For the legendary, since this is a reality where the death knight doesn't exist, you can use a wide variety of Scourge people. Or ex-people, actually. May I suggest Lord Marrowgar, or since you're going with ritual stuff, Darkmaster Gandling.
This is my classic set so far. I haven't worked it out yet and changes are possible. I wanted to have them compiled so I can have a better picture of the variety in a single view, before going into too detailed work
I would greatly appreciate any feedback, whether balance concerns, style and wording suggestions or simple feedback how you like it. I'm uncertain about two cards in particular, my Legendary and Animate Dead.
Should I include another spell damage card?
Commons:
Frenzy: is some kind of minion removal combined with the hero power (Summon 1/1 with charge that dies and the end of your turn). 8 minion damage for 4 mana that is susceptible to taunt and traps. Compared to Blessing of Might, Power Overwhelming and Rockbiter Weapon it should be balanced due to the lack of versatility and minion-only affix.
Howl of Terror: In WC3's Howl of Terror also lowers the attack of your enemies.
Impale: If a minion health gets reduced to 0, it just dies when you play it. The minion is sapped back FIRST and THEN the health is reduced, meaning a damaged minion is healed first. In WC3 it knocks units up and then deals damage (also briefly stunns them). So this is what I came up for that.
Bone Shield: 4 mana makes it so it will become an insurmountable wall against early minions and only stop smaller minions. Against any minion that survives the 2 damage, it acts as a mere +2/3 and taunt, but only when attacked, which makes it overcosted in those circumstances.
Necromancer: A minion version of Violet Teacher for 1 mana more and 1 attack more. Due to the hero power you can more often than not make use of the effect every turn. In WC3 Necromancers summon Skeletons from dead units. Skeleton is already as uncollectable token in the game: Skeleton
Frost Wyrm: Doesn't affect the board presence, but gives you one turn breathing room. In WC3 Frost Wyrm can freeze enemies.
Rares:
Acolyte: Solid minion that can enable some shenanigans with undead synergy cards. Basic WC3 Undead builder, so I wanted it to be a "support" minion for the hero.
Bloodmoon Servant: This cards inherent draw engine. (Cultmasteris a perfect fit for the class as well). Combined with the hero power, that should yield at least 2 cards for 5 mana, IF you can kill both. Can enable to draw a lot more, but requires set up and is somewhat situational. But I might be overlooking something.
Cadaver Explosion: A situational, but very strong AoE, with a lot of flavor. I wasn't sure how I should let it scale, either via mana cost, "original health" or attack. I chose attack because it can be compared with Betrayal with ad- and disadvantages.
Obsidian Destroyer: I just love the idea, so I copied my own entry from the weekly competition from two weeks ago or so. Obsidian Destroyer in WC3 is an unit available to the Undead faction, that can erase magical effects from enemies and heal himself in the process.
Death and Decay: Ultimate of the Lich hero in WC3. It deals AoE % damage. Combined with Cadaver Explosion it makes for the AoEs of the class.
Epics
Scourge Vanguard: He is a key figure when it comes to undead synergy along with Meat Wagon. It's very strong combined with the Hero Power and can be a key card to set up lethal. It's comparable with Timber Wolf and Southsea Captain.
Necropolis: I'm not sure about this card. I like the effect quite a bit (and it lowers the hero power to (1) not BY (1), so you can't abuse it by playing two). It's quite strong combined with Vanguard, Bloodmoon Servant and Acolyte, but is pretty meh on its own, for the most part. Increasing the mana cost would make it unplayable, since a turn 7 this + 3 pings is not particular impactful, so it requires combo cards. Not sure tho, would like to get some feedback. I can't make it 5 mana tho, since I already have two 5 mana minions.
Animate Dead: Summons 6 random skeletons. I'm not sure about the power level. Should I alter any of these? Is the spell UP? The skeletons are:
Legendary:
Rage Winterchill: Frost Armor is from my basic set. Might be too strong in it's current form. Might tweak the stats a bit and/or make it "at the end of your turn.", so it only triggers once per two rounds. Frost Armor is a spell he casts during his WoW encounter.
Ras Frostwhisper: Undead Copy = tinted image, undead archytype, no effect. So it's a vanilla creature. See below:->
I think the second has more flavor. Not sure about the balance. The first has actual impact right away, so that's something I kinda like, but I'm not sure. Which is better / more interesting?
As always, I will return any feedback. Will also give feedback to some entries tomorrow or before I go to bed. Not much time today.
