Gratz on making it to the next phase. Now let's see whose Lich is better =).
It seems we both went for freeze and damage basic set. Just a reminder that you cannot have deathrattle in the basic set so be careful with minion deaths. I don't know about Frigid Desolation. It does balance itself out but you need frozen synergy that benefit you like I did it to make it viable.
Frost maiden is a simple removal tool that has to stick one turn to be useful and will in most cases die unless you freeze the entire board. I see no problems with her. As for the legendary, basic sets don't have legendarys so you will have to use him in the next set. As someone else pointed out you should rephrase the wording on it. And that draw a card part of his effect might be a little bit too op.
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I got the feedback from Elmo in the previous topic but i would like to see what others think of the cards i posted.
The Lich class
HP explanation and example cards:
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
BASIC SET:
Frozen Mage will serve as your standard 2 drop. His goal is to make you live a little longer. And he will accomplish that with his taunt and his ability to freeze anything he damages. However he is permanently frozen making him unable to attack.
Now we're getting somewhere with the frost synergy. Frost Nerubian is like the Twilight Drake since he will get a stat boost based on one condition, That condition in this case is the number of frozen minions on the field.
Spreading Frost Is similar to cone of cold that the mage class has but it can only be cast on an already frozen minion. That and the fact it deal less damage makes it's lower mana cost justifiable.
Plague Cauldron. Straightforward 1 drop that will force your opponent to kill it or suffer consequences.
Moving on we have the Ice Prison. It can be cast on your own minions or your opponents. You can stop a big minion from attacking or create a last line of defence to survive another round. It permanently freezes the minion making it so it will not attack again (unless silenced) but giving it a taunt makes it still relevant.
Scorgue Warrior is a 3 drop with spider tank stats. It comes with an effect that helps you chip down your opponents health at the cost of yours. The damage is based off the number of Frozen minions on the field.
Damnation deals 1 damage to all minions on the field and restores 1 hp to your hero for every minion killed. I can't say it more simply. Since you will be doing much randomly split damage this can be used as a final touch to clean the board.
Chill is like frost nova. But for that one extra mana cost, it also freezes the enemy hero.
Ice Spreader is good when you need a board but lack the minions. Solid body for its cost. But it will freeze all your other minions, wich could be bad or good for you since many cards synergise with frozen minions.
Our last card is Call of the Scourge. It deals 5 damage randomly split among enemy minions and summons every minion killed to your side of the field. High risk, high reward.
I don't know how to delete spoilers =)
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Btw is it possible for the moderator to to announce their favorite after the final phase? because moderator should have some fun as well plus it would be cool to see your opinion.
First off, I'm not sure how this submission made it to the second round with virtually no write up. I couldn't find any information by searching on the discussion topic, but I guess you designed a hero power that people just thought was cool, or had enough friends to get into round 2. I'd love to see more from you so I understand how you came up with anything and its purpose for your class. I also find it odd you only have 2 class minions in your basic set, one of which you can't actually target with your own hero power. Either way here's what I think about your cards.
This is pretty close to what you want in a basic card. It shows a hero power interaction, you probably play it when you start playing and then eventually you just give up on it because its to easy for it to die before you get to make it into anything but a random 2 cost minion. Great fringe card.
This is a tough one. This makes you want to play a large number of spells because drawing 2 for 5 mana and not getting any back is probably just too punishing, but its a decent basic card. This is likely to push almost everyone to try to play a lot of spells which shouldn't be too hard since you only have 2 class minions and they aren't particularly playable.
This is another weird one. This can be Twisting Nether for 6 but its probably almost as likely to be closer to Hellfire, especially since you'll likely be playing a lot of spells and not as many minions yourself.
I like the idea of a DoT, obviously blizzard hasn't introduced any even when its a popular part of certain classes (warlock, priest, fire mage). This one seems a tad slow. Unless the minion has 1 health you're at least taking damage from it 1 time. I'm also curious on how you think this should interact with Spell Damage.
This is a 1 drop that is probably good when you play it on turn 1 but completely awful after turn 4. You've taken a somewhat interesting line in giving you minions almost no attack and really high health, but I think that isn't the most enjoyable thing for players who actually play the class. Also, I'm not sure if the "Can't be targeted" effect should be on basic cards. It only appears on 3 cards in the game and none of them are basic.
This card is totally busted. It only costs 1 mana and the effect is permanent. I'm not sure what made you feel this was a reasonable cost for this effect, but this is a drawback that is considered to be worth 1 stat point on a minion, which is about half a mana, and this applies that to every enemy minion. This needs to cost at least 2 mana, and likely only needs to affect a single turn.
I really don't like this card. Its a 3 cost spell that is really only good on minions that cost more than it, but its not even that good against them. I know this is some sort of fixed Imp-losion, but mostly its not. If you ever have to use this to actually kill a minion its totally soul crushing and that will actually probably happen a fair amount against aggro decks. This is probably fine against control, but even then most of the time you're doing small damage and getting 3-4 1/1, which your opponent can probably easily deal with, and even when they can't all it means if you spent 3 mana and had to take a hit from their large minion to trade away the other half of this so you could kill it.
I'm not sure why this costs 5. Its execute that can then execute adjacent minions, so it can be triple execute, but its going to require a ton of work. I think 4 would be a fine cost.
The wording on this is very odd and I could see it being extremely confusing to players until they actually play it. Being able to target a Misdirection that excludes your side of the board for 6 is probably reasonable though.
