I guess I'm having a bit of trouble seeing how this set coheres together? Here are the themes I detect:
Granting, interacting, discovering deathrattles: A problem here is you only have 1 actual deathrattle minion on display - the Legendary, and you've made sure to avoid (somewhat) overpowered combos with Decrepit Necromancer. There should be more deathrattle minions in this half to justify the synergy.
Things that died: This is something I suppose we can't avoid with our classes (overlap). Fate Denied feels a bit swingy, seeing as you can pair this with a board clear to 'mind control' 3 enemies that you just cleared. It's a somewhat binary card though - you can't play it on an empty board - so I think it'll a) stay dead in your hand or b) be a game winner. Particularly egregious with Anima Overflow, which in itself seems quite powerful with its cast-again effect - it shouldn't be too difficult to set up a godfrey-friendly board for this to work with. Feels like it could cost 1 more imo.
Splitting Souls is like a subjectively better Flanking Strike. Good card, but quite aggressive - not sure if that's what you're going for.
Ascended Judicator is a good implementation of your mechanic - vanilla stats so it doesn't feel bad to play on an empty board, but with an upside based on how you trade.
Essence Harvest: What are Spirit Remnants again? Reminds me of Spirit Echo and cards like it in Shaman
Soul Form: Discover in initiate set is a no-no in my view, just like in basic. Even though it's evergreen. I'd say move this to core
Last Breath: It's an alright Deathrattle activator / pseudo windfury, but it just feels weird to have it on a 0-mana spell for this class, especially because it seems so... aggressive. It's essentially a hunter/warrior mechanic.
Aggramar: Seems like putting a titan straight into the initiate set sets a pretty high bar for making any legendary beyond that lol... I would tone it down a bit. Also, Plague of Death on a stick used to be a legendary effect for custom cards, but I don't think it quite cuts it anymore (also negative synergy with your deathrattle cards).
So I wanted to get some opinions on which one of these iterations is more balanced for one of my epics:
I'm trying to compare it to Echo/Twinspell spells, as well as health granting spells - Power Word: Shield, Witch's Brew. Also comparing to one of my basics:
So all this fatigue stuff... it is kinda interesting but at the same time a little risky to do, since fatigue is not something that comes up in every game so its cost is often just negligible, and it is not something that your opponent can interact with very much.
Plague Deviser is pretty difficult to use. Reno is so powerful since he can save you, this guy needs a lot of setup to match that effect. Unless you print off a lot of fatigue cards, he will not be useful. And once you start printing a lot of fatigue cards... you just become self-damage warlock. Already, a lot of your cards are basically just self-harm warlock but more specific, needing certain 2-card combos instead of each card building up on each other to form a whole archetype.
Redpine Necrolyte is too strong, other have said this.
Chalice of Health is very easy to abuse, not sure if this is wise. This might restrict your design space going forward.
Ooze Channeler, I do not remember how many cheap Nature spells you have, but this is really weak. I'd balance it around clockwork goblin.
Corrosive Breath's name is already taken. And I will tell your right now, 2-3 damage lightning storm felt awful. This is the same thing.
Actually, the 3 keyword challenge is minion only :^) I'd thought it'd be easier to use keywords on minions than spells.
Possessed Totem is very hard to pull off, we have seen that with the caravan cycles, not a single one are playable. Perhaps giving the Totem some attack would help, so it would be like trading into Far Watch Post, at least.
A lot of your effects are quite unique and never seen before... *normally* that rarity bumps them to epic, as a lot of mechanics or interactions are often introduced there. Such as Dormant minions having a passive effect, something a legendary recently introduced. I'm not saying you need to move all of your new mechanics into the epic rarity, just letting you know you have quite a few new effects.
Soulbind Totem is terrible. It's card text means it cannot be a 2-drop, at the same time, so I prefer the three-mana version. If you give it support with deathrattles, I think this could see play... but you don't have very many so it remains bad.
I would use the Hydra to have some sort of DR effect to give support to soulbind totem, but not the dormant version,. When you mean (3 left) on the card, is that like, a copy in your hand, or a 3-chain deathrattle?