This is my classic set so far. I haven't worked it out yet and changes are possible. I wanted to have them compiled so I can have a better picture of the variety in a single view, before going into too detailed work
I would greatly appreciate any feedback, whether balance concerns, style and wording suggestions or simple feedback how you like it. I'm uncertain about two cards in particular, my Legendary and Animate Dead.
Commons:
Rares:
Epics
Legendary:
Rage Winterchill: Frost Armor is from my basic set. Might be too strong in it's current form. Might tweak the stats a bit and/or make it "at the end of your turn.", so it only triggers once per two rounds. Frost Armor is a spell he casts during his WoW encounter.
Ras Frostwhisper: Undead Copy = tinted image, undead archytype, no effect. So it's a vanilla creature. See below:->
T1: Scourge Vanguard, Impale, Necropolis, Necromancer, Animate Dead, Rage Winterchill (Ras Frostwhisper kinda doesn't make sense that you get to copy a minion, that is just summoned and hasn't died yet). T2: Acolyte, Cadaver Explosion, Obsidian Destroyer, Frost Wyrm, Death and Decay. T3: Howl of Terror, Frenzy, Bloodmoon Servant, Bone Shield.
Howl of Terror - I think it's too strong for the permanency effect, You potentially clog the opponent's board with useless stuff that they can't even get rid of. I can see this being ok if you up the mana cost significantly.
Frenzy - Seems kind of insane to put a +7 damage onto a 2 mana spell. Granted, I can view this as a removal spell, but 2 mana is still being very generous. You also have your hero power which makes this spell always have a target. Most early game spells scale very poorly into the lategame with the exception of warrior removal and I don't think the context of your class justifies such a case. I suggest a rework.
Bloodmoon Servant - A lot of fuss previously about this card. You upped it's mana cost and gave it a health bump. I still think it's slightly too good. I actually thought that just dropping the undead tag on itself would have been sufficient, even when it was a 2 mana 2/1 so it simply doesnt't cycle itself. You would have to change the art, but I think it would overall improve the design in my opinion.
Bone Shield - The initial comparison I thought of was mark of the wild. But since this one makes running small fodder into said minion pointless I think that the 2 damage threshold is too much. I think leaving it at dealing 1 damage to attackers would be acceptable.
Trailblazer: You could probably make it 1/4 IMO. The first card that every player draws each turn doesn't count as a card draw in your turn if I'm not mistaken so that would be balanced I think.
DS: One of my favourite cards ^^ Don't change the art though!
Sellswords: Skip the "only". It's not needed as you've already stated that the effect takes place "this turn"
Venture Co: You could probably make it cost 7 mana. It's a class card with an effect that doesn't always activate and it's a BGH target.
Refreshment: Quite weak but has its uses.
Vainglorious: <3<3<3
Djinn: Feels a bit out of place. Flavor/lore?
Blackwater: YES! "Get in here!" :D
Emir: Didn't undertand the card text until your explanation. Should probably read something like "Battlecries can target any minionI really liked this minion when I understood what it did. Crab Prince? :D
Mercs: Very weak IMO. Can't you just put them on the board and up the mana cost to 7-8?
Windtrader: Not the most fun minion but I quite like it
Black Market: Nees better art
Agent: Why would you ever play this? No synergy and at best a 5/5? Needs to be buffed.
Barrage: "attack damage" and you could probably make it 0 mana as it's random and needs a pirate to work.
Highwaymen: "increase the Mana Cost of enemy minions on the board by (1)
Monopoly: Minions who share the name with a minion on the board costs (0) this turn.
Haramad: Nice! Can be combo:d well with for example Refreshment.
It just feels weird to me I'm afraid :/ Tell me the lore and flavor? Af for the CDG; something using lost durability of your weapons throughout the match or the minions you've killed with your weapons in some way? Cost reduction, extra damage etc.
As long as the Moonwell costs enough I think it's fine that way.
My attempt of creating that cheap, high salary legend, which will not give you instant win. It still is strong in my opinion and can turn into a freaking monster when played properly but leaves a plenty of space to destroy it early. I am afraid of Dark Bomb/Frostbolt tho... Initially it was 2/4 but it was kinda broken, don't you think? Well, assuming we play it turn 2, opponent recieves tribute, has to spend 2 mana what, in best scenario leaves them with 1 mana ( 2 with coin, 3 with Innervate ??), so not a chance for 3 dmg from hand. Please share your thoughts on that. It really bothers me. -.-
A) Let me commend you for going with a low-cost legendary. Folks always want to do big, high-cost ones, and doing well-done low-cost ones is hardly ever attempted, and I think that's a shame.
