rough sketch of my design, what do you guys think? It's my first time doing this btw, and it took me around 3.5 hours XD
Did this on Gimp.
Edit: Made the spell template aswell, this one was way faster (after some practice), therefore the lower upload quality. Anyway, do I upload this design to hearthcards.net now? XD
@Varolie I would word it: "Charge.Battlecry: Can only attack minions until the end of your turn ." or "Charge. Can only attack minions the turn it is played."
Witchdoctor would be better if he had Stasis Trap imo: http://classic.battle.net/war3/orc/units/witchdoctor.shtml :p Otherwise he is fine, but I think a card that would yield -2 Spell Damage would be cooler along with lower stats. +1 Spelldamage is vastly stronger than -1 Spell Damage. Alternatively you can make it a Aura Effect that affects your enemy.
It's definitely playable either way.
@Elmo1191 I think hero powers have to be usable without anything on the board. It's what you do when you have nothing to play. Not a fan. It would be too weak in its current form.
@DonnieMcKarlo The border looks great. I like the color scheme.
Will post a final draft soon. Hope you will like it.
Is there a name for effects with a lightning bolt on it, like Power Overwhelming or Grim Patron? I'm trying to come up with a card to trigger these kinds of effects, but I'm not sure how to word it. Currently, It reads "Target a minion. Trigger any Deathrattles or end of turn effects," but I'm wary of not having a name for the trigger. (And I'd rather it be 'deathrattles or lightning bolts,' not just end of turn ones, but, again, the name),
Is there a name for effects with a lightning bolt on it, like Power Overwhelming or Grim Patron? I'm trying to come up with a card to trigger these kinds of effects, but I'm not sure how to word it. Currently, It reads "Target a minion. Trigger any Deathrattles or end of turn effects," but I'm wary of not having a name for the trigger. (And I'd rather it be 'deathrattles or lightning bolts,' not just end of turn ones, but, again, the name),
Is there a name for effects with a lightning bolt on it, like Power Overwhelming or Grim Patron? I'm trying to come up with a card to trigger these kinds of effects, but I'm not sure how to word it. Currently, It reads "Target a minion. Trigger any Deathrattles or end of turn effects," but I'm wary of not having a name for the trigger. (And I'd rather it be 'deathrattles or lightning bolts,' not just end of turn ones, but, again, the name),
rough sketch of my design, what do you guys think? It's my first time doing this btw, and it took me around 3.5 hours XD
Did this on Gimp.
Edit: Made the spell template aswell, this one was way faster (after some practice), therefore the lower upload quality. Anyway, do I upload this design to hearthcards.net now? XD
It looks amazing! Very well done! ^_^ I know that the person who runs Hearthcards has a HearthPwn account. I'll ask the other mods and try to figure out who they are to see if I can message them and ask them about how to submit custom hero card templates.
There also seems to be a rule that you can't post on the first round a token created by an example card.
This is correct. Submission posts for this content are already going to be a lot more packed with content than they are for the Weekly Card Design Competitions, and so we want to cut down on tokens to keep it manageable, especially since we're already allowing tokens for Hero Powers. That said, the Corrupted Blood thing doesn't appear to be an actual token but rather just a description of the effect in card form. The card form of the explanation cannot be submitted, but the explanation of the effect can be included.
I haven't really though about this at all, considering I saw this competition a couple minutes ago, but I thought a Naga hero could be pretty fun to make. I already have a bunch of Naga themed cards for the fan adventure I'm working on, so I shouldn't have too much trouble coming up with cards. Anyway, do you think Lady Vashj or Azshara would be better as a hero? I'm not sure.
I haven't really though about this at all, considering I saw this competition a couple minutes ago, but I thought a Naga hero could be pretty fun to make. I already have a bunch of Naga themed cards for the fan adventure I'm working on, so I shouldn't have too much trouble coming up with cards. Anyway, do you think Lady Vashj or Azshara would be better as a hero? I'm not sure.
I think Lady Vashj, for two reasons, IMO:
Azshara is extremely powerful, on par with beings like Archimonde and Deathwing;
Lady Vashj has more "known" abilities (Sea Witch) and has seen more screen time (WCIII) than Azshara, thus is more player-friendly(?).
rough sketch of my design, what do you guys think? It's my first time doing this btw, and it took me around 3.5 hours XD
Did this on Gimp.