Dreamcatcher is fine, but isn't it basically just deal 1 damage to all enemy minions for each dormant minion you have? Your text is just a more complex version of that, it seems.
Spirit Link should cost 0 for first version (binding heal), 2nd version is just too vastly inferior to binding heal, and 3rd option is just weird.
Skyfury Exile is brutal against aggro decks if played on curve. Unlike Walking Fountain, it keeps on healing itself. You just need to survive until turn 7, not super unreasonable, and then you start healing for 8 each turn. Even if the aggro deck clears it, it will likely have taken at least one minion trade and you'll have swung the board back no problem.
Ta'kora is hard to balance due to The Darkness, but the other effect makes it a glorified (and often worse unless casted on Taunt) Frozen Shadoweaver.
Decrepit Necromancer might be a better Unearthed Raptor, but I think it is fine, since the destroy effect might work against you sometimes... but usually not.
Hard to balance fate denied... it is a very strong win more card... I would say compare it to soul of the forest, since that card is typically played in a token deck and brings back 2/2 from a field of 1/1, 2/2, 2/3, and so forth. But your class seems to have no token synergy so *shrug*
Splitting soul, flanking strike, teknician said this.
Ascended Judicator is just a (way) better Onyx Bishop. So you might wanna completely rework this due to it being a Priest card.
Anima Overflow: NO. 2 copies of godfrey. Also, mechanically, plays just like priest which has the best AOE cards in the game.
Last week I posted cards and basically got no feedback :^) But I'll be counting on you guys again this week, got one card:
The thing with Onyx Bishop is, you rez stuff that died any time in the game, but Asended Judicator is just a vanilla minion unless you can trade. That said, I take into account I have to try better this time, as I already got too close to disqualify despite managing to make unique archetypes. Will probably think on two strong deathrattle cards... and a minion that meets the three keywords (damn it, Tomb Revenant was just perfect for this week xD).
Anub'arak, btw... I think so far it's nice, although it depends heavily on how strong your dormant sinergy is. So far I remember a card that started dormant and one that made larvae go dormant.
I like the 1 mana version better, it's somewhat like Power Word: Shield, but instead of being the best cycle card in the game it's a reusable buff to support minions.
Yeah, sorry McF4rtson, I literally responded to everyone but you in one post, and realised next day, and I didn't have much free time that day. About Anub'arak, yeah, you need more Dormant cards, also, it may get out of hand with enough synergy, maybe it could have regular Windfury.
Most of this looks good. I'd say Anima Overflow is too strong, maybe 6 or 7 Mana, it's kinda like Lord Godfrey but only hits enemy minions, but has no 4/4 body. If I remember correctly, Spirit Remnants costed 1 Mana, so maybe Mawsworn Tormentor could have a bit less stats, but Mawsworn Guards would be 1 Mana, so it's always upside. I'd say Ascended Justicar is fine, maybe a bit strong with vanilla stats, but effect is definetely worse than Onyx Bishop in my opinion. Last Breath might be a bit weak. Aggramar feels a bit too swingy, silencing and destroying whole board while leaving a 15/15 looks fairly strong. On the other hand, you have to spend 8 Mana on a card without immediate response. How about giving Aggramar Taunt, but nerfing Argus to 10/10 or something like that?
Sorry i had some issues at work! I will come back later to drop some feedback but i wanted to show you what I did. I scrapped the Fatigue archetype , as some of you suggested it might be good for a post/pre expansion but it is not worth to add another mechanic to the initiate set. I decided to stick to the Infected/Blightbursts mechanics with the initiate set so the cards I designed mostly synergise with them.
I also heard your feedback about the slime so here they are :)
Kevin is a good boy, loyal pet of the beloved Marileth (too busy to appear on this set) it's a slime, a very sticky one. I made a different option where it resummon itself with +1/+1 but i liked this the most because it's inspired by Echoing Ooze . Should I increase the cost? I was thinking 3 mana in case.
with the epic I wanted to try something different, Slime Channeler has a similar effect to Windshear Stormcaller, by itself is pretty useless but combined with the legendary - or if you played Kevin before that - it could be a threat. To My Health! has an effect that we saw on Legendary such as Amara but because I toned it down i think it might be applicable for an Epic. Considering that i want this class to stick around as long as possible the more Health the better :)
Oozing Coagulumis a tricky one to balance, as an healing spell is too expensive but it has the potential to be a Pyroblast so not sure whether 6 mana is ok or too cheap for it. Oozemancy works similar to Glowfly Swarm. Necrotic Infuser should fulfil the challenge for this round.