I want to point out a couple things. First, there is a minor typo, it should say "all your minions" not "all you minions". Second, I'm pretty sure immune minion can't be selected as targets so this means all your taunts are turned off and you can't protect yourself with this at all. I still think 10 mana is close to a reasonable cost, though it could potentially cost 9 and that wouldn't change much.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
First off, I'm not sure how this submission made it to the second round with virtually no write up. I couldn't find any information by searching on the discussion topic, but I guess you designed a hero power that people just thought was cool, or had enough friends to get into round 2. I'd love to see more from you so I understand how you came up with anything and its purpose for your class. I also find it odd you only have 2 class minions in your basic set, one of which you can't actually target with your own hero power. Either way here's what I think about your cards.
This is pretty close to what you want in a basic card. It shows a hero power interaction, you probably play it when you start playing and then eventually you just give up on it because its to easy for it to die before you get to make it into anything but a random 2 cost minion. Great fringe card.
This is a tough one. This makes you want to play a large number of spells because drawing 2 for 5 mana and not getting any back is probably just too punishing, but its a decent basic card. This is likely to push almost everyone to try to play a lot of spells which shouldn't be too hard since you only have 2 class minions and they aren't particularly playable.
This is another weird one. This can be Twisting Nether for 6 but its probably almost as likely to be closer to Hellfire, especially since you'll likely be playing a lot of spells and not as many minions yourself.
I like the idea of a DoT, obviously blizzard hasn't introduced any even when its a popular part of certain classes (warlock, priest, fire mage). This one seems a tad slow. Unless the minion has 1 health you're at least taking damage from it 1 time. I'm also curious on how you think this should interact with Spell Damage.
This is a 1 drop that is probably good when you play it on turn 1 but completely awful after turn 4. You've taken a somewhat interesting line in giving you minions almost no attack and really high health, but I think that isn't the most enjoyable thing for players who actually play the class. Also, I'm not sure if the "Can't be targeted" effect should be on basic cards. It only appears on 3 cards in the game and none of them are basic.
This card is totally busted. It only costs 1 mana and the effect is permanent. I'm not sure what made you feel this was a reasonable cost for this effect, but this is a drawback that is considered to be worth 1 stat point on a minion, which is about half a mana, and this applies that to every enemy minion. This needs to cost at least 2 mana, and likely only needs to affect a single turn.
I really don't like this card. Its a 3 cost spell that is really only good on minions that cost more than it, but its not even that good against them. I know this is some sort of fixed Imp-losion, but mostly its not. If you ever have to use this to actually kill a minion its totally soul crushing and that will actually probably happen a fair amount against aggro decks. This is probably fine against control, but even then most of the time you're doing small damage and getting 3-4 1/1, which your opponent can probably easily deal with, and even when they can't all it means if you spent 3 mana and had to take a hit from their large minion to trade away the other half of this so you could kill it.
I'm not sure why this costs 5. Its execute that can then execute adjacent minions, so it can be triple execute, but its going to require a ton of work. I think 4 would be a fine cost.
The wording on this is very odd and I could see it being extremely confusing to players until they actually play it. Being able to target a Misdirection that excludes your side of the board for 6 is probably reasonable though.
I want to point out a couple things. First, there is a minor typo, it should say "all your minions" not "all you minions". Second, I'm pretty sure immune minion can't be selected as targets so this means all your taunts are turned off and you can't protect yourself with this at all. I still think 10 mana is close to a reasonable cost, though it could potentially cost 9 and that wouldn't change much.
I assure you I don't have any friend who voted for me, I made it to round with only 13 votes because the system favors the entries that are posted on pages with little total votes and tbh I don't write much on my posts because I have no idea what will be the next cards yet haha.
Locust Swarm is not affected by spell power since it gives a debuff to a minion and doesn't deal damage directly, it might seem useless but if you compare it to Moonfire, it's a pretty good card
Also thanks for pointing out the typo, fixed it now.
Congratulations everyone one coming through to Phase II. Thanks everyone who voted for me and sa pecial thanks to Kingslayer for bolstering my ego and Hassashu for giving me material to work with lorewise.
What do I want to accomplish with the basic set? It needs to be easy. The spells need to fit in with the Hero Power, since it's a slow class I feel like the spells need to stall or make the class a bit faster. Allowing a bit of varying game play. The minions should serve the style of the spells and hero power.
Special keyword: Influx: An influx effect only occurs when you play this card the turn you draw it.
I could use your guys help with my basic card set please. I'm having problems figuring out Mana Cost of most cards. And which to choose as my 3 showcase cards.
Pretty straightforward, allows you to time Influx better.
Synergizes well with the Cycle/Shuffle mechanic. Might be a bit underpowered, or overpowered. I seriously don't know. I feel like that if I would lower the stats there would be no reason to ever play it as a vanilla minion with pretty bad stats. I do like the effect and it will be a big part of the Trade Prince. Without "When you draw this card" effects, the class would probably be too slow.
Better than Sap, worse than Assasinate? It makes your opponent lose a Draw, but it doesn't kill the minion. Interstingly, you might put one of your own minions on top of his deck. So, this would work well with Snake Oil Salesman or maybe a Zombie Chow.
These cards pretty much all work with the same mechanic. I'm not sure about the Mana Cost of Conspiracy. At best it might kill 2 minions, resulting in 2 Assassinates I guess. Might be more valuable as a 7 Mana spell. I do feel like ALL should be kept in it.