Edit: Made the spell template aswell, this one was way faster (after some practice), therefore the lower upload quality. Anyway, do I upload this design to hearthcards.net now? XD
It looks amazing! Very well done! ^_^ I know that the person who runs Hearthcards has a HearthPwn account. I'll ask the other mods and try to figure out who they are to see if I can message them and ask them about how to submit custom hero card templates.Card Design Competitions, and so we want to cut down on tokens to keep it manageable, especially since we're already allowing tokens for Hero Powers. That said, the Corrupted Blood thing doesn't appear to be an actual token but rather just a description of the effect in card form. The card form of the explanation cannot be submitted, but the explanation of the effect can be included.
Thanks for the praise and the support aswell! =)
So, anyhow, until I get some tools to visualise these cards properly, here is my skeleton for phase I in the discussion topic for now
Hero concept: Warden Hero: Maiev Shadowsong
Lore: Wardens are the appointed jailors in the warcraft universe. They posess great martial talent and fuel their abilites with the fury and vengeance they feel towards their captive in order to protect him from possible rescuees aswell as hunting down their prey.
The warden will be a class that plays a hero centric style. That means it will be relying on weapons and spells to deal damage and control the board, but it will do this also as it's primary win condition and not incorporate many minions in his play. The warden is capable of dealing precise damage to key targets aswell as presenting a itself as a very resilient foe and hard to bring down. This is an omage to the very frustrating to play against solo warden gameplay of nightelves against the inexpierienced players druing warcraft 3 days - a warden and a ton of moon wells was all you needed to win against a whole army.
Hero power: Shadow Strike
The bread and butter ability of the warden. It's a delayed 2 damage targetable ping, much like the rogues. The advantage is, you don't take facedamage, however, if you kill a 1 health minion with it, you lose out on half of it's value. Yes, it's strictly better than the mage hero power though, I feel that that is a big flaw in the design, but I'm just going to write it off as a hate factor for my submission in favor of aesthetics. Also, I'm not sure on the wording, but I hope that is fine at least.
The first sneak preview from the basic set. One of Maiev's various weapons. It's a good turn 1 play into hero power on anything you want to smack hard or you can just use it to split your damage for early board control. It's all up to you. It enforces the hero centric play which I want to aim at with the class.
Some GvG flavour here. I really wanted to go with Ballista or Glaive Thrower, but there was no reasonable art for it, so I picked an anti-mech card and went with a completely different design. I originally wanted something aggressive, but then I decided to make a not-so-good card that somewhat reflects the majority from the GvG set. It's comparable to explosive sheep, minus the friendly fire and much less volatile. Purely a meta card, but I suppose you can have those.
Rare from the expert set. I want you guys to look at this card as an indicator of what this hero can be. A complete war machine. It's not meant to rush down the opponent or be a control heavy player. I want massive hero vs army fighting and swings in health totals and board states and I will see how far I can push the concept in that direction without making the combos too overpowered. Anyway, on to this one - It's a nice tool to enable you to keep attacking with your weapons aswell as a punishing reminder to swarmy decks that a warden is no easy prey.
That would be it for phase I. I hope I can hear some bashing my head in before I leave for a couple of days =D
Ner'zhul was the Warchief of Draenor after the Dark Portal was destroyed in Azeroth. Hopened several portals on Draenor in an attempt to seek out new lands to escape to and conquer, but was immediately captured by Kil'jaeden. His mortal form was destroyed and his spirit was transformed into the Lich King.
The class is heavily inspired by the Lich hero of Warcraft 3 and the Undead race's units.
It's impossible to give a real insight into the class and its potential with only 3 cards and I have much more ideas, but I chose the 3 cards that each show a different theme that will be common among them: Dark Arts, Sacrifice, Making use of "Death" and Undead synergy.
Dark Ritual allows to make otherwise impossible combos at the sacrifice of a minion. It opens up vast possibilities and brings a unique dynamic to the class in form of a simple spell. For balance reasons you can't exceed your current maximum amount, meaning that you can only REFILL your Mana Crystals.
