Hello everybody! This topic is for discussion of Phase II of the Class Design Competition. To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about this week's entry format? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your example cards? Do you need help finding art? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you are not allowed drastic changes, so make sure that you've settled on your cards for sure beforehand.
Discussion! Do you have thoughts on other people's cars? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone card design and balance? This is where you want to be!
WARNING:
Please refrain from the following...
Advertising Your Entry. Please don't pop in here just to advertise your cards only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your cards is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your cards for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
I think I'll continue my mock submission so I call dibs on the second post in this thread ;)
under construction
Mock Submission
I have let you all down by not submitting lots of Murloc related things in the WDC, I hope you can forgive me after this mock entry :P This is for me to have some fun and to inspire you guys. Even though it may be hard to come up with something it's still possible! Why not make a Murloc class yourself? ;)
Tribal Leader
So, how would this class work? I've actually never played WoW, but as far as I understand Murlocs will try and gang up on their enemy/enemies and overwhelm them, which will lead to Murlocs becoming the winners of the fights! Unfortunately I think Hearthstone has failed with this and Murlocs are just a worse, more gimmicky face-variant compared to Face Hunter. With this class I want to make Murlocs feel closer to the Murlocs in WoW and focus mostly on minions and not spells. However it would have a few weapons. I have identified a few major problems with Murlocs:
Too reliant on good card draw and that the cards keep on coming as you will empty your hand quickly
So, how can I fix these problems? Unfortunately I will only post three cards here but they will hopefully at least give you some kind of picture of what I'm aiming at.
This Hero Power would allow better trading as you can get +2 Attack which can make a big difference in the end. Getting an Abusive Sergeant effect when you need it could really improve Murlocs' viability. But the balance of this Hero Power then? Well, you have to use it on a Murloc which means that your options are limited which reduces the HP's worth. Also it's only for this turn and your own Hero won't gain anything from it like for example Druids does (+1 Armor). If you have no board then this HP is most likely useless.
CARD DRAW! Murloc decks card draw outside of Warlock variants are often quite unstable. You can't really count on it. However with this card you are going to draw at least three cards but probably more! As the card would be minion based you are likely to draw an additional 1-2 cards which would greatly help. Is it unbalanced? Compared to Nourish I think it's fine as you don't have the versatilty Nourish has but instead have a probable bonus of extra card draw.
PROTECTION! A boring, simple card but it's really something that is needed. How else would you protect your Warleaders, Murk-Eye etc? Murlocs actually don't have a single taunt card which they are in desperate need of. They can't really use a Taunt without the Murloc synergy as Murlocs are so heavily dependant on its synergy to make themselves work.
I hope you enjoyed my class! It's not perfect but as I'm not participating in this competition, perfect is not needed IMO :P I'm thinking of a special keyword for the class which would be based of Murlocs swarming capabilities. This keyword would be used to snowball out of control because I would want this class to be able to punish overly slow decks, but at the same time not be too aggroish. Wish me luck!
I agree with godyend that phase 3 will be the most interesting one. Sadly imo this phase will be the most boring since many classes created new keywords that will fall apart in this phase due to the restriction of including them on basic cards resulting in some forced basic cards.
We have no problem with folks creating their own individual topics on the general forum if they'd like to continue showing off their eliminated class concept. Indeed, part of the point of this competition was to get folks thinking bigger than they usually do, not just about individual cards but about classes as a whole. If, as a result of that, folks have felt inspired enough to start their own topics about their original classes, despite no longer being part of this competition, then that's awesome! =)
Congratulations, glad to see so many well-designed entries making it through!
I suppose I'll start off the discussion with a quandary I'm stuck in.
As you may (or may not) recall, my Hero is the Archivist, Arcanist Doan.
Spellwear refers to the fact that 'After you cast a spell, this weapon lose 1 Durability'.
I have 9 of my Basic cards essentially figured out, and I'll put those in this spoiler if anybody wishes to check them balance-wise.
Two minions that show Spell Damage and weapon synergy at it's most basic level. As with the spells, these minions seem particularly weak, but with the abundance of Spell Damage already in the game and the new weapons I plan to introduce, they have to be this weak so as not to be broken.
A very simple class taunt. Not much to say really.
The spells that straight up state a damage value that can be affected by Spell Damage. Ink Assault works similarly to Cleave, and A New Chapter is a favourite of mine due to it's duality - it can be used as a board wipe or a card draw engine depending on how and when you play it.