Straightforward card. Even though you have less value instantly, it works better to draw a second card next turn 'cause of the possible Influx.
I felt like this card might've been too powerful first, but it'll be hard to put a 9 Mana minion out on turn 4. It requires a 3 card combo. I compared it to a Druid with 2 Innervates and a 8 Mana minion, which is also a 3 card combo. But this card forces you to discard a card, which is worse.
Pretty glad with this card. It has al the themes in it: Cycle, Pirate and Good Deals.
Once again, since the class might be a bit slow, getting the right minions at the right time might be crucial.
You can always PM me, if you would like to know anything or want my opinion on something. Thanks in advance everyone for helping out.
I got the feedback from Elmo in the previous topic but i would like to see what others think of the cards i posted.
The Lich class
HP explanation and example cards:
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
BASIC SET:
Frozen Mage will serve as your standard 2 drop. His goal is to make you live a little longer. And he will accomplish that with his taunt and his ability to freeze anything he damages. However he is permanently frozen making him unable to attack.
Now we're getting somewhere with the frost synergy. Frost Nerubian is like the Twilight Drake since he will get a stat boost based on one condition, That condition in this case is the number of frozen minions on the field.
Spreading Frost Is similar to cone of cold that the mage class has but it can only be cast on an already frozen minion. That and the fact it deal less damage makes it's lower mana cost justifiable.
Plague Cauldron. Straightforward 1 drop that will force your opponent to kill it or suffer consequences.
Moving on we have the Ice Prison. It can be cast on your own minions or your opponents. You can stop a big minion from attacking or create a last line of defence to survive another round. It permanently freezes the minion making it so it will not attack again (unless silenced) but giving it a taunt makes it still relevant.
Scorgue Warrior is a 3 drop with spider tank stats. It comes with an effect that helps you chip down your opponents health at the cost of yours. The damage is based off the number of Frozen minions on the field.
Damnation deals 1 damage to all minions on the field and restores 1 hp to your hero for every minion killed. I can't say it more simply. Since you will be doing much randomly split damage this can be used as a final touch to clean the board.
Chill is like frost nova. But for that one extra mana cost, it also freezes the enemy hero.
Ice Spreader is good when you need a board but lack the minions. Solid body for its cost. But it will freeze all your other minions, wich could be bad or good for you since many cards synergise with frozen minions.
Our last card is Call of the Scourge. It deals 5 damage randomly split among enemy minions and summons every minion killed to your side of the field. High risk, high reward.
I don't know how to delete spoilers =)
Well, There sure is alot of freeze in there. Same as in DKPaladinMDL's and still you guys somehow manage to come up with quite different ideas. I really liked the phase I cards of yours, most of the basic ones seem way too flashy though.
Balance wise I don't like Frozen Mage and Scourge Warrior. The first is just an obnoxious wall, similar to how I really don't like dk's Ice Wall. When you give taunt to a wimpy dude that freezes everything it's just the most annoying thing. You also duplicate this effect with Ice prison and considering your hero power, I just have a hunch, that there's a bit too much cc involved at the moment. As for the second - Spider Tank stats were not a thing before Naxx, similarily 2/4's weren't a thing pre GvG. I guess that you sortof balance him around the fact that dealing damage to your hero is a downside, but it's not quite comparable to Mukkla or Millhouse who for one were legendaries and then they gave the opponent some tools to deal with them. I mention these, because those were the strongest bodies available around that mana cost during that time. As such, how would you reason, that your class deserves a novelty 3/4 for 3 with a varying upside/dowside? The context of your class actually suggests that your minions should be fairly weak, which you have accomplished for the most part.
This is decent design. Its strong-ish against aggro because of the freeze, but not oppressive in its attack power. It does give you a frozen minion for those cards that want that.
This one is tougher. I feel like this is very infrequently getting cast on turn 4, since it needs 2 frozen minions to be a yeti, and at least in the base set you only have 1 card you can play before turn 4 that can have actively frozen something (since I doubt you're playing Ice Prison on anthing cheap). This can combo with Chill to make one hell of a minion but that isn't happen until turn 8 which is more than fine.
This one is tough, in the base set this require an average of 4 mana to deal 1 damage and freeze the two adjacent minions, and if your hero power isn't frost this isn't likely even playable. Cone of Cold cost 4 outright, but doesn't 1 damage to all the minions and freezes them without a requirement of any kind. This either needs to cost 0 or do a tad more.
I like this cards, its not really a one drop, its more of a combo piece you throw down, like the juggler you play before unleash or imp-losion. In that regard its great this doesn't do anything on its own.
This is the second case of Permanently Freeze that you've brought up and I'm not 100% sure that should be in the Basic cards, but its not totally awful. This is a card pseudo removal, as it can increase your frozen count, and negate a large attacker but forcing you to eat into that resource if you want to kill the opponent.
I find that this is symmetrical somewhat odd. I guess the fact that this could deal quite a large amount when combo'd with Chill is what makes you want to do that. This card seems completely well designed.
This is an interesting take on Whirlwind. I'm not sure if this on average gains you enough to bump the cost from 2 to 3 on this, but its not totally unreasonable.
