped portions (such as a humanoid torso and the body of a stag or other wild creature).[33] (MG 189) Humanoid fey creatures do not appear to exist in World of Warcraft, at least identifiable by name. Faerie dragons are also fey, and this is reflected in the names of certain subtypes such as Fey Dragon and Fey Drake.[39][40] [2] (APG 207)
This are my final tweaks guys, if you got any feedback more than welcome otherwerise i will post it to the submission thread :)
I decided to remove some cards related to the Blightburst and to focus more on this mechanic in the second part of the set.
OR
Still unsure on which Legendary I will put forward. I prefer the second option but considering that only 2 cards generates Blightburst at this stage it might be less powerfull. Saying that if builded correctly it can still be an OTK card which is what i wanted.
I decided to keep the giant and I moved the Forbidden Pathogen to Epic. Both these cards fulfils the challenges.
I totally reworked the Blight Apostle and introduce a mechanic that will be used in the future sets. Slimification is a new card that follow the same synergy with healings (edit; momentarily removed because i saw a problem on the artwork - thanks Jean! / fixed.) . Outbreak is a Blightburst generator.
Ray of Sickness has been reworked, now has a synergy with Infect and debuff without "triggering" it. Slime Molding is now a common card, might drop the cost to 4.
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
@Laurendor
Thanks for the advice. Might have to change the name of her again! I know Fay in her original name meant Fairy but you suggestion is better than what I have! I understand the tarot card but I want to keep consistency with them so they all start off with a similar phrasing. I was actually gonna create a mock in-game visual of how they would look in play and the number of turns left will be visible for both players if they want to check.
As for your class, it was actually one I voted for last round and I knew this round would be a make or break for me. And you made it. I really enjoy the flavour of the class and the keyword fits amazingly for it all. Slime moulding I think is a bit weak when compared to the 4 mana version priest had so yours could be the same cost. I also feel both the blightburst generators are quite similar and also don't impact the board on that turn so I think 1 could be changed up into something that gives an x amount of them and somethint else. Even if it's just like, 0 mana: infect a minion and shuffle 2 blightburst into your opponents deck. As for the legendary, I like the new one, it brings in a unique aspect to those cards of actually drawing them and can create a huge pyroblast and singlehandedly creates amazing aggro potential
Mvon has it right. Heavy Footsteps drops a single Abomination three cards into the deck. The idea is it is approaching over the next two turn. You play Heavy Footsteps turn 1, and by turn three it shows up. I thought it was a cute design (the start of each turn is another step closer), but the wording is awkward.
As far a Acid Mist, would it work better if it was capped? Like Acid Mist -> better Acid Mist -> bestest Acid Mist? I still think that 'infinite' cards won't be a huge issue for the class, but there are ways to build around it, such as having a chain of three upgrades. Acid Mist is comparable to Condemn in my mind.
Permanent Spell Power might be over the top, especially since each weapon can leave you with +2. I'm honestly torn on the power level of it. It's the design I'm most unsure of. The face damage is intended though--its a whole gameplan to keep chipping face with AoE.
The Master is triggers in all the situations you mention, Mvon. But he is also the posterchild for "dies to removal." He's an 8-drop that does nothing the turn he is played. If he goes unanswered, he's an absolute terror. But most of the time The Master just eat a Shadow Word Death.
As for just not liking the class: haha, no worries. I like to push boundaries with design, that's not going to go over well with everyone.
Not sure, you might think on capping the Acid Mist, think of it this way. It works like Jade Idol, but instead of 1 mana summon a token that can be removed or interacted with, you deal an AoE damage that also hits face just for 1 more mana.
The Master, after hearing your thoughts, is a card I actually like. I feared it would be way too underpowered, because it was a high cost do nothing card that would easily get eaten by a minion (I thought on removals being used for stuff like taking down hypothetical stuff like turn 3-4 Abom). Knowing that I am perfectly ok with it.
Plus, don't get me wrong, the design on the class is very original and has quite a charm... my big concern is how unpredictable it looks like, it's actually hard for me to look in balance terms a class so unorthodox, and it makes me kind of uncomfy, that said, I'm definitively voting it this time just because it really looks like hard thoughts on this one.
Click to see my Hearthstone projects:
Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.
Neutrals
Rares
Epics
Legendary
What do y'all think ?
@Klipce
Other than that I really like your set and taking the results of phase 1 into account I think you have a reasonable chance of winning the contest. All of your cards are flavorfull and interesting. I hope my feedback will help a bit.