For the common I added some cards that either generates Blightbursts or interact with the Infected mechanic.
Keen to hear your feedbacks on them :)
I've also work on a custom template, what do you think?
ok, I'll just drop stuff I have, hope to get some feedback
This week I wanted to focus more on Ritual keyword, as well as two other Hero Power-synergy cards.
I also made a card which synergize with 0-cost spells, which are quite common in my class, especially considering that some of my cards use a special Ju-ju Essence token, I am not sure which one is better though:
There are also two cards which shuffle things into your deck, both with similar themes. In case of my class though, shuffling is a downside, and has no synergy in Initiate, but will have in expansion. They also help swarming the board or with Deathrattle stuff, which were more exploited in previous half though.
Finally, two spells, which may help you survive the game:
I think Kevin should be something like "Resummon this minion. It keeps all enhancementts" Like that paladin card from Rastakhan. With that wording I think it could possibly enter a death loop.
Also, I don't think you should keep that Slime Channeler the way it is. I understand your reasoning, but Windshear Stormcaller summoned a legendary from a vanilla set ages ago. Your summons a legendary from the same set. PLus, I can't recall strong buffs in your class, am I forgetting something?
The rest of the cards look alright to me, I like them.
What's Sen'jin synergy with upgrading hero power? It's the same, or upgrading it has a different effect?
Yeah, not sure you want to have spiders shuffled into your deck without inmediate synergy wwith that. Randomly drawing a spider when you badly needed an AoE or to find your finisher sucks.
Nightmare Ring and Cauterize Soul are'nt great. Ring could cost 5 imo, and Cauterize is nice, but both of these look more like control vs control spells than aggro survival tools, by the fact they are expensive and don't heal, and still are somewhat low on damage.
Ok, second brainstorm session on my behalf... not sure if the best idea to do that right after being vaccinated, but here we go:
Just a friendly reminder, this is a Spirit Remnant (lorewise, are a mixture of experiences and emotions detached from souls, or what remains of souls after some particulary nasty thing happened to its owner):
Hi everyone, sorry I didn't the part in much of the discussion this week. I'm really tired... Well still I want to do this class justice and I can really feel it this year so here we go ! The set isn't quite done yet, I have a hard time with commons but oh well.
Sorry this is a little rambley... I'll give feedback this weekend since I will only have mobile access so looking forward to that :)
Gee, Inara is a monster. Has a free 30 damage weapon, free full heal and free 12/12 windfury rush minion... and with a 6 cost card you can make at least one of these a topdeck. I know it comes with a 7 mana 5/7 do nothing... but dang it scares me. Plus... you use her art also in Stolen Time, don't forget to change it.
Chronomancy Practice is just a better Sap, as it costs the same and by its wording it works exactly like Sap, except you can also use it like Tenwu (if you mean the opposing player can also play it at 1 mana in its own turn, change "this turn" to "until your next turn"). Midnight Rager seems very weak, considering Rock Rager is a card that exists but does'nt see play.
Some people have issues with Astute Chronicler but I love it (just not sure if for this set in particular). Time and Place should cost (3), considering Assassinate costs 4 mana.
I'll do the same as MrBurger and just leave my stuff here. Then I'll just wait. Patiently. Until a feedback descends from the wise ones. Oh and @Klipce I don't know if that matters but Midnight Rager art has already been used by a Twilight Hammer token in shaman.
First things first, you need one more common, you only showed three and we need four.
Hit from the Flank could use a cost reduction for the setup it requires. you need to have a minion stick to the board, then it has to have one, or better, two minions in front of it, and then your minion needs to have enough attack to take care of them, and the minions you destroy must be worth something, so often swarm decks won't care that much about this.
Tough Guy I like, mosstly because the art is dope and the effect, while nothing flashy, is balanced right.