Inspired by Warcraft 3's Meat Wagon, which collects corpses to catapult them at your enemies, its iteration in Heartsthone gives you a first glimpse into the Undead synergy. It doesn't do anything on its own, but is a huge tempo swing if played along with Undead creatures and has a direct synergy with the Hero Power.
Similar to the Lich hero from Warcraft 3, Frost and Ice along with Dark Arts will be a common theme for the spells. Frost Armor is a versatile tool and functions as a heal and due to its effect it's a huge help against aggro and face decks.
@DonnieMcKarlo : An interesting concept. To balance the hero power, you could have it only target minions, thus differentiating from the mage hero power. Also, small bit, but I'd replace the first comma with a period, which would help differentiate the two phases.
The weapon seems balanced. It's a worse light's justice if left alone, or a better stormforged axe if combo'd. I like it!
I think the minion is too powerful, even with such weak stats. Consecration is an example of dealing 2 damage to all enemies, which is 4 as a spell. The closest minion is probably the rogue one which backstabs everything, but even then the ability is worth 2 mana as a conditional. On top of that, additional damage is dealt to mechs. I'd either mess with the damage values, like 1 to all and 3 to mechs, or bump up the mana cost.
The spell is costed at about 3 minions dying, otherwise it's a weaker druid heal spell. Previous cards with that type of conditional appear to be costed around 2 minions dying (Solemn Vigil being the best example), so you can probably bump the healing up to 4 or decrease the cost to 2.
I like the theme!
@ZukuuEverything looks great! The only thing that worries me is Dark Ritual costing 0 mana, as the closest analogue we have of a 0 mana sacrifice is with warlocks healing for 5, but depending on the other creatures you make it might be fine. Otherwise, very cool so far.
Ner'zhul was the Warchief of Draenor after the Dark Portal was destroyed in Azeroth. Hopened several portals on Draenor in an attempt to seek out new lands to escape to and conquer, but was immediately captured by Kil'jaeden. His mortal form was destroyed and his spirit was transformed into the Lich King.
The class is heavily inspired by the Lich hero of Warcraft 3 and the Undead race's units.
It's impossible to give a real insight into the class and its potential with only 3 cards and I have much more ideas, but I chose the 3 cards that each show a different theme that will be common among them: Dark Arts, Sacrifice, Making use of "Death" and Undead synergy.
Dark Ritual allows to make otherwise impossible combos at the sacrifice of a minion. It opens up vast possibilities and brings a unique dynamic to the class in form of a simple spell. For balance reasons you can't exceed your current maximum amount, meaning that you can only REFILL your Mana Crystals.
Inspired by Warcraft 3's Meat Wagon, which collects corpses to catapult them at your enemies, its iteration in Heartsthone gives you a first glimpse into the Undead synergy. It doesn't do anything on its own, but is a huge tempo swing if played along with Undead creatures and has a direct synergy with the Hero Power.
Similar to the Lich hero from Warcraft 3, Frost and Ice along with Dark Arts will be a common theme for the spells. Frost Armor is a versatile tool and functions as a heal and due to its effect it's a huge help against aggro and face decks.
Any additional comments or am I good to go?
I'm really skeptical about introducing classes that promote a new mechanic/racial interactions (in your case, the 2nd thing), atleast for this competition. That's just me though. I don't like the thing where you use Ner'Zhul's Orcish portrait and give him a ton of lich themed spells while he is still in his 'shaman' form. Maybe you should use Teron Gorefiend (although he is a death knight in lore, he was part of the horde, raised by shamans) but best disregard this advice. Clever wording on dark ritual, I was gonna complain about doomsayer-dark ritual-7drop, but you avoided that nicely. Hero power - ok, Frost armor, some niche flavour. Overall it's fair for a first look. Submissions like yours make you want to see a bit more of the whole set, because I'm not quite convinced with the direction the class is going in.
@ZukuuEverything looks great! The only thing that worries me is Dark Ritual costing 0 mana, as the closest analogue we have of a 0 mana sacrifice is with warlocks healing for 5, but depending on the other creatures you make it might be fine. Otherwise, very cool so far.
Thanks. The problem with a flat amount is that you can sacrifice the skeleton from your hero power, which might be too strong. Having it scale with Health also prevents from sacrificing a 1 health creature after a trade as that would be a huge waste.