A more interesting board clear option. With your Hero Power it becomes a 6 mana (potentially over two turns) 3 damage AOE, to minions only, which seems awful. The real power of this card comes in combining it with the weapons that we have yet to see, and is why I think the minions only justification is needed.
Finally, the non-damaging spells. The first is more an aesthetic card than one that I tried to balance very well - any help on that one would be appreciated. Warded Pages is your lategame 'I have a high Spell Damage weapon that I want to use a lot of spells with' card. Comparable in a way to Commanding Shout.
However, my main issue is deciding on my tenth Basic card. I'm torn between these two:
I think that I much prefer the Scroll Keeper, but I'm also wary in that that would bring the minion/spell split up to 4/6, equal lowest number of spells in any Basic set. In a class so focused on spell interaction, I'm unsure if this is good or not.
I'm also sad that I can't include any weapons in my Basic set, but since they would require the new keyword, I'll just have to hold back and hope the idea can come across well without them.
Sadly imo this phase will be the most boring since many classes created new keywords that will fall apart in this phase due to the restriction of including them on basic cards resulting in some forced basic cards.
That's sort of the point of this part of the competition, to narrow down from the concepts that are too narrowly focused on complex or advanced mechanics. Keep in mind, though, that Basic does not have to mean "boring". There are tons of Basic cards that are quite unique and interesting! Off of the top of my head... Innervate, Sap, Tracking, Warsong Commander, Wild Growth, Corruption, Mind Control, Mind Vision, Truesilver Champion, Vanish, and I'm probably forgetting more neat ones. That's the challenge: To present something interesting and innovative that captures our attention while at the same time remaining simple.
Yay, I scored #1 overall in Phase I by a small margin.^^ Already posted my submission. Changed them a bit based on input in the last thread. I hope I make it to Phase III and can show the classic set as well, as that is where it will become interesting and the full concept of my classes synergy will become more clear.
Hopefully not to insert too much bias into the situation, but I'm entirely with Elmo on this one. Paying attention to what real classes do is the best way to get your class looking the most realistic. Real class Basic cards are mostly spells, and Elmo gives a fantastic and insightful explanation for exactly why that is. True, it's not mandatory that you follow the pattern set forth by the existing classes entirely (I think we've already restricted you enough there, what with barring you from so many keywords), but it's definitely something to think about.
Also, I'm going to talk to Murloc about us not being so strict this time with the changing submissions after you post them thing. True, you should definitely think things out before you post them, but up-votes don't really matter for this submission topic, so changing your stuff part way though, even drastically, doesn't actually offer you any advantage or disadvantage when it comes to the results of this Phase. Stay tuned for the verdict...
I looked at the other classes as well and came to the conclusion that anything <=4 minions would be okay (like Hunter), at least for a minion dependent class without basic weapons.
I was quite amazed that I got in here, the only way I figured would have been a wild 1 from murloc, but hey, thanks to all of you, and congrats to the finalists. Im even more scared now though, as with the concept I'm going with, I don't really have much room to tinker with in the basic set, and I really want to make phase III cuz, man, I've got some plans for the expert set. I'm glad I was patient and still have something new to showcase, props on Zukuu as well on that regard, the new additions seem quite nice.
Hero + example cards:
The most basic of Maiev's weapons - allows for board control early but still packs a punch midgame.
The warden's natural ability packed in this spell. Serves as a simple cycle and can also can be used to buy you an additional turn against several classes when you suspect they might aim at your face with burn.
Mechanically this is intended as a board clear, as the warden will have alot of healing/damage evasion mechanics the should balance out the damage taken from hitting minions. It also doubles as a potential finisher, but weapon buffs are not really a thing in the class arsenal.
Technical details: the number of attacks it counted at the time you play this spell, that means, that you can use it on a 5 durability weapon and gain 5 attacks, even if you choose to immediately or midway equip another weapon, you still attack 5 times. That also means, that refreshing weapons over and over does not net you additional attacks.
The rest:
The class' anti aggro option that softens incoming threats while slowly dieing away. Can obviously be played around aswell as abused to a certain extent(patrons, acolyte of pain etc.).
When sometimes that 1 weapon hit isn't good enough.