B) Have you considered the interaction with Loatheb? Because when turn 7 comes around you could seriously screw your opponent's game.
It just feels weird to me I'm afraid :/ Tell me the lore and flavor? Af for the CDG; something using lost durability of your weapons throughout the match or the minions you've killed with your weapons in some way? Cost reduction, extra damage etc.
As long as the Moonwell costs enough I think it's fine that way.
Yeah, 3/1 is more appealing in my eyes.
Ok, so here's the lore - Wardens would get their ultimate ability at lvl 6 - Vengeance, which would summon a pretty beefy guy with not that much attack. It had a spell that raised a spirit from a corpse, these spirits were invulnerable, and while not really dangerous, they soon would become very many and the only way to stop the madness is to kill that summoned guy. What made matters worse was that the warden would be blinking around, fan of knifing and shadowstriking key stuff. It was a mess. The card actually represents that very well, but if it's iteration isn't good enough for hearthstone standards, that's fine and I'll think of changes.
Here is my 2nd attempt at the well.
Ughhhhh, I wrote CharacHter again...
You did throw me an idea here regarding the damaging spell. Something along the lines of bolvars mechanic. Any idea, how I can word it on a spell?
So, Guys, spend my whole day on making this little pieces of bytes, so please feel free to comment and complain about my grammar and spelling mistakes. :D
Commons:
Rares:
Sentence and Guard tokens:
Epics:
Actually I like them. I like them really much. I do love them. Hope they are not overpowered.
Lucky Coin clarification - It should say "Whenever you draw a card, you got 50% chance to draw 2 cards instead and remove 1 Durability from this weapon." but it was to long. :< Any ideas on how to describe this one better?
Legendary:
T1: Gutless Bounty Hunter, Training Course, I Found It (gorgeous), Hidden Shop, Incitement. T2: Thy Goblin King, Budget Cuts, Regards Sent, Corrupt Judge, Former Pit Fighter. T3. Profitable Venue, This one is on me!, Hired Gun, Alpha Squad, Auction House.
Profitable venue - just doesn't strike me as profitable. You have such nice cards like interest even others presented here, that can generate coins for you. This in comparison seems laughably weak not only as a body, but in effect as well. Yes, it has some combo potential, but when it's that late in the game, would you really bother trying to make this card work at that point? I think you would prefer other stuff. I suggest a different concept.
This one is on me! - Seems very punishing in your class context. Considering your minions on average are above the opposition's, this card can hit their swarm countermeasure to your beefy early game pretty hard. It might be a remedy to your class weakness, but sabotage and ambush were far superior examples. Also doesn't quite hit the flavour here.
Hired Gun - Likely needs a slight nerf in stats although I would dare to say that simply removing the taunt would be sufficient.
Alpha Squad - Seems somewhat inconsistent with the design so far, I think it could work in the next phase due to the aesthetic. It just contradicts all your other minions high health values and attempts at getting even more than a very easy 2 for 1.
Auction House - Probably all it needs is a little rewording in the first place, but the core problem I have with it is that it doesn't generate value. Paying 1 mana for 1/1 stats in your case is below average. It's probably below average even in the neutral scope. So you should make the well equipped guard somehow more worth it for the coins you invest.
A) Let me commend you for going with a low-cost legendary. Folks always want to do big, high-cost ones, and doing well-done low-cost ones is hardly ever attempted, and I think that's a shame.
B) Have you considered the interaction with Loatheb? Because when turn 7 comes around you could seriously screw your opponent's game.
B Was actually the first thing that came in my mind as well, but can that really be a criteria, considering we are designing pre naxxramas stuff as per the rules?
Profitable venue - Well, Asylum told us that not every card has to be good, some of them just have to drift below the average (in the sewers, lol). Remember about double Wisp and War Golem. :D So please don't feel like I treat you lightly on that, it was simply my intention to make it slightly worse than other cards. :)
It certainly fits the bill in that regard, but here's the thing that I was trying to adress. Because it's basically another coin generator next to cards like gutless bounty hunter or interest or I found it! it falls completely flat on it's face based purely on the comparison. If those other cards didn't exist, I would actually name it solid and mandatory to your playstyle. Allow me to give an example from another class - arcane shot and bestial wrath - seemingly identical cards in their nature, pay 1 mana deal 2 damage and yet so far apart in their appliance. What I'm trying to get at - it's okay to make cards that are worse than others, but profitable venue is in fact only bad because the mechanic it brings is already represented in far superior examples.
Ok, since I'm already halfway, I decided to go really hard on the feedback this time, and ask for opinions before I post my submissions unlike the previous phases.