Not sure about The Live Bait, it defintively supports your big agent concept, not sure how effective it is tho, keeping in mind you still need a minion on board and to have that minion attacked.
Scare the Pawns is very often a 5 mana "destroy all enemy minions but the most expensive". That probably puts it in line with Brawl, but I am not very sure anyways. I know it beats Enter the Coliseum to a pulp, but that card was bad most of the times anyways.
I feel weird taking damage while attacking with a Sniper Rifle to be honest. That said, I think the balance is on point. Nothing to say about Cunning Plan either.
Countering Stance kind of seems odd to me. Is'nt your hero power random? Usually that means even when suppousedly firing it at a certain target it will still hit one at random. Is that what you're looking for? If not... can't remember if you had any hero power synergy that justifies this writing over "when a minion attacks your hero, deal 1 damage to it".
I think Overconfident Agent is too strong, maybe unfairly swingy. I mean... you can get a turn 3 2/4 rush venom, and even a 2/4 taunt lifesteal looks fine (only actual bad result is getting rush and stealth). Maybe a 2/3 would make the non-rush+poisonous more manageable?
I am away on a trip and can only accces internet through my phone, so it is hard for me to do anything. I made my set with a nee focus on dragon transformation, but cant exactly search for art right noe as well. So here are my art-lese cards, for which i will find images after i am convinced i found their final versions.
Along these 3 there are also the following cards from the other half of my Scion set and basic one:
All these 5 cards now have a synergy with my new legendary for this half of the set:
It would also change the portrait of your hero to show a dragon. The hero power will add one of the random dragon spells shown above along with any i make later on. The idea behind this came to me after seeing the rogue cards in Stormeind with the SI:7 synergy, it's basucally that but Dragon instead.
And for the rest of the set:
Blazing Charge is a card that could encourage a "big" archetype for the class. I should also make it so it doesn't get shuffled back in but instead returned to your hand, acting as a draw too. Secret Brother! is a reference to the tired trope of a character having a secret sibling all along that just shows up of nowhere. Rival Sibling is back, simplified.
If the cards are well liked i will go on an art search, until then i eagerly await your feedback and apologize i can't provide back any.
@MvonTzeskagrad First of all, thank you for your feedback
I think you are right about Hit From the Flank so i'm lowering the cost to 2.
Agent actually doesn't have a lot of battlecry minions so you can put The Live Bait into any deck. It was designed to be a good secret in most of the situations like Mirror Entity. As for big decks you can use Spies from the Observation Club (last week) and some generated cards from the other classes. I will definitely print more supporting cards for the big decks in the future.
I will probably change the name and art in Sniper Rifle
I was thinking about some poisionous card to help Countering Stance but for now yeah it looks weak. I will probably change the text that hero power will deal +2 damage till the end of the turn
Overconfident Agent is strong when you pull poison and weak when you pull stealth and extra strong when you pull it from your deck or hand (for example using The Live Bait). I'm still thinking about it but the randomness of it's effects stops me from nerfs.
As for the last common this is what I'm tinkering with right now
And now i realize i failed to complete any of the challenges lol. The legendary cost one is easy to fix, i'll make True Dragon Form cost less. For the minion...i suppose Nest Guardian is the least interesting and will probably get replaced with somehing else that has 3 or more keywords.
Funny how days start to run faster when you decide to join such a competition... Some quick feedback from this page (Please, do note that I, unfortunately, did not have time to re-read previous entries so I do not remember all cards from your class):
teknician - Compared to Shaman Basic Spell, i think the 1 Mana version is fine.
McF4rtson - Depends on how much you want to explore Dormant stuff and how powerfull they will be. Anub'arak could potentionaly be design limiting. But it is a nice little buildaround card, just not sure about initiate set (depends on Dormant support).
Kevin the Slime - Not sure how will this effect interact with Deathrattle, I assume that, when targeted with Shattered Sun Cleric, it will resummon itself with +1/+1. But does only the first one possess the ability, or does the buff stays permanent? If the latter then it is probably too strong at 1.
Slime Channeler - I think such an effect should be introduced in a later set rather than initiate.