It is indeed a strong card tho, as it enables some strong tempo plays with Deathrattle or Battlecry creatrues (Sylvanas for instance). However that is still a 2 card combo and requires additional cards to make use of. I think it somewhat balanced due to the limitation of that.
I have to say, I'm a little frightened of the Alexstrasza plays. o_o
Setting the health itself without a body doesn't seem like such a huge effect to me. Might open up some combo potential, but I am not a fan of hand burst, so I won't introduce too much burst damage to the class. You won't be able to deal 15 damage with 2 cards, in this case it would be 4 cards anyway, making it very situational and it would probably still deal less damage than (like 2x PO + Faceless + Arcane = 24 dmg).
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Unfortunatly weak, its mage hero power that cant attack face and if it can't kill the target actually buffs them.
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
Looking for more card design action? Check out my Artstone Design Challenge:That's So Meta
rough sketch of my design, what do you guys think? It's my first time doing this btw, and it took me around 3.5 hours XD
Did this on Gimp.
Edit: Made the spell template aswell, this one was way faster (after some practice), therefore the lower upload quality. Anyway, do I upload this design to hearthcards.net now? XD
@Varolie
I would word it: "Charge. Battlecry: Can only attack minions until the end of your turn ." or "Charge. Can only attack minions the turn it is played."
Witchdoctor would be better if he had Stasis Trap imo: http://classic.battle.net/war3/orc/units/witchdoctor.shtml :p
Otherwise he is fine, but I think a card that would yield -2 Spell Damage would be cooler along with lower stats. +1 Spelldamage is vastly stronger than -1 Spell Damage. Alternatively you can make it a Aura Effect that affects your enemy.
It's definitely playable either way.
@Elmo1191
I think hero powers have to be usable without anything on the board. It's what you do when you have nothing to play. Not a fan. It would be too weak in its current form.
@DonnieMcKarlo
The border looks great. I like the color scheme.
Will post a final draft soon. Hope you will like it.
Is there a name for effects with a lightning bolt on it, like Power Overwhelming or Grim Patron? I'm trying to come up with a card to trigger these kinds of effects, but I'm not sure how to word it. Currently, It reads "Target a minion. Trigger any Deathrattles or end of turn effects," but I'm wary of not having a name for the trigger. (And I'd rather it be 'deathrattles or lightning bolts,' not just end of turn ones, but, again, the name),
That would be this http://hearthstone.gamepedia.com/Triggered_effect
Keep it simple. "Trigger all effects." (:
Someone seems to have posted a demon hunter ;(
Can I continue to go on with my idea?
"Not all those who wander are lost."
- Velen R. R. Tolkien
If you can find a way to differentiate the two it should be fine
. I'll be proposeing multiple different possible sample cards for my shadow hunter concept, before deciding what 3 to use as my examples,
How about this legendary?
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
Looking for more card design action? Check out my Artstone Design Challenge:That's So Meta
I liked the idea, but is there any way to make Corrupted Blood less wordy? More than 4 lines can be bad :/
There also seems to be a rule that you can't post on the first round a token created by an example card.
"Not all those who wander are lost."
- Velen R. R. Tolkien
It looks amazing! Very well done! ^_^
I know that the person who runs Hearthcards has a HearthPwn account. I'll ask the other mods and try to figure out who they are to see if I can message them and ask them about how to submit custom hero card templates.
This is correct. Submission posts for this content are already going to be a lot more packed with content than they are for the Weekly Card Design Competitions, and so we want to cut down on tokens to keep it manageable, especially since we're already allowing tokens for Hero Powers. That said, the Corrupted Blood thing doesn't appear to be an actual token but rather just a description of the effect in card form. The card form of the explanation cannot be submitted, but the explanation of the effect can be included.
I haven't really though about this at all, considering I saw this competition a couple minutes ago, but I thought a Naga hero could be pretty fun to make. I already have a bunch of Naga themed cards for the fan adventure I'm working on, so I shouldn't have too much trouble coming up with cards. Anyway, do you think Lady Vashj or Azshara would be better as a hero? I'm not sure.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
I think Lady Vashj, for two reasons, IMO:
Azshara is extremely powerful, on par with beings like Archimonde and Deathwing;
Lady Vashj has more "known" abilities (Sea Witch) and has seen more screen time (WCIII) than Azshara, thus is more player-friendly(?).