Great Frost Nova twist, great for the class, A+
I hate the text on this. Even as a Battlecry I think this would be perfectly reasonable. Making it this weird static effect will likely be confusing, and I'm pretty sure that even if this died on your opponent turn or you played it and sac'd it and bounced it with a Panda for example it would still leave your minions frozen until they missed an attack, because of how the frozen rules currently work. This could read At the end of your turn freeze all your minions and it would properly accomplish what you're aiming for and be slightly easier to understand.
This is spicy one. The damage is pretty much spot on and when this works its going to be pretty damn swingy. I'm not sure if its too easy to set up a good one of these with all the freeze set ups, that would take testing, but on the surface it seems reasonable.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Wow, thanks for the feedback. Glad you liked most of the cards. I think I should change Snake Oil Salesman then.
Although I really like your proposal for Bling Bling, I still feel like Bling Bling could be OK in it's current state. For 2 cards you can potentially get 6 more mana on turn 4. With a Druid you can get 4 more mana on turn 4 with 2 cards as well. I can see how Bling Bling is a bit better than Innervate though as it only requires a big mana card and Bling Bling.
Also, spamming the board with minions on turn 4 often results in you losing the game to AoE and an early large minion will easily die to removal.
Would making it a 5 Mana card work?
EDIT: Your comments on Conspiracy also made me realize it's probably more of an Epic Card. A powerful but really situational card.
Hmm I kinda agree with you on the warrior part, but you must take into consideration that spider tank as good as it is is not played for his stats but for the mech tag (ok new players might include him for the stats). Having a solid body is the key to making the warrior viable, because the effect is two sided and can possibly harm you. Having a mech tag is worth some mana to some extent, and since I din't integrate any new archtypes (or tribes, whatever you want to call them (undead or somthing like that)) i see no problem with him being a 3/4 for 3.
Thank you so much. I will try to rabalance spreading frost to make it more viable. I actually intended to make Ice spreaders effect a battlecry but I was doing some rebalancing and forgot to write it (whoops). Thanks for noticing.
Thank you both for the feedback
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
First off, I'm not sure how this submission made it to the second round with virtually no write up. I couldn't find any information by searching on the discussion topic, but I guess you designed a hero power that people just thought was cool, or had enough friends to get into round 2.
Let's give each other feedback without throwing shade, please. These sorts of accusations or insinuations are uncalled for.
I didn't make it to Phase II. Am I allowed to open another thread in the forum to finish my class creation?
Absolutely! As I said earlier:
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! =)
First off, you should have put your cards and descriptions in a spoiler, like almost everyone else, and you'll need to do this for sure on the submission forum anyway as its part of the rules to put at least 7 of your cards and their descriptions in a spoiler, so as not to make the thread so difficult to scroll through.
This effect isn't currently in the game, though Tracking is close to this. I think tracking needs the discard because you get a card in your hand, here since you're only manipulating your natural draws I think not actually losing any resources is fine.
Before we get into the stats I would like to point out that, "When you draw this", "Shuffle into Deck", and "In hand" interactions didn't exist before GvG. Your hero power is probably mostly fine, as its a hero power it does something cards don't do, but I don't think this card should be in your base set, sorry. As far as the card is concerned I think because of your hero power this should definitely be a 1/4 or 4/1 I think all other current options would be wrong.
I think this card is pretty close to right. They technically "lose" a draw with Recycle, its just at a much more random time on average. Unlike Magic the Gathering card draw exists in a fairly basic form in about every class and deck so this isn't quite as brutal a tempo swing. I like this can put one of your minions on top of their deck. I'm not sure if its the art or the name but I'm not feeling the flavor in that regard. Are you sending one of the opponents minions on a Salvaging expedition? How does that work? Just a minor thing though.
This card is a better version of Lightbomb, for 1 mana less and as a Basic card, that seems incorrect to me. I'm not sure how no one noticed, but there are a handful of generally unplayed minions this is worse than Lightbomb against and about 20 that its better against. This needs to cost 7 or 8 mana.
This is a perfectly designed card. Its almost like a fixed Shadow Word: Pain.
I listed these 2 next to each other because of your comments. Conspiracy is your second sweeper type effect, and this one is definitely more narrow and much more likely to be ok in the base set than the other. The supposed replacement card, Ogre Bruiser, should probably replace Vainglorious and not this. Ogre Bruiser, much like Bootlegger plays into your hero power a touch and is a cool concept for you class and is also a nice twist on getting a keyword style set of interaction into your base set when others can't, however I think the body here is just a touch too big. I know its trivial to say it should be a 5/5 at the largest with that turn requirement, because you're still getting an awesome deal, tempo wise, and I think shaving that 1 attack makes a big deal, 6 is 1/5 of your life, where 5 is 1/6s.
I'm not a fan of this being a Draw 2 for 2, especially when your hero power is already a card draw/selection tool, and when you have an additional one in Fresh Meat. You already have all these value based selection based tools now you also have the most efficient card draw spell too? I'll probably PM you about this one.
This is a tough one. Druid is the only ramp class and I don't think that is strictly a good thing, but finding the right balance is important. This card I think is very close. One of the suggested changes doesn't seem that much better than what this already does, but I think you were right in saying this costs you an additional card to ramp and you can still only get 10 mana, a net gain of 6. Its not like ditching a Molten gets you 20 mana. Also this doesn't lead to big jumps until turn 4 (3 with the coin), unlike druid that can make insane innervate plays on turn 1-3. Also, you likely have to ditch some form of big late game minion which means you need to have another to play, and that you're losing one of your late game threats, not just a crap Innervate for the jump. Also, this is way worse if you're ever top decking or just low on resources than Innervate, this is only good with a big card. This won't let you play Ancient of Lore into Druid of the Claw, its not that kind of card either. Don't believe what anyone says, this card is fine, perfect balance of risk reward. Its very likely this wouldn't be playable in most competitive decks.