In theory this works as draw a card and play it. Since it's a weapon, you get a finite use out of it which balances out the gain you get from equipping a higher costed weapon. Also, weapons are slightly weaker than spells and minions costed similarily, yet very effective.
A really aggressive weapon that has some combo potential, but can be played around, and the main appliance is still board clearing.
The class' main card draw engine. Should at the very least be able to cycle while giving a body on the board.
A below average midgame minion for the class, that boosts the main drive in the warden's disposal.
Has the same mana-damage-stuck-into it ratio as assasin's blade, but you need less time to unleash it all. Slightly under-par damage to clear minions at this stage in the game, but still a very solid weapon when nothing else is available
I appreciate the support I've gotten so far. Best of luck to everyone.
Also, specifically @elmo1191:
I very well remember you voicing those thoughts, and I think in that aspect you are overthinking it. I specifically said I would be making a spell and equipment heavy class and I'm simply following through on this. The deviation from the warrior class is fairly minimal - I have 2 more weapons instead of 2 spells which I find fine and very excusable for reasons mentinioned, that is merely the attempt of giving my class some of it's own flavour.
edit: ok, it's also 1 minion less, forgot that arathi weaponsmith isn't a basic card. I mean, I can see your point, and I assure you I did think about card type distribution among the basic cards of the classes, but in the end I think you also have to set a good baseline for your concept with something that feels natural for you. On that note I also think that I kinda am missing some 'useless cards' in my arsenal, though some testing may prove me wrong.
Heartseeker and blink seem ok but i have an issue with Rain of steel. Imagine blingtron and this. That would be insane (gorehowl, ashbringer doomhammer). And other cards seem balanced as well. The only problem i could see is that you would just go face with all your weapons. If you plan to add any more try adding an effect like >can only attack minions> or something like that.
Erm... you can't use Stealth in the card text of basic cards. So i suppose with that in mind, there's not much of a choice to be made :)
...wow. You'd think I would've caught something like that XD I suppose that does make my submission a lot easier.
In regards to including a weapon, I'd love to, but I'd need to figure out a way of including one that didn't have the Spellwear keyword, and I think that something like that may end up being too overpowered or too different from the rest of the class. _______________________
In regards to your submission: I'm torn, but overall I really like what you've done with it. I think that Further Research is one of the most interesting yet simple cards I've seen in a long time, so props to you for finding a way to include lategame draw into your class.
I also really like that you managed to include some 'boring' cards that don't feel forced or unneeded - you have them because you kind of need basic, small spells for a class, and that's great.
I still dislike Undercity Abomination, I think it seems very powerful, especially when combined with Enflesh. I can understand a want for a powerful Basic card, but it just seems too good. I think I'd have preferred to see it as a Rare or Epic 5/8 with Infected. That way if it killed a minion it counters it's own Infection health loss, and at the same time it can spread Infection. I'd even say you could buff that to a 6/8.
Heartseeker and blink seem ok but i have an issue with Rain of steel. Imagine blingtron and this. That would be insane (gorehowl, ashbringer doomhammer). And other cards seem balanced as well. The only problem i could see is that you would just go face with all your weapons. If you plan to add any more try adding an effect like >can only attack minions> or something like that.
Heartseeker and blink seem ok but i have an issue with Rain of steel. Imagine blingtron and this. That would be insane (gorehowl, ashbringer doomhammer). And other cards seem balanced as well. The only problem i could see is that you would just go face with all your weapons. If you plan to add any more try adding an effect like >can only attack minions> or something like that.
Well, that is sortof by design the card that should provoke some of the more interesting potential deckbuilding ideas. Not only blingtron is fun, but also Captain Greenskin. Also in your mentions - Gorehowl is a really bad thing to use rain of steel on, and ashbringer can't be spawned from blingtron.
Your concerns are valid as to the weapon going face thing. But first off, the weapons are not that powerful, and really, you can only go face with 1 weapon at a time, meaning you could have a hand full of weapons, but that wouldn't really help you in the race. Heavy combos might be set up, but I think they're difficult enough to be allowed.
Heartseeker and blink seem ok but i have an issue with Rain of steel. Imagine blingtron and this. That would be insane (gorehowl, ashbringer doomhammer). And other cards seem balanced as well. The only problem i could see is that you would just go face with all your weapons. If you plan to add any more try adding an effect like >can only attack minions> or something like that.