This is as far as my commons go, and I'll also add some cards, who were common originally but, since their effects seemed rather considerable I decided to up their rarity. Anyway, here goes.
Sap with a condition based discount.
Beat something down without taking damage.
Not only usable if the enemy floods the board on a single turn, but also comboable with several cards introduced later that will prevent minions from attacking.
Most of you already probably saw this guy. He is necessary utility to use your weapons effectively, I gave him armorsmith stats, cuz well, he handles equipment.
Me and odinson were talking about this card. Personally, I think it's fine.
Simple card really, bumped him up from the basic to the expert set, to differentiate the synergies somewhat.
So those are my common cards. I'm finding it really hard to make deal x damage kind of stuff, because I can't find a flavourful way to make it work. Do you guys think I'm fine this way however?
And here's a little extra.
Since the weapons are mostly weak, sometimes you might need to double up on them to really make it work.
Big, fat draw card, that gets better the longer the game goes on. On turn 7 it's an arcane intellect, for 2 extra mana, on turn 9 it's sprint for 2 less mana and turn 10 you are golden. Since asylum absolutely loves putting a draw 4+ cards into one, I think at least he can have some sympathies for this.
Anyway, thoughts so far? Of course, you know, I'll be contributing all the same in this discussion.
Warning needs to be reworded. "If an enemy minion died this turn, return an enemy minion to your opponent's hand." is the correct phrase if I'm not mistaken.
Resupply depends heavily on the weapons you have and their mana cost. It seems ok, but is a seriously tempo swing if it equips a higher mana weapon. Did you think about a mock weapon you equip if you have no weapons left in your deck? Like Sense Demon or Thoughtsteal.
I don't get Personal Treatment. Is it intended to destroy your weapon and then equip another? The way it is now, you just waste 2 mana for nothing. 4 attack weapon => 4 attack attack hero.
Aftermath is worrisome imo. It will get you value eventually as the game draws on. I don't think "game turns" as requirements is punishing enough to warrant a 5 card draw + enough mana to play something decent afterwards. It's a complete game decider late into the game. I'm not sure how to balance it so it doesn't suck otherwise.
T1: Scourge Vanguard, Impale, Necropolis, Necromancer, Animate Dead, Rage Winterchill (Ras Frostwhisper kinda doesn't make sense that you get to copy a minion, that is just summoned and hasn't died yet). T2: Acolyte, Cadaver Explosion, Obsidian Destroyer, Frost Wyrm, Death and Decay. T3: Howl of Terror, Frenzy, Bloodmoon Servant, Bone Shield.
Howl of Terror - I think it's too strong for the permanency effect, You potentially clog the opponent's board with useless stuff that they can't even get rid of. I can see this being ok if you up the mana cost significantly.
Frenzy - Seems kind of insane to put a +7 damage onto a 2 mana spell. Granted, I can view this as a removal spell, but 2 mana is still being very generous. You also have your hero power which makes this spell always have a target. Most early game spells scale very poorly into the lategame with the exception of warrior removal and I don't think the context of your class justifies such a case. I suggest a rework.
Bloodmoon Servant - A lot of fuss previously about this card. You upped it's mana cost and gave it a health bump. I still think it's slightly too good. I actually thought that just dropping the undead tag on itself would have been sufficient, even when it was a 2 mana 2/1 so it simply doesnt't cycle itself. You would have to change the art, but I think it would overall improve the design in my opinion.
Bone Shield - The initial comparison I thought of was mark of the wild. But since this one makes running small fodder into said minion pointless I think that the 2 damage threshold is too much. I think leaving it at dealing 1 damage to attackers would be acceptable.
3 mana for Howl of Terror? I mean Humilityis a thing. 4 mana just feels too weak. You could just play some removal in that case.
Well you need 4 mana to combo it with your HP (in most cases anyway). You also "waste" your HP that turn. For 5 mana you could already play a hard removal anyway. It is also affected by Taunt and Can't atteck the hero, so it's limited in the usage. I might make it temporarily tho, then it should be balanced compared to Rockbiter Weapon, Blessing of Might and Power Overwhelming
The problem with Servant is, that it is the main draw engine so it needs to generate value, even if you don't play an undead themed deck. That is why it needs to give you a draw on its own. Combined with hero power it's 5 mana for 2 cards (along with 3 damage), IF you can make both die. That's easier said then done sometimes. I can tinker around with the stats, but 4 mana feels too weak. It should be a unique draw engine that fits the undead / deathrattle theme.