You hit this one very well also. The 3/2 body is very important, this being a 2/3 would have made it totally busted. This being reversed and being bigger in the late game I think is also a much worse design. I like that you have big minions that are cheap but restricted, and cheap minions that are better early.
I think this could potentially cost 1. I think 0 is too cheap, but at 1 mana this is kind of like a second chance mulligan to get your Bootlegger and ditch Ogre Bruiser. Also, as said this is card disadvantage, its more selection so that means the cost can be low without it being over powered.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I apologise, I shouldn't have said that last bit, I'm just surprised and confused about the entry since its got no write up. He even asks for opinions but its just cards with no design notes or perspective. It would certainly make judging and discussion easier. I've given and received a good amount of constructive and creative feedback and that is certainly easier to do if you've got the idea of what the other person is thinking or trying to accomplish.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I was excited for your class and you didn't dissapoint! ^^
A few things though that I'm thinking:
The salesman is a little too similar to Flame Leviathan. Maybe make it only deal damage to enemy minions but reduce its stats slightly?
Vainglorious seems too strong. This would probably act like a Twisting Nether but be more unreliable. Very fun idea though but maybe make it cost 6?
I think Open Debt could be slighlty stronger. Right now it would probably be a dead card if you can't get rid of it late game. Maybe make it cost 1 mana to be worth the risk? Might be worth considering and discussing with others.
I think Conspiracy is fine. Compare it to Twisting Nether. It could maybe even cost 7 and still be balanced!
Bling Bling is a nice concept but it seems very weak. Maybe change it to "next turn only"? Lets say you keep it as it is and have this scenario: Turn 4 you play this and discard Deathwing. You then have 6 mana left. So in reality you just gain 2 mana crystals the same turn despite discarding a card and using another card.
Fresh Meat should have different art or name. The name and art doesn't fit together. Maybe call it "Reinforcement"?
The Animus is quite weak. Compare it to Spectral Knight. You could probably price it at 5. However the effect as a whole doesn't feel "basic". Both Faerie Dragon and the Knight are commons.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
@DKPaladinMDL
Gratz on making it to the next phase. Now let's see whose Lich is better =).
It seems we both went for freeze and damage basic set. Just a reminder that you cannot have deathrattle in the basic set so be careful with minion deaths. I don't know about Frigid Desolation. It does balance itself out but you need frozen synergy that benefit you like I did it to make it viable.
Frost maiden is a simple removal tool that has to stick one turn to be useful and will in most cases die unless you freeze the entire board. I see no problems with her. As for the legendary, basic sets don't have legendarys so you will have to use him in the next set. As someone else pointed out you should rephrase the wording on it. And that draw a card part of his effect might be a little bit too op.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I got the feedback from Elmo in the previous topic but i would like to see what others think of the cards i posted.
The Lich class
HP explanation and example cards:
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
BASIC SET:
Frozen Mage will serve as your standard 2 drop. His goal is to make you live a little longer. And he will accomplish that with his taunt and his ability to freeze anything he damages. However he is permanently frozen making him unable to attack.
Now we're getting somewhere with the frost synergy. Frost Nerubian is like the Twilight Drake since he will get a stat boost based on one condition, That condition in this case is the number of frozen minions on the field.
Spreading Frost Is similar to cone of cold that the mage class has but it can only be cast on an already frozen minion. That and the fact it deal less damage makes it's lower mana cost justifiable.
Plague Cauldron. Straightforward 1 drop that will force your opponent to kill it or suffer consequences.
Moving on we have the Ice Prison. It can be cast on your own minions or your opponents. You can stop a big minion from attacking or create a last line of defence to survive another round. It permanently freezes the minion making it so it will not attack again (unless silenced) but giving it a taunt makes it still relevant.
Scorgue Warrior is a 3 drop with spider tank stats. It comes with an effect that helps you chip down your opponents health at the cost of yours. The damage is based off the number of Frozen minions on the field.
Damnation deals 1 damage to all minions on the field and restores 1 hp to your hero for every minion killed. I can't say it more simply. Since you will be doing much randomly split damage this can be used as a final touch to clean the board.
Chill is like frost nova. But for that one extra mana cost, it also freezes the enemy hero.
Ice Spreader is good when you need a board but lack the minions. Solid body for its cost. But it will freeze all your other minions, wich could be bad or good for you since many cards synergise with frozen minions.
Our last card is Call of the Scourge. It deals 5 damage randomly split among enemy minions and summons every minion killed to your side of the field. High risk, high reward.
I don't know how to delete spoilers =)
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Congrats to those who enter the 2nd phase!
Btw is it possible for the moderator to to announce their favorite after the final phase? because moderator should have some fun as well plus it would be cool to see your opinion.
@ Shanksyo
First off, I'm not sure how this submission made it to the second round with virtually no write up. I couldn't find any information by searching on the discussion topic, but I guess you designed a hero power that people just thought was cool, or had enough friends to get into round 2. I'd love to see more from you so I understand how you came up with anything and its purpose for your class. I also find it odd you only have 2 class minions in your basic set, one of which you can't actually target with your own hero power. Either way here's what I think about your cards.