"each target once" or something like that.
Hmm, I can think about that one. But I honestly kinda like the card as a 'potential' finisher.
This is the Discussion Topic. The Submission Topic is here.
(Please Read the Submission Topic first.)
Hello everybody! This topic is for discussion of Phase II of the Class Design Competition. To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about this week's entry format? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your example cards? Do you need help finding art? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you are not allowed drastic changes, so make sure that you've settled on your cards for sure beforehand.
Discussion! Do you have thoughts on other people's cars? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone card design and balance? This is where you want to be!
WARNING:
Please refrain from the following...
Advertising Your Entry. Please don't pop in here just to advertise your cards only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your cards is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other.
12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your cards for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
I think I'll continue my mock submission so I call dibs on the second post in this thread ;)
under construction
Mock Submission
I have let you all down by not submitting lots of Murloc related things in the WDC, I hope you can forgive me after this mock entry :P This is for me to have some fun and to inspire you guys. Even though it may be hard to come up with something it's still possible! Why not make a Murloc class yourself? ;)
Tribal Leader
So, how would this class work? I've actually never played WoW, but as far as I understand Murlocs will try and gang up on their enemy/enemies and overwhelm them, which will lead to Murlocs becoming the winners of the fights! Unfortunately I think Hearthstone has failed with this and Murlocs are just a worse, more gimmicky face-variant compared to Face Hunter. With this class I want to make Murlocs feel closer to the Murlocs in WoW and focus mostly on minions and not spells. However it would have a few weapons. I have identified a few major problems with Murlocs:
Too reliant on good card draw and that the cards keep on coming as you will empty your hand quickly
Too reliant on Murloc Warleaders
Too bad trading
Too susceptible too AoE
No protection of important minions
So, how can I fix these problems? Unfortunately I will only post three cards here but they will hopefully at least give you some kind of picture of what I'm aiming at.
This Hero Power would allow better trading as you can get +2 Attack which can make a big difference in the end. Getting an Abusive Sergeant effect when you need it could really improve Murlocs' viability. But the balance of this Hero Power then? Well, you have to use it on a Murloc which means that your options are limited which reduces the HP's worth. Also it's only for this turn and your own Hero won't gain anything from it like for example Druids does (+1 Armor). If you have no board then this HP is most likely useless.
CARD DRAW! Murloc decks card draw outside of Warlock variants are often quite unstable. You can't really count on it. However with this card you are going to draw at least three cards but probably more! As the card would be minion based you are likely to draw an additional 1-2 cards which would greatly help. Is it unbalanced? Compared to Nourish I think it's fine as you don't have the versatilty Nourish has but instead have a probable bonus of extra card draw.
PROTECTION! A boring, simple card but it's really something that is needed. How else would you protect your Warleaders, Murk-Eye etc? Murlocs actually don't have a single taunt card which they are in desperate need of. They can't really use a Taunt without the Murloc synergy as Murlocs are so heavily dependant on its synergy to make themselves work.
I hope you enjoyed my class! It's not perfect but as I'm not participating in this competition, perfect is not needed IMO :P I'm thinking of a special keyword for the class which would be based of Murlocs swarming capabilities. This keyword would be used to snowball out of control because I would want this class to be able to punish overly slow decks, but at the same time not be too aggroish. Wish me luck!
Congratulations to everyone who made it to Phase 2.
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
Gratz to all who made it.
I agree with godyend that phase 3 will be the most interesting one. Sadly imo this phase will be the most boring since many classes created new keywords that will fall apart in this phase due to the restriction of including them on basic cards resulting in some forced basic cards.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
We have no problem with folks creating their own individual topics on the general forum if they'd like to continue showing off their eliminated class concept. Indeed, part of the point of this competition was to get folks thinking bigger than they usually do, not just about individual cards but about classes as a whole. If, as a result of that, folks have felt inspired enough to start their own topics about their original classes, despite no longer being part of this competition, then that's awesome! =)
Congratulations, glad to see so many well-designed entries making it through!
I suppose I'll start off the discussion with a quandary I'm stuck in.
As you may (or may not) recall, my Hero is the Archivist, Arcanist Doan.
Spellwear refers to the fact that 'After you cast a spell, this weapon lose 1 Durability'.
I have 9 of my Basic cards essentially figured out, and I'll put those in this spoiler if anybody wishes to check them balance-wise.