To my Health - Amara sets the Health to 40, this increases Health, not just its capacity, I should think the card should be worded to explain it more. Balance wise its good.
Oozing Coagulum - I'd say its well balanced but still quite strong. Would probably leave it as it is.
Oozemancy - Would personaly reword it to : For each spell in your hand, summon .... (For some reason I have problems reading the text as it is and somehow always mess up the meaning of the effect.)
Both Blightburst common cards look very strong to me, especialy the oozling. I like the infect cards though. I also think that your template is fiting, just not sure if it is worth it to replace it now.
Toad, Staff and Sen'jin seem well balanced to me.
If you do not plan to include any way to get super good but expensive Hero Power, I guess that the second version of Voodoo Channeler is probably better, as the tokens from your Hero Power are still temporary.
Ju-Ju Blast - Wanted! is probably too powercrept by that. Power Ring seems ok.
The shuffling Spiders seems good, I wonder that what, given the way its worded, - ...copies of it..., will the future synergy be.
The first of the 2 removals looks like it can generate a lot of value (Getting copies of your opponent minions, that your class should probably not have access to). The overkill mage spell never saw too much play so the 2 damage probably puts it on the weaker side, in the end. The second one is good, could potentionaly deal 3 damage and not break anything.
Bone Horror and Essence Harvest and Mawsworn Tormentor fit your token playstyle well and are also quite flavorfull.
Forgoten Rider could maybe cost 1 less so it can be played with Ascended Judicator in the same turn. Also both rider and the token having rush could be something to think about going that way.
Necromancer and Carrier of Souls are good and potentionaly introduce good enough Deathrattle synergy so you do not need Ghastly Call (As it seems rather design restrictive for an initiate set).
Splitting Souls has a Typo - you probably mean minion not minionS.
I personaly realy like Terenas as a choice for a legendary, just the wording seems weird. I'd understand that the Deathrattle goes away the moment you play him, should maybe have Battlecry.
Astute Chronicler - good card depending a lot on what your opponent plays, but that makes it flexible, I think.
Chronomancy Practice - Sap was pretty much auto include, this pushes it even more. At least increase the cost by 1.
Midnight Rager is better than its previous version.
Time and Place, Take Your Time and Stolen Time seems fine. Just maybe the 'Time' word repeats itself in many card names. Maybe there are some synonyms to use here and there.
Patient Patriarch is kinda slow and would probably not see play over Taelan Fordring, but I really like it.
Infinite Inara seems overbroken and also not anything suggest in the effect suggest infinity. After you draw the Weapon the game is probably finite.
Klaytonio - probably haven't given you any feedback before, sorry.
Hit from the Flank - either enemy minions or minions opposite to it. Current wording is not clear enough in my opinion. Second version is the balanced one, the first one would powercreep Shadowflame. The name could probably be somehow improved as well.
Though Guy - Good, I like to see a 1-line effect.
The Live Bait seems very strong to me, could be buildaround, would probably prefer if it would summon a concrete token.
Fourth common missing
Scare the Pawns - probably good, wonder if the text could be shortened or simplified.
Sniper Rifle - Balanced at 3 Mana, I think.
Cunning Plan - You probably mean to affect next spell or minion right? Seems too specific for initiate for me. I'd personaly like more something like: After they play a card, their next one cost 2 more that turn.
CounterStance - 5 lines of text break the card making rule I think. Also a lot of your cards are quite wordy. Maybe it can be simplified somehow. The same goes for the legendary. I personaly like both cards, just would like to see the text cleaner.
Overconfident Agent is nice and flavorful, and with a Hearthstone fiting art.
Wings and Fangs look good and flavorful, not sure why would Tail increase Health.
I am not sure if the Legendary is not forbiden to be a spell or weapon by the general rules of the competition, not sure though. Shouldn't your card cost less than 5?
The new rival sibling is quite cleaner still with more than enough flavor. But I personaly alway imagined the card as getting the other heritages that the first one does not have. Oh that Jealous Sister does it similarily, that is probably more fitting. I'd assume that hybrid drake's Battlecry works with it? Secret Brother seems out of place in initiate, without missing some support, at least in my opinion.