I can see why Bone Shield might be too strong on turn 3. 1 damage is kinda weak tho for 3 mana. How about making it 4 mana? You could just play consecration for the 2 damage anyway. But this is passive and doesn't hit face. Your opponent can play around it and silence / remove it with spells. Would that be better?
@Ras It's a copy, so you don't actually "reanimate" the minion. It's just for flavor and balance (no effect) that they are undead (+synergy). Otherwise it would be "summon any enemy minion that dies", which is way too similar to Kel'Thuzad and also kinda weaker, unless you have a board presence. I'm open for suggestions, they were just an idea.
Thanks for your input! I will change those 3 cards right away. I might need to hear more opinions about Servant to judge it correctly maybe, but it is intended to be strong.
"The first time another friendly character is damaged each turn, restore 3 Health to it". However, what would happen after AoE? Abilities that injure 2 targets at the same time? 3?
To help you with that I need to know the effect :P
Venue: You should probably slap a "Can't Attack" on it and I think it would OK for it to have 4 health.
This one...: You should probably scrap this one. Messing too much with your opponent's turn IMO
Training: Compare this to Mark of the Wild. This should cost 0 mana in its current state.
Budget Cuts: HA! However Vaporize laughs at this card. Make you draw X cards/recieve Y coins if it kills the minion?
I Found It: *Mana Cost
Hired Gun: Up the salary to 2? That way you would probably only have it last one turn in the early game.
Judge: Could probably be cheaper as it's so damn pricey. 4+2+2
Auction: Scrap this
Former Pit Fighter: Doesn't deserve a rare tag. All plain minions with charge is from the basic set I think...
Incitement: It's basically a mass corruption. Therefor I think it's too expensive. Corruption costs 1. 5 would be a more reasonable price IMO
Shop: "Equip a random exotic Weapon". Rare made me think you meant something of the rarity rare first. Scrap the coin weapon. "kill a minion".
King: Well, Loatheb came in Naxx, therefor I think it would be fine how it is now. However, for votes sake you could make it into something like a 0/1 minion named Sacrifice that destroys itself or maybe a 0/1 "someone that gives tribute". I think the salary should be 2
Since I am as patient as a field mouse I already submitted my entry. Seeing as we could change it midway in the last phase, I can do so now as well I suppose?
Expert set examples:
Deal with a threat without suffering return damage. Must be done on the same turn though.
The class has a wide range of weapons available, but they are not particularly strong. This card gives the class some combo potential and there is some fun stuff you can do with this, I'll leave it up to your imagination, after you take a look at the whole set.
While usually this means, that you can only use this against the freshly summoned minions of last turn, there are tools in the class that outright don't give the opponent a chance to attack. Also, the card does have some combo potential.
Much needed sustain and further emphasises the value in going for board control with this very battle hungry class.
The only real damage spell in the foreseeable future. Since the weapons are somewhat weak, but don't lack in durability, this makes for nice removal.
Rest of the expert set:
Sap with a discount but a condition attached.
Helps in using the weapons to your full extent, since you want to reequip new ones anyway.
Like a spell, but in weapon form. Obviously has some synergies with the class.
More sustain of the permanent variety. You can make an effort in protecting this, and you will be rewarded.
More for utility than for hitting.
Consider this a 4 mana draw a card and play it. Guarantees you get a weapon out, and most of them are useful in any given situation, timing is key though.
Gets better the longer you stay in it.
Solid body that helps you with weapon recycling.
Wonderful minor additions to your game plan along with a solid body.
And of course the legendary!
Now your opponent not only has to worry about the warden, but also this very dangerous threat, that if left uncontested will surely dominate board control.
Warning needs to be reworded. "If an enemy minion died this turn, return an enemy minion to your opponent's hand." is the correct phrase if I'm not mistaken.
Resupply depends heavily on the weapons you have and their mana cost. It seems ok, but is a seriously tempo swing if it equips a higher mana weapon. Did you think about a mock weapon you equip if you have no weapons left in your deck? Like Sense Demon or Thoughtsteal.
I don't get Personal Treatment. Is it intended to destroy your weapon and then equip another? The way it is now, you just waste 2 mana for nothing. 4 attack weapon => 4 attack attack hero.
Aftermath is worrisome imo. It will get you value eventually as the game draws on. I don't think "game turns" as requirements is punishing enough to warrant a 5 card draw + enough mana to play something decent afterwards. It's a complete game decider late into the game. I'm not sure how to balance it so it doesn't suck otherwise.
Warning IS reworded as of now.
Currently, there is a 4 mana weapon and a 5 mana weapon, the rest are cheaper. If you don't have a weapon in your deck, you get nothing.