Note: Mark of the Lotus does not cost 1 mana. Mark of the Lotus costs 1 mana and a card. Additionally, it's one of the most powerful buff spells in the history of the game (I played so much of Mark of the Lotus when it was live). However due to the swinginess of getting the card too early or too late I'd push the design more to 5 cost and have it give +2/+2.
@Klipice: This set is looking great.
Wanted to check: does shuffling Bombs count as a mechanic from the past? Not sure if you consider Bomb a keyword or not.
Haha well at first it was like this
@Klipce
Actually, I don't think you fulfill the challenge. Your card with past mechanic has to be epic.
So, before I finally get to release my set, I wanted to hear some thoughts:
Token:
More soul remnant cards and stuff to come in the next set.
Click to see my Hearthstone projects:
Now that I think of it... our initiate set requires any sort of special symbol in the cards?
Click to see my Hearthstone projects:
I believe we can use any symbol...
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
Is today the last day to submit?
I'd say we should useone of custom symbol, like Demon Hunter Initiate had it's own. Except for the ones you can see on custom emblems in Hearthcards, you can also find some more emblems here: http://www.hearthcards.net/setsandclasses/#3875->>>Emblems-
To use them, you can type the code attached to them at the beginning of card's text
Short recap:
My class is a Witch Doctor. It uses Hero Power synergy, as well as swarm tactics combined with death synergy. It also excels at card generation and AoE damage. It has tools like delayed effects, card copying and a bit of Mana cheating, so it has some combo potential. It has a bit of draw, removal and survivabilty through healing, but these are rather limited. It lacks big bodies, high-cost cards, immediate face damage and buffs. It can't take advantage of big boards by area buffs, rather relying on death synergies, and instead of late options it relies on card generation in late game.
Witch Doctor - the Hexxer set (introduced in the Rastakhan's Rumble)
Ritualist tools:
Ritual works a bit like secrets, it generates a special symbol on your hero with an effect. Unlike secrets however, Ritual part doesn't have to be the only effect on the card.
This week, I tried to focus more on Deathrattles and death synergies. It feels better to start with a bit of swarm cards:
Here are a few cards with death themes:
Danse Mortel is meant to complete one of the challenges, by using 'cast this again' mechanic from KotFT, used by Defile and Spreading Plague.
Here are also 2 Ritual cards:
My class also uses weapons, so I made 1 card in my whole Hexxer set to have a bit of synergy with them:
And, lastly a card wich showcase a shuffle mechanic my class will sometiimes use. What makes my class special, the shuffling will be usualy a downside, more of that in second half:
i'd say Danse Mortel is pretty weak. Deadly Shot is 3 mana and does not to kill your minions.
The rest of the set seems pretty good, and although can't remember the tokens that well, the whole thing seems nice.
Click to see my Hearthstone projects:
Need some thoughts on this draft legendary. As a refresher, Kin activates when the last card you played had the same type (in this case, it would have to have been a minion). I think this synergizes well because it encourages you to commit resources to the battlefield before you play this - either on the turn before or on the same turn. Synergizes well with Taunt minions and other cards coming later in the set.
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!) •
I like the mechanics you're showing. The theme of the class feels very coherent. I think the second Vezkil has a more interesting design and you could always introduce more blightbursts in the second half of the initiate set. I haven't done any referenced math for Slime Molding, but it feels like 4 would be reasonable. Feels like you've got enough so far to introduce the idea behind the class and what would set it apart from the existing ones.
I don't know if I'm missing it or misunderstanding the rule, but I don't see what past mechanic is being used here. I also feel like Twin Paradox and Statis should switch rarities, but that's kind of a minor point. Otherwise, I feel like this is a good showing of half an initiate set. There definitely feels like there's room for other nuances in direction for the second half. I do like this take on a chronomancer, though. The vibe makes a lot of sense and has interesting enough mechanics without overcomplicating anything.
Liking the set so far. I would suggest adding the stat values of the Spirit Remnant cards, like cards such as Fire Fly do. The balance seems on point. Signe could become too powerful depending on what you choose to make, though. I would also warn against becoming too reliant on the Spirit Remnant synergies. As long as the class offers tools to make a deck without them, you should be fine. I do see the other themes in minion buffing, and certainly some creative ideas among your cards.
Great synopsis, always a huge boon to have such a well-defined vision around a class. I am also a big sucker for Hero Power mechanics. I like Smelly Souls' idea of a 0-Cost board-wide buff. The way you have deathrattle, swarm, and healing working in tandem is great thematic representation. I will point out your legendary should be using the possessive "its" -- it is a nice centerpiece, non-flashy kind of legendary other than that. Danse Mortel is also very fascinating. I would hope to see more depth for the Ritual mechanic upcoming.