This is pretty close to what you want in a basic card. It shows a hero power interaction, you probably play it when you start playing and then eventually you just give up on it because its to easy for it to die before you get to make it into anything but a random 2 cost minion. Great fringe card.
This is a tough one. This makes you want to play a large number of spells because drawing 2 for 5 mana and not getting any back is probably just too punishing, but its a decent basic card. This is likely to push almost everyone to try to play a lot of spells which shouldn't be too hard since you only have 2 class minions and they aren't particularly playable.
This is another weird one. This can be Twisting Nether for 6 but its probably almost as likely to be closer to Hellfire, especially since you'll likely be playing a lot of spells and not as many minions yourself.
I like the idea of a DoT, obviously blizzard hasn't introduced any even when its a popular part of certain classes (warlock, priest, fire mage). This one seems a tad slow. Unless the minion has 1 health you're at least taking damage from it 1 time. I'm also curious on how you think this should interact with Spell Damage.
This is a 1 drop that is probably good when you play it on turn 1 but completely awful after turn 4. You've taken a somewhat interesting line in giving you minions almost no attack and really high health, but I think that isn't the most enjoyable thing for players who actually play the class. Also, I'm not sure if the "Can't be targeted" effect should be on basic cards. It only appears on 3 cards in the game and none of them are basic.
This card is totally busted. It only costs 1 mana and the effect is permanent. I'm not sure what made you feel this was a reasonable cost for this effect, but this is a drawback that is considered to be worth 1 stat point on a minion, which is about half a mana, and this applies that to every enemy minion. This needs to cost at least 2 mana, and likely only needs to affect a single turn.
I really don't like this card. Its a 3 cost spell that is really only good on minions that cost more than it, but its not even that good against them. I know this is some sort of fixed Imp-losion, but mostly its not. If you ever have to use this to actually kill a minion its totally soul crushing and that will actually probably happen a fair amount against aggro decks. This is probably fine against control, but even then most of the time you're doing small damage and getting 3-4 1/1, which your opponent can probably easily deal with, and even when they can't all it means if you spent 3 mana and had to take a hit from their large minion to trade away the other half of this so you could kill it.
I'm not sure why this costs 5. Its execute that can then execute adjacent minions, so it can be triple execute, but its going to require a ton of work. I think 4 would be a fine cost.
The wording on this is very odd and I could see it being extremely confusing to players until they actually play it. Being able to target a Misdirection that excludes your side of the board for 6 is probably reasonable though.
I want to point out a couple things. First, there is a minor typo, it should say "all your minions" not "all you minions". Second, I'm pretty sure immune minion can't be selected as targets so this means all your taunts are turned off and you can't protect yourself with this at all. I still think 10 mana is close to a reasonable cost, though it could potentially cost 9 and that wouldn't change much.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I assure you I don't have any friend who voted for me, I made it to round with only 13 votes because the system favors the entries that are posted on pages with little total votes and tbh I don't write much on my posts because I have no idea what will be the next cards yet haha.
Locust Swarm is not affected by spell power since it gives a debuff to a minion and doesn't deal damage directly, it might seem useless but if you compare it to Moonfire, it's a pretty good card
Also thanks for pointing out the typo, fixed it now.
Congratulations everyone one coming through to Phase II. Thanks everyone who voted for me and sa pecial thanks to Kingslayer for bolstering my ego and Hassashu for giving me material to work with lorewise.
What do I want to accomplish with the basic set? It needs to be easy. The spells need to fit in with the Hero Power, since it's a slow class I feel like the spells need to stall or make the class a bit faster. Allowing a bit of varying game play. The minions should serve the style of the spells and hero power.
Special keyword: Influx: An influx effect only occurs when you play this card the turn you draw it.
I could use your guys help with my basic card set please. I'm having problems figuring out Mana Cost of most cards. And which to choose as my 3 showcase cards.
Pretty straightforward, allows you to time Influx better.
Synergizes well with the Cycle/Shuffle mechanic. Might be a bit underpowered, or overpowered. I seriously don't know. I feel like that if I would lower the stats there would be no reason to ever play it as a vanilla minion with pretty bad stats. I do like the effect and it will be a big part of the Trade Prince. Without "When you draw this card" effects, the class would probably be too slow.
Better than Sap, worse than Assasinate? It makes your opponent lose a Draw, but it doesn't kill the minion. Interstingly, you might put one of your own minions on top of his deck. So, this would work well with Snake Oil Salesman or maybe a Zombie Chow.
These cards pretty much all work with the same mechanic. I'm not sure about the Mana Cost of Conspiracy. At best it might kill 2 minions, resulting in 2 Assassinates I guess. Might be more valuable as a 7 Mana spell. I do feel like ALL should be kept in it.
Straightforward card. Even though you have less value instantly, it works better to draw a second card next turn 'cause of the possible Influx.
I felt like this card might've been too powerful first, but it'll be hard to put a 9 Mana minion out on turn 4. It requires a 3 card combo. I compared it to a Druid with 2 Innervates and a 8 Mana minion, which is also a 3 card combo. But this card forces you to discard a card, which is worse.
Pretty glad with this card. It has al the themes in it: Cycle, Pirate and Good Deals.
Once again, since the class might be a bit slow, getting the right minions at the right time might be crucial.