There ya go
"Not all those who wander are lost."
- Velen R. R. Tolkien
My possibly full list for this phase:
Thoughts? Any ideas for a better keyword than "Hunger" ?
"Not all those who wander are lost."
- Velen R. R. Tolkien
Thanks, that means alot to me, considering I'm a catastrophy when it comes to colouring stuff =)
I suppose it fits lorewise, the only grudge I have is that Noxious and TheChiv did a very similar concept in their Zul'Gurab adventure mode.
Thanks for the praise and the support aswell! =)
So, anyhow, until I get some tools to visualise these cards properly, here is my skeleton for phase I in the discussion topic for now
Hero concept: Warden
Hero: Maiev Shadowsong
Lore: Wardens are the appointed jailors in the warcraft universe. They posess great martial talent and fuel their abilites with the fury and vengeance they feel towards their captive in order to protect him from possible rescuees aswell as hunting down their prey.
The warden will be a class that plays a hero centric style. That means it will be relying on weapons and spells to deal damage and control the board, but it will do this also as it's primary win condition and not incorporate many minions in his play. The warden is capable of dealing precise damage to key targets aswell as presenting a itself as a very resilient foe and hard to bring down. This is an omage to the very frustrating to play against solo warden gameplay of nightelves against the inexpierienced players druing warcraft 3 days - a warden and a ton of moon wells was all you needed to win against a whole army.
Hero power: Shadow Strike
The bread and butter ability of the warden. It's a delayed 2 damage targetable ping, much like the rogues. The advantage is, you don't take facedamage, however, if you kill a 1 health minion with it, you lose out on half of it's value. Yes, it's strictly better than the mage hero power though, I feel that that is a big flaw in the design, but I'm just going to write it off as a hate factor for my submission in favor of aesthetics. Also, I'm not sure on the wording, but I hope that is fine at least.
The first sneak preview from the basic set. One of Maiev's various weapons. It's a good turn 1 play into hero power on anything you want to smack hard or you can just use it to split your damage for early board control. It's all up to you. It enforces the hero centric play which I want to aim at with the class.
Some GvG flavour here. I really wanted to go with Ballista or Glaive Thrower, but there was no reasonable art for it, so I picked an anti-mech card and went with a completely different design. I originally wanted something aggressive, but then I decided to make a not-so-good card that somewhat reflects the majority from the GvG set. It's comparable to explosive sheep, minus the friendly fire and much less volatile. Purely a meta card, but I suppose you can have those.
Rare from the expert set. I want you guys to look at this card as an indicator of what this hero can be. A complete war machine. It's not meant to rush down the opponent or be a control heavy player. I want massive hero vs army fighting and swings in health totals and board states and I will see how far I can push the concept in that direction without making the combos too overpowered. Anyway, on to this one - It's a nice tool to enable you to keep attacking with your weapons aswell as a punishing reminder to swarmy decks that a warden is no easy prey.
That would be it for phase I. I hope I can hear some bashing my head in before I leave for a couple of days =D
Tinker
Hero Power(2): Add two Spareparts into your hand.
New keyword - Burning : The effect that triggers when this card gets discarded from your deck (which is shown as burnt).
THERE IS NO GAME.
Class: Necromancer / Lich (might fit better?)
Ner'zhul was the Warchief of Draenor after the Dark Portal was destroyed in Azeroth. Hopened several portals on Draenor in an attempt to seek out new lands to escape to and conquer, but was immediately captured by Kil'jaeden. His mortal form was destroyed and his spirit was transformed into the Lich King.
The class is heavily inspired by the Lich hero of Warcraft 3 and the Undead race's units.
Click to hear the emotes.
Play: The Darkness flows within me.
Thanks: Thank you.
Well Played: Oh, well played.
Greetings: Welcome.
Sorry: My condolences.
Oops: Rats!
Threaten: Your soul shall serve me!
Weapon attack: Muhahaha
Concede: I will be back!
The hero power benefits greatly from temporary buffs like Abusive Sergeant, Dire Wolf Alpha or Raid Leader.