That's exactly how it is intended, it's like stacking a weapon onto another, really. And there are some combos available with scavenger, vengeful spike, throwing star, rain of steel, maybe more later.
I wouldn't worry about aftermath from a comparison standpoint, as it is, I'm really happy with it, considering I managed to squeeze in a bit of a unique mechanic in my class. The worrisome part is if it fits.
T1: Scourge Vanguard, Impale, Necropolis, Necromancer, Animate Dead, Rage Winterchill (Ras Frostwhisper kinda doesn't make sense that you get to copy a minion, that is just summoned and hasn't died yet). T2: Acolyte, Cadaver Explosion, Obsidian Destroyer, Frost Wyrm, Death and Decay. T3: Howl of Terror, Frenzy, Bloodmoon Servant, Bone Shield.
Howl of Terror - I think it's too strong for the permanency effect, You potentially clog the opponent's board with useless stuff that they can't even get rid of. I can see this being ok if you up the mana cost significantly.
Frenzy - Seems kind of insane to put a +7 damage onto a 2 mana spell. Granted, I can view this as a removal spell, but 2 mana is still being very generous. You also have your hero power which makes this spell always have a target. Most early game spells scale very poorly into the lategame with the exception of warrior removal and I don't think the context of your class justifies such a case. I suggest a rework.
Bloodmoon Servant - A lot of fuss previously about this card. You upped it's mana cost and gave it a health bump. I still think it's slightly too good. I actually thought that just dropping the undead tag on itself would have been sufficient, even when it was a 2 mana 2/1 so it simply doesnt't cycle itself. You would have to change the art, but I think it would overall improve the design in my opinion.
Bone Shield - The initial comparison I thought of was mark of the wild. But since this one makes running small fodder into said minion pointless I think that the 2 damage threshold is too much. I think leaving it at dealing 1 damage to attackers would be acceptable.
3 mana for Howl of Terror? I mean Humilityis a thing. 4 mana just feels too weak. You could just play some removal in that case.
Well you need 4 mana to combo it with your HP (in most cases anyway). You also "waste" your HP that turn. For 5 mana you could already play a hard removal anyway. It is also affected by Taunt and Can't atteck the hero, so it's limited in the usage. I might make it temporarily tho, then it should be balanced compared to Rockbiter Weapon, Blessing of Might and Power Overwhelming
The problem with Servant is, that it is the main draw engine so it needs to generate value, even if you don't play an undead themed deck. That is why it needs to give you a draw on its own. Combined with hero power it's 5 mana for 2 cards (along with 3 damage), IF you can make both die. That's easier said then done sometimes. I can tinker around with the stats, but 4 mana feels too weak. It should be a unique draw engine that fits the undead / deathrattle theme.
I can see why Bone Shield might be too strong on turn 3. 1 damage is kinda weak tho for 3 mana. How about making it 4 mana? You could just play consecration for the 2 damage anyway. But this is passive and doesn't hit face. Your opponent can play around it and silence / remove it with spells. Would that be better?
@Ras It's a copy, so you don't actually "reanimate" the minion. It's just for flavor and balance (no effect) that they are undead (+synergy). Otherwise it would be "summon any enemy minion that dies", which is way too similar to Kel'Thuzad and also kinda weaker, unless you have a board presence. I'm open for suggestions, they were just an idea.
@howl - Well, yes, but humility does infact keep the dude at 1 health, meaning you can still ram it into something. Think of a zoo board with 7 >2 attack minions(not too uncommon these days), well, you just won the game, unless they drop a power overwhelming.
@frenzy - in isolated cases, where you depict this card as a total expense of 4 mana it naturally seems reasonable, but the fact just stands, which in my eyes makes it unfair is that it scales too well in the lategame as a 2 mana spell. Other classes 2 mana spells are not self sufficient enough to handle 1 late game card, except the warrior one... and naturalise, but that's a special case. I guess, you can mention sap, but it's really also just delaying. So unless you can warrant a necessity for your class to have the best 2 mana removal spell, I'd change it.
@bshield - it's really tough to be honest, I guess, the most pressing issue is the taunt, since you simply can't ignore it. Doesn't your class have enough high priority minions to slam boneshield on as a means of protecting them, instead of making a really obnoxious taunt that just seems really powerful in certain situations? Silence as a solution shouldn't be weighed in design philosophies.
@bloodmoon - I see, your point is really convincing, suppose we can leave him alone for now.