Two minions that show Spell Damage and weapon synergy at it's most basic level. As with the spells, these minions seem particularly weak, but with the abundance of Spell Damage already in the game and the new weapons I plan to introduce, they have to be this weak so as not to be broken.
A very simple class taunt. Not much to say really.
The spells that straight up state a damage value that can be affected by Spell Damage. Ink Assault works similarly to Cleave, and A New Chapter is a favourite of mine due to it's duality - it can be used as a board wipe or a card draw engine depending on how and when you play it.
A more interesting board clear option. With your Hero Power it becomes a 6 mana (potentially over two turns) 3 damage AOE, to minions only, which seems awful. The real power of this card comes in combining it with the weapons that we have yet to see, and is why I think the minions only justification is needed.
Finally, the non-damaging spells. The first is more an aesthetic card than one that I tried to balance very well - any help on that one would be appreciated. Warded Pages is your lategame 'I have a high Spell Damage weapon that I want to use a lot of spells with' card. Comparable in a way to Commanding Shout.
However, my main issue is deciding on my tenth Basic card. I'm torn between these two:
I think that I much prefer the Scroll Keeper, but I'm also wary in that that would bring the minion/spell split up to 4/6, equal lowest number of spells in any Basic set. In a class so focused on spell interaction, I'm unsure if this is good or not.
I'm also sad that I can't include any weapons in my Basic set, but since they would require the new keyword, I'll just have to hold back and hope the idea can come across well without them.
You can find me here! Good luck everyone!
That's sort of the point of this part of the competition, to narrow down from the concepts that are too narrowly focused on complex or advanced mechanics. Keep in mind, though, that Basic does not have to mean "boring". There are tons of Basic cards that are quite unique and interesting! Off of the top of my head... Innervate, Sap, Tracking, Warsong Commander, Wild Growth, Corruption, Mind Control, Mind Vision, Truesilver Champion, Vanish, and I'm probably forgetting more neat ones. That's the challenge: To present something interesting and innovative that captures our attention while at the same time remaining simple.
Hello guys! Congrats who everyone else who made it ^^
Can't wait to develop my class and see what others have planned! @ShadowsOfSense I really like your Archivist!
"Not all those who wander are lost."
- Velen R. R. Tolkien
Yay, I scored #1 overall in Phase I by a small margin.^^ Already posted my submission. Changed them a bit based on input in the last thread. I hope I make it to Phase III and can show the classic set as well, as that is where it will become interesting and the full concept of my classes synergy will become more clear.
@Elmo1191
Yo just a small heads up. On your submission post you forgot to give toxic experiment the correct border. (neutral instead of tinker).
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Well I goofed up, went 5 minion 5 spells. Didn't even think about that.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Hopefully not to insert too much bias into the situation, but I'm entirely with Elmo on this one. Paying attention to what real classes do is the best way to get your class looking the most realistic. Real class Basic cards are mostly spells, and Elmo gives a fantastic and insightful explanation for exactly why that is. True, it's not mandatory that you follow the pattern set forth by the existing classes entirely (I think we've already restricted you enough there, what with barring you from so many keywords), but it's definitely something to think about.
Also, I'm going to talk to Murloc about us not being so strict this time with the changing submissions after you post them thing. True, you should definitely think things out before you post them, but up-votes don't really matter for this submission topic, so changing your stuff part way though, even drastically, doesn't actually offer you any advantage or disadvantage when it comes to the results of this Phase. Stay tuned for the verdict...
I looked at the other classes as well and came to the conclusion that anything <=4 minions would be okay (like Hunter), at least for a minion dependent class without basic weapons.
I was quite amazed that I got in here, the only way I figured would have been a wild 1 from murloc, but hey, thanks to all of you, and congrats to the finalists. Im even more scared now though, as with the concept I'm going with, I don't really have much room to tinker with in the basic set, and I really want to make phase III cuz, man, I've got some plans for the expert set. I'm glad I was patient and still have something new to showcase, props on Zukuu as well on that regard, the new additions seem quite nice.
Hero + example cards:
The most basic of Maiev's weapons - allows for board control early but still packs a punch midgame.
The warden's natural ability packed in this spell. Serves as a simple cycle and can also can be used to buy you an additional turn against several classes when you suspect they might aim at your face with burn.