You can always PM me, if you would like to know anything or want my opinion on something. Thanks in advance everyone for helping out.
Well, There sure is alot of freeze in there. Same as in DKPaladinMDL's and still you guys somehow manage to come up with quite different ideas. I really liked the phase I cards of yours, most of the basic ones seem way too flashy though.
Balance wise I don't like Frozen Mage and Scourge Warrior. The first is just an obnoxious wall, similar to how I really don't like dk's Ice Wall. When you give taunt to a wimpy dude that freezes everything it's just the most annoying thing. You also duplicate this effect with Ice prison and considering your hero power, I just have a hunch, that there's a bit too much cc involved at the moment. As for the second - Spider Tank stats were not a thing before Naxx, similarily 2/4's weren't a thing pre GvG. I guess that you sortof balance him around the fact that dealing damage to your hero is a downside, but it's not quite comparable to Mukkla or Millhouse who for one were legendaries and then they gave the opponent some tools to deal with them. I mention these, because those were the strongest bodies available around that mana cost during that time. As such, how would you reason, that your class deserves a novelty 3/4 for 3 with a varying upside/dowside? The context of your class actually suggests that your minions should be fairly weak, which you have accomplished for the most part.
@ YushyBushy
This is decent design. Its strong-ish against aggro because of the freeze, but not oppressive in its attack power. It does give you a frozen minion for those cards that want that.
This one is tougher. I feel like this is very infrequently getting cast on turn 4, since it needs 2 frozen minions to be a yeti, and at least in the base set you only have 1 card you can play before turn 4 that can have actively frozen something (since I doubt you're playing Ice Prison on anthing cheap). This can combo with Chill to make one hell of a minion but that isn't happen until turn 8 which is more than fine.
This one is tough, in the base set this require an average of 4 mana to deal 1 damage and freeze the two adjacent minions, and if your hero power isn't frost this isn't likely even playable. Cone of Cold cost 4 outright, but doesn't 1 damage to all the minions and freezes them without a requirement of any kind. This either needs to cost 0 or do a tad more.
I like this cards, its not really a one drop, its more of a combo piece you throw down, like the juggler you play before unleash or imp-losion. In that regard its great this doesn't do anything on its own.
This is the second case of Permanently Freeze that you've brought up and I'm not 100% sure that should be in the Basic cards, but its not totally awful. This is a card pseudo removal, as it can increase your frozen count, and negate a large attacker but forcing you to eat into that resource if you want to kill the opponent.
I find that this is symmetrical somewhat odd. I guess the fact that this could deal quite a large amount when combo'd with Chill is what makes you want to do that. This card seems completely well designed.
This is an interesting take on Whirlwind. I'm not sure if this on average gains you enough to bump the cost from 2 to 3 on this, but its not totally unreasonable.
Great Frost Nova twist, great for the class, A+
I hate the text on this. Even as a Battlecry I think this would be perfectly reasonable. Making it this weird static effect will likely be confusing, and I'm pretty sure that even if this died on your opponent turn or you played it and sac'd it and bounced it with a Panda for example it would still leave your minions frozen until they missed an attack, because of how the frozen rules currently work. This could read At the end of your turn freeze all your minions and it would properly accomplish what you're aiming for and be slightly easier to understand.
This is spicy one. The damage is pretty much spot on and when this works its going to be pretty damn swingy. I'm not sure if its too easy to set up a good one of these with all the freeze set ups, that would take testing, but on the surface it seems reasonable.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Wow, thanks for the feedback. Glad you liked most of the cards. I think I should change Snake Oil Salesman then.
Although I really like your proposal for Bling Bling, I still feel like Bling Bling could be OK in it's current state. For 2 cards you can potentially get 6 more mana on turn 4. With a Druid you can get 4 more mana on turn 4 with 2 cards as well. I can see how Bling Bling is a bit better than Innervate though as it only requires a big mana card and Bling Bling.
Also, spamming the board with minions on turn 4 often results in you losing the game to AoE and an early large minion will easily die to removal.
Would making it a 5 Mana card work?
EDIT: Your comments on Conspiracy also made me realize it's probably more of an Epic Card. A powerful but really situational card.
I'm going to replace him with this big boy:
@DonnieMcKarlo
Hmm I kinda agree with you on the warrior part, but you must take into consideration that spider tank as good as it is is not played for his stats but for the mech tag (ok new players might include him for the stats). Having a solid body is the key to making the warrior viable, because the effect is two sided and can possibly harm you. Having a mech tag is worth some mana to some extent, and since I din't integrate any new archtypes (or tribes, whatever you want to call them (undead or somthing like that)) i see no problem with him being a 3/4 for 3.
@The_Odinson
Thank you so much. I will try to rabalance spreading frost to make it more viable. I actually intended to make Ice spreaders effect a battlecry but I was doing some rebalancing and forgot to write it (whoops). Thanks for noticing.
Thank you both for the feedback
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I didn't make it to Phase II. Am I allowed to open another thread in the forum to finish my class creation?
THERE IS NO GAME.
Let's give each other feedback without throwing shade, please. These sorts of accusations or insinuations are uncalled for.
Absolutely! As I said earlier:
@ Vonrith
First off, you should have put your cards and descriptions in a spoiler, like almost everyone else, and you'll need to do this for sure on the submission forum anyway as its part of the rules to put at least 7 of your cards and their descriptions in a spoiler, so as not to make the thread so difficult to scroll through.