If you look at bone shield this way, if a minion has 2+ health, it's a +2/+3 taunt buff for 4 mana, and even then only if it is attacked. It's heavily overcosted in that case (Velen's Chosen, Mark of Nature). Your opponent doesn't has to attack with his low hp minions, kinda like explosive trap, only actually less unavoidable, since it's per attack basis. I think that is how cards should be, good in some situations, bad in others. Making a card "good at all times" would result in making the game a drag to play. Dr. Boom everwhere.
I will think about it, but I think at 4 mana (meaning turn 4+) I doubt that's such a big hurdle to overcome.
Isn't that 7 minion <2 attack board a very extreme scenario? I don't think it's that common, and even then you could still use any spell damage card in case of emergencies. I could make it "until the start of your next turn", but then it would be better as 2 mana I think.
I think Frenzy is fine now (2 mana, tempoary), due to the situational applications compared to the other temporary buffs. And yeah, Execute is the best removal in the game, even tho it has a situational requirement as well. Frenzy is not even a guarnteed kill. It can't kill DoA giants, Ysera, Deathwing, Hellscream and co. The class will have no hard removal. This is intended to fill that slot, in a somewhat more unique way. There are also many low cost spells that are good in the late game.
@Resupply. There are no cards that do "nothing", in particular these type of cards. It would just add some flavor if you would also create a weapon in case it has no target. e.g. "Rusty Blade" a 1/1 or 2/1 or something. :D
@Personal Treatment mh I need to see it in play to get a feel for it. I still think it's a weird card. You need 3(!) cards to make actually use of it, and then also a situation where you need it.
Training would be unplayable above 0 mana IMO. I even think you could make it target any minion so it can be used as a worse Corruption (the minion you choose will be able to attack with +2/+2 before leaving. Also, a question: Does a deathrattle minion with salary die or just disappear if it is not paid? I think you should scrap Pit Fighter or rework it completely. Maybe "Battlecry: Target an enemy minion and attack it till one or both minions are destroyed". The flavor would be that the Pit Fighter challenge a minion to a fight till death. Corruption can be a 1 mana destruction of a beefy minion but it's still awful :P 5 mana is fine IMO but ask some others what they think. Hired Gun would still be useful and could actually stay for more than 1 round early game with lucky card draw. Also it would be nice late game as a cheap taunt.
1 Salary > 1 mana IMO. You have to fill your hand with coin(s) for it to work, you pay 2 mana for a HP coin, if you don't have enough coin(s) all your minions leave. What do you mean by it working like Deathrattle?
I would say 5 with taunt + a small effect for a class minion. But then you have the drawback of salary.
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@vonrith is this art acceptable? I tinkered around with some backgrounds and added a little bit of extra..
@DKPaladinMDL let me be your henchman!
For the legendary, since this is a reality where the death knight doesn't exist, you can use a wide variety of Scourge people. Or ex-people, actually. May I suggest Lord Marrowgar, or since you're going with ritual stuff, Darkmaster Gandling.
"Not all those who wander are lost."
- Velen R. R. Tolkien
This is my classic set so far. I haven't worked it out yet and changes are possible. I wanted to have them compiled so I can have a better picture of the variety in a single view, before going into too detailed work
I would greatly appreciate any feedback, whether balance concerns, style and wording suggestions or simple feedback how you like it. I'm uncertain about two cards in particular, my Legendary and Animate Dead.
Should I include another spell damage card?
Commons:
Rares:
Epics
Legendary:
I think the second has more flavor. Not sure about the balance. The first has actual impact right away, so that's something I kinda like, but I'm not sure. Which is better / more interesting?
As always, I will return any feedback. Will also give feedback to some entries tomorrow or before I go to bed. Not much time today.
Battlecry?
^_^ of course.
T1: Scourge Vanguard, Impale, Necropolis, Necromancer, Animate Dead, Rage Winterchill (Ras Frostwhisper kinda doesn't make sense that you get to copy a minion, that is just summoned and hasn't died yet).
T2: Acolyte, Cadaver Explosion, Obsidian Destroyer, Frost Wyrm, Death and Decay.
T3: Howl of Terror, Frenzy, Bloodmoon Servant, Bone Shield.
Howl of Terror - I think it's too strong for the permanency effect, You potentially clog the opponent's board with useless stuff that they can't even get rid of. I can see this being ok if you up the mana cost significantly.
Frenzy - Seems kind of insane to put a +7 damage onto a 2 mana spell. Granted, I can view this as a removal spell, but 2 mana is still being very generous. You also have your hero power which makes this spell always have a target. Most early game spells scale very poorly into the lategame with the exception of warrior removal and I don't think the context of your class justifies such a case. I suggest a rework.