Mechanically this is intended as a board clear, as the warden will have alot of healing/damage evasion mechanics the should balance out the damage taken from hitting minions. It also doubles as a potential finisher, but weapon buffs are not really a thing in the class arsenal.
Technical details: the number of attacks it counted at the time you play this spell, that means, that you can use it on a 5 durability weapon and gain 5 attacks, even if you choose to immediately or midway equip another weapon, you still attack 5 times. That also means, that refreshing weapons over and over does not net you additional attacks.
The rest:
The class' anti aggro option that softens incoming threats while slowly dieing away. Can obviously be played around aswell as abused to a certain extent(patrons, acolyte of pain etc.).
When sometimes that 1 weapon hit isn't good enough.
In theory this works as draw a card and play it. Since it's a weapon, you get a finite use out of it which balances out the gain you get from equipping a higher costed weapon. Also, weapons are slightly weaker than spells and minions costed similarily, yet very effective.
A really aggressive weapon that has some combo potential, but can be played around, and the main appliance is still board clearing.
The class' main card draw engine. Should at the very least be able to cycle while giving a body on the board.
A below average midgame minion for the class, that boosts the main drive in the warden's disposal.
Has the same mana-damage-stuck-into it ratio as assasin's blade, but you need less time to unleash it all. Slightly under-par damage to clear minions at this stage in the game, but still a very solid weapon when nothing else is available
I appreciate the support I've gotten so far. Best of luck to everyone.
Also, specifically @elmo1191:
I very well remember you voicing those thoughts, and I think in that aspect you are overthinking it. I specifically said I would be making a spell and equipment heavy class and I'm simply following through on this. The deviation from the warrior class is fairly minimal - I have 2 more weapons instead of 2 spells which I find fine and very excusable for reasons mentinioned, that is merely the attempt of giving my class some of it's own flavour.
edit: ok, it's also 1 minion less, forgot that arathi weaponsmith isn't a basic card. I mean, I can see your point, and I assure you I did think about card type distribution among the basic cards of the classes, but in the end I think you also have to set a good baseline for your concept with something that feels natural for you. On that note I also think that I kinda am missing some 'useless cards' in my arsenal, though some testing may prove me wrong.
@DonnieMcKarlo
Heartseeker and blink seem ok but i have an issue with Rain of steel. Imagine blingtron and this. That would be insane (gorehowl, ashbringer doomhammer). And other cards seem balanced as well. The only problem i could see is that you would just go face with all your weapons. If you plan to add any more try adding an effect like >can only attack minions> or something like that.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
...wow. You'd think I would've caught something like that XD I suppose that does make my submission a lot easier.
In regards to including a weapon, I'd love to, but I'd need to figure out a way of including one that didn't have the Spellwear keyword, and I think that something like that may end up being too overpowered or too different from the rest of the class.
_______________________
In regards to your submission: I'm torn, but overall I really like what you've done with it. I think that Further Research is one of the most interesting yet simple cards I've seen in a long time, so props to you for finding a way to include lategame draw into your class.
I also really like that you managed to include some 'boring' cards that don't feel forced or unneeded - you have them because you kind of need basic, small spells for a class, and that's great.
I still dislike Undercity Abomination, I think it seems very powerful, especially when combined with Enflesh. I can understand a want for a powerful Basic card, but it just seems too good. I think I'd have preferred to see it as a Rare or Epic 5/8 with Infected. That way if it killed a minion it counters it's own Infection health loss, and at the same time it can spread Infection. I'd even say you could buff that to a 6/8.
You can find me here! Good luck everyone!
"each target once" or something like that.
@ShadowsOfSense
You also cannot use Silence so Tranquility is also uneligible.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Well, that is sortof by design the card that should provoke some of the more interesting potential deckbuilding ideas. Not only blingtron is fun, but also Captain Greenskin. Also in your mentions - Gorehowl is a really bad thing to use rain of steel on, and ashbringer can't be spawned from blingtron.
Your concerns are valid as to the weapon going face thing. But first off, the weapons are not that powerful, and really, you can only go face with 1 weapon at a time, meaning you could have a hand full of weapons, but that wouldn't really help you in the race. Heavy combos might be set up, but I think they're difficult enough to be allowed.
Hmm, I can think about that one. But I honestly kinda like the card as a 'potential' finisher.
Are you talking about mine, by any chance?