Blazing Charge is nice, maybe could have a more fitting name, not sure.
Nest Guardian is nice and by the way shares name with a card in my Basic Set.
Please forgive any typos as that was a lot of text to write and cards to understand. It is also quite late from where I write, so If I missed something or understood something badly, let me know. I probably post my stuff later, as I have managed to exhaust myself. But as I promised to focus the second part of the set on the Taunts and Lategame, which Legendary version do you like the most?
The second version is supposed to give the class some unique survivability as it does not have access to much healing. You know once your in the skies you can only relly on yourself and your gryphon.
Ok, as I do not know when I'll get to it I will leave the set here and hopefuly collect some feedback and give you some insight about the cards and their synergies tommorow:
I think second Lasan is the best, but you should say you can't take less than 1 damage, else many cards would be rendered useless against this class, like C'Thun the Shattered.
Gryphoneer's resolve is intended to mean windfury minions wowul be able to attack twice again? Else I'd reword it to "choose a minion, it may attack again". Chain Thunder is a way weaker Arcane Explosion. Both Stonetalon Brave and Mocking Moonkin are amazing, both for effect and for flavor (the second one at least). Gryphon Patriarch might could use a cost reduction since you will only have one Sky'ree at a time.
I like the new card. The arts on the upgrades could use more work, but the effects themselves I really like, plus, wwith how many times you can actually manage to fire the hero power of this guy, you can work up quite some numbers here.
Lets try some feedback and hope it won't look to bad.
I think saying "Give a friendly character Windfury this turn. Draw a card." would be clearer. I get what you mean and i would prefer it the way you wrote it but Hearthstone never used such terminology before.
Chain Thunder should cost less, it's a more situational Arcane Explosion
Acentric Blast is pretty weak. Flamestrike deals 5 to all enemy minions, this deals 6 to two of them with a spacial quirk.
Not a fan of any of the legendaries as i don't feel they really represent the class. Taunt synergy is weord for a class representing the fantasy of riding a gryphon mount into battle. But out of all of them, 3rd one is the best.
Your set is alright overall but i hoped for more Sky're interactions. You could give her more keywords, or do wacky stuff like returning it to your hand or deck then summoning her again,like a sort of sky charge/dive, or go with more lightning spells. You could look at Heroes of the Storm's Falstad and his skills/talents for ideas.
The Live Bait is a bit too good. Oasis Ally pops a 3/6 that freezes, you could pull Deathwing or Kel'thuzad. You should put a mana cost cap on the summoned minion (summon a minion that costs (5) or less from your deck)
Trusty Gunsmith is too complex for a common, should be rare or even epic. Also the buffs are too complex. I suggest making it an epic and making the buffs permanent, for a more flavorful and versatile version of Wildfire.
Scare the Pawns will destroy everything except the highest cost enemy minion. Too efficient at 5 mana, and i don't quite like it.
Too many of your cards have 5 lines or text reduced to the minimal possible font size, it looks bad. Simplify your stuff.
Overconfident Agent is my favorite card you made, best designed one by far.
Countering stance seems like a weaker Arcane explosion. The gunsmith can make it better but it's too situational and forces you to play him for it to not suck. "Fire your Hero Power" with random target hero powers results in a random minion being picked. How it works with DIE INSECT and Reckless Apprentice.
Midnight Rager although funny, sucks. Like all ragers. If you're ok with that and wanna keep it for the memes, i respect it.
I like Astute Chronicler and Patient Matriarch.
Stolen Time and Inara use the same art.
Chronomancy Practice and Time and Space do similar things. I get that the one is supposed to be used on friendly minions but having two versions of Sap in the same set is a bit odd. Also, i'd argue Time and Space is more devastating, removing a minion and denying a draw, thus should be the epic.
Inara's cards are waaaay to powerful. No one is ever gonna hit minions with the Hourglass it has 10 attack and 3 durability! That's enough to kill the enemy hero! And cast when drawn so 0 investment on your side, you get it for freeee! These need nerfs desperately. You get so, so much value and damage output and sustain for only playing a 7 mana 5/7. Like, put it on a deathrattle at least!
I'll try to do more feedback later but typing this on the phone is so annoying.