This effect isn't currently in the game, though Tracking is close to this. I think tracking needs the discard because you get a card in your hand, here since you're only manipulating your natural draws I think not actually losing any resources is fine.
Before we get into the stats I would like to point out that, "When you draw this", "Shuffle into Deck", and "In hand" interactions didn't exist before GvG. Your hero power is probably mostly fine, as its a hero power it does something cards don't do, but I don't think this card should be in your base set, sorry. As far as the card is concerned I think because of your hero power this should definitely be a 1/4 or 4/1 I think all other current options would be wrong.
I think this card is pretty close to right. They technically "lose" a draw with Recycle, its just at a much more random time on average. Unlike Magic the Gathering card draw exists in a fairly basic form in about every class and deck so this isn't quite as brutal a tempo swing. I like this can put one of your minions on top of their deck. I'm not sure if its the art or the name but I'm not feeling the flavor in that regard. Are you sending one of the opponents minions on a Salvaging expedition? How does that work? Just a minor thing though.
This card is a better version of Lightbomb, for 1 mana less and as a Basic card, that seems incorrect to me. I'm not sure how no one noticed, but there are a handful of generally unplayed minions this is worse than Lightbomb against and about 20 that its better against. This needs to cost 7 or 8 mana.
This is a perfectly designed card. Its almost like a fixed Shadow Word: Pain.
I listed these 2 next to each other because of your comments. Conspiracy is your second sweeper type effect, and this one is definitely more narrow and much more likely to be ok in the base set than the other. The supposed replacement card, Ogre Bruiser, should probably replace Vainglorious and not this. Ogre Bruiser, much like Bootlegger plays into your hero power a touch and is a cool concept for you class and is also a nice twist on getting a keyword style set of interaction into your base set when others can't, however I think the body here is just a touch too big. I know its trivial to say it should be a 5/5 at the largest with that turn requirement, because you're still getting an awesome deal, tempo wise, and I think shaving that 1 attack makes a big deal, 6 is 1/5 of your life, where 5 is 1/6s.
I'm not a fan of this being a Draw 2 for 2, especially when your hero power is already a card draw/selection tool, and when you have an additional one in Fresh Meat. You already have all these value based selection based tools now you also have the most efficient card draw spell too? I'll probably PM you about this one.
This is a tough one. Druid is the only ramp class and I don't think that is strictly a good thing, but finding the right balance is important. This card I think is very close. One of the suggested changes doesn't seem that much better than what this already does, but I think you were right in saying this costs you an additional card to ramp and you can still only get 10 mana, a net gain of 6. Its not like ditching a Molten gets you 20 mana. Also this doesn't lead to big jumps until turn 4 (3 with the coin), unlike druid that can make insane innervate plays on turn 1-3. Also, you likely have to ditch some form of big late game minion which means you need to have another to play, and that you're losing one of your late game threats, not just a crap Innervate for the jump. Also, this is way worse if you're ever top decking or just low on resources than Innervate, this is only good with a big card. This won't let you play Ancient of Lore into Druid of the Claw, its not that kind of card either. Don't believe what anyone says, this card is fine, perfect balance of risk reward. Its very likely this wouldn't be playable in most competitive decks.
You hit this one very well also. The 3/2 body is very important, this being a 2/3 would have made it totally busted. This being reversed and being bigger in the late game I think is also a much worse design. I like that you have big minions that are cheap but restricted, and cheap minions that are better early.
I think this could potentially cost 1. I think 0 is too cheap, but at 1 mana this is kind of like a second chance mulligan to get your Bootlegger and ditch Ogre Bruiser. Also, as said this is card disadvantage, its more selection so that means the cost can be low without it being over powered.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I apologise, I shouldn't have said that last bit, I'm just surprised and confused about the entry since its got no write up. He even asks for opinions but its just cards with no design notes or perspective. It would certainly make judging and discussion easier. I've given and received a good amount of constructive and creative feedback and that is certainly easier to do if you've got the idea of what the other person is thinking or trying to accomplish.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I was excited for your class and you didn't dissapoint! ^^
A few things though that I'm thinking:
The salesman is a little too similar to Flame Leviathan. Maybe make it only deal damage to enemy minions but reduce its stats slightly?
Vainglorious seems too strong. This would probably act like a Twisting Nether but be more unreliable. Very fun idea though but maybe make it cost 6?
I think Open Debt could be slighlty stronger. Right now it would probably be a dead card if you can't get rid of it late game. Maybe make it cost 1 mana to be worth the risk? Might be worth considering and discussing with others.
I think Conspiracy is fine. Compare it to Twisting Nether. It could maybe even cost 7 and still be balanced!
Bling Bling is a nice concept but it seems very weak. Maybe change it to "next turn only"? Lets say you keep it as it is and have this scenario: Turn 4 you play this and discard Deathwing. You then have 6 mana left. So in reality you just gain 2 mana crystals the same turn despite discarding a card and using another card.
Fresh Meat should have different art or name. The name and art doesn't fit together. Maybe call it "Reinforcement"?
The Animus is quite weak. Compare it to Spectral Knight. You could probably price it at 5. However the effect as a whole doesn't feel "basic". Both Faerie Dragon and the Knight are commons.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
The two WIldcards has been announced! A third wildcard might be given out aswell, so stay tuned ^^
Unbound Elemental, Frothing Berserker
Say what? :3