The class as a whole is designed around Undead minions and will feature several spells and creatures that make use of them (and their death).
In addition to class cards, existing Undead cards will also join the Undead archetype. Abomination, Baron Rivendare, Bloodmage Thalnos, Deathlord, Flesheating Ghoul, Kel'Thuzad, Loatheb, Mad Scientist, The Black Knight, Unstable Ghoul, Wailing Soul and Zombie Chow
It's impossible to give a real insight into the class and its potential with only 3 cards and I have much more ideas, but I chose the 3 cards that each show a different theme that will be common among them: Dark Arts, Sacrifice, Making use of "Death" and Undead synergy.
Dark Ritual allows to make otherwise impossible combos at the sacrifice of a minion. It opens up vast possibilities and brings a unique dynamic to the class in form of a simple spell. For balance reasons you can't exceed your current maximum amount, meaning that you can only REFILL your Mana Crystals.
Inspired by Warcraft 3's Meat Wagon, which collects corpses to catapult them at your enemies, its iteration in Heartsthone gives you a first glimpse into the Undead synergy. It doesn't do anything on its own, but is a huge tempo swing if played along with Undead creatures and has a direct synergy with the Hero Power.
Similar to the Lich hero from Warcraft 3, Frost and Ice along with Dark Arts will be a common theme for the spells. Frost Armor is a versatile tool and functions as a heal and due to its effect it's a huge help against aggro and face decks.
Any additional comments or am I good to go?
@DonnieMcKarlo : An interesting concept. To balance the hero power, you could have it only target minions, thus differentiating from the mage hero power. Also, small bit, but I'd replace the first comma with a period, which would help differentiate the two phases.
The weapon seems balanced. It's a worse light's justice if left alone, or a better stormforged axe if combo'd. I like it!
I think the minion is too powerful, even with such weak stats. Consecration is an example of dealing 2 damage to all enemies, which is 4 as a spell. The closest minion is probably the rogue one which backstabs everything, but even then the ability is worth 2 mana as a conditional. On top of that, additional damage is dealt to mechs. I'd either mess with the damage values, like 1 to all and 3 to mechs, or bump up the mana cost.
The spell is costed at about 3 minions dying, otherwise it's a weaker druid heal spell. Previous cards with that type of conditional appear to be costed around 2 minions dying (Solemn Vigil being the best example), so you can probably bump the healing up to 4 or decrease the cost to 2.
I like the theme!
@ZukuuEverything looks great! The only thing that worries me is Dark Ritual costing 0 mana, as the closest analogue we have of a 0 mana sacrifice is with warlocks healing for 5, but depending on the other creatures you make it might be fine. Otherwise, very cool so far.
I have to say, I'm a little frightened of the Alexstrasza plays. o_o
I'm really skeptical about introducing classes that promote a new mechanic/racial interactions (in your case, the 2nd thing), atleast for this competition. That's just me though. I don't like the thing where you use Ner'Zhul's Orcish portrait and give him a ton of lich themed spells while he is still in his 'shaman' form. Maybe you should use Teron Gorefiend (although he is a death knight in lore, he was part of the horde, raised by shamans) but best disregard this advice. Clever wording on dark ritual, I was gonna complain about doomsayer-dark ritual-7drop, but you avoided that nicely. Hero power - ok, Frost armor, some niche flavour. Overall it's fair for a first look. Submissions like yours make you want to see a bit more of the whole set, because I'm not quite convinced with the direction the class is going in.
Thanks.
The problem with a flat amount is that you can sacrifice the skeleton from your hero power, which might be too strong. Having it scale with Health also prevents from sacrificing a 1 health creature after a trade as that would be a huge waste.
It is indeed a strong card tho, as it enables some strong tempo plays with Deathrattle or Battlecry creatrues (Sylvanas for instance). However that is still a 2 card combo and requires additional cards to make use of. I think it somewhat balanced due to the limitation of that.
Setting the health itself without a body doesn't seem like such a huge effect to me. Might open up some combo potential, but I am not a fan of hand burst, so I won't introduce too much burst damage to the class. You won't be able to deal 15 damage with 2 cards, in this case it would be 4 cards anyway, making it very situational and it would probably still deal less damage than (like 2x PO + Faceless + Arcane = 24 dmg).