Bloodmoon Servant - A lot of fuss previously about this card. You upped it's mana cost and gave it a health bump. I still think it's slightly too good. I actually thought that just dropping the undead tag on itself would have been sufficient, even when it was a 2 mana 2/1 so it simply doesnt't cycle itself. You would have to change the art, but I think it would overall improve the design in my opinion.
Bone Shield - The initial comparison I thought of was mark of the wild. But since this one makes running small fodder into said minion pointless I think that the 2 damage threshold is too much. I think leaving it at dealing 1 damage to attackers would be acceptable.
Oh man, this will take a while :P
Trailblazer: You could probably make it 1/4 IMO. The first card that every player draws each turn doesn't count as a card draw in your turn if I'm not mistaken so that would be balanced I think.
DS: One of my favourite cards ^^ Don't change the art though!
Sellswords: Skip the "only". It's not needed as you've already stated that the effect takes place "this turn"
Venture Co: You could probably make it cost 7 mana. It's a class card with an effect that doesn't always activate and it's a BGH target.
Refreshment: Quite weak but has its uses.
Vainglorious: <3<3<3
Djinn: Feels a bit out of place. Flavor/lore?
Blackwater: YES! "Get in here!" :D
Emir: Didn't undertand the card text until your explanation. Should probably read something like "Battlecries can target any minionI really liked this minion when I understood what it did. Crab Prince? :D
Mercs: Very weak IMO. Can't you just put them on the board and up the mana cost to 7-8?
Windtrader: Not the most fun minion but I quite like it
Black Market: Nees better art
Agent: Why would you ever play this? No synergy and at best a 5/5? Needs to be buffed.
Barrage: "attack damage" and you could probably make it 0 mana as it's random and needs a pirate to work.
Highwaymen: "increase the Mana Cost of enemy minions on the board by (1)
Monopoly: Minions who share the name with a minion on the board costs (0) this turn.
Haramad: Nice! Can be combo:d well with for example Refreshment.
It just feels weird to me I'm afraid :/ Tell me the lore and flavor? Af for the CDG; something using lost durability of your weapons throughout the match or the minions you've killed with your weapons in some way? Cost reduction, extra damage etc.
As long as the Moonwell costs enough I think it's fine that way.
Yeah, 3/1 is more appealing in my eyes.
A) Let me commend you for going with a low-cost legendary. Folks always want to do big, high-cost ones, and doing well-done low-cost ones is hardly ever attempted, and I think that's a shame.
B) Have you considered the interaction with Loatheb? Because when turn 7 comes around you could seriously screw your opponent's game.
Ok, so here's the lore - Wardens would get their ultimate ability at lvl 6 - Vengeance, which would summon a pretty beefy guy with not that much attack. It had a spell that raised a spirit from a corpse, these spirits were invulnerable, and while not really dangerous, they soon would become very many and the only way to stop the madness is to kill that summoned guy. What made matters worse was that the warden would be blinking around, fan of knifing and shadowstriking key stuff. It was a mess. The card actually represents that very well, but if it's iteration isn't good enough for hearthstone standards, that's fine and I'll think of changes.
Here is my 2nd attempt at the well.
Ughhhhh, I wrote CharacHter again...
You did throw me an idea here regarding the damaging spell. Something along the lines of bolvars mechanic. Any idea, how I can word it on a spell?
T1: Gutless Bounty Hunter, Training Course, I Found It (gorgeous), Hidden Shop, Incitement.
T2: Thy Goblin King, Budget Cuts, Regards Sent, Corrupt Judge, Former Pit Fighter.
T3. Profitable Venue, This one is on me!, Hired Gun, Alpha Squad, Auction House.
Profitable venue - just doesn't strike me as profitable. You have such nice cards like interest even others presented here, that can generate coins for you. This in comparison seems laughably weak not only as a body, but in effect as well. Yes, it has some combo potential, but when it's that late in the game, would you really bother trying to make this card work at that point? I think you would prefer other stuff. I suggest a different concept.
This one is on me! - Seems very punishing in your class context. Considering your minions on average are above the opposition's, this card can hit their swarm countermeasure to your beefy early game pretty hard. It might be a remedy to your class weakness, but sabotage and ambush were far superior examples. Also doesn't quite hit the flavour here.
Hired Gun - Likely needs a slight nerf in stats although I would dare to say that simply removing the taunt would be sufficient.
Alpha Squad - Seems somewhat inconsistent with the design so far, I think it could work in the next phase due to the aesthetic. It just contradicts all your other minions high health values and attempts at getting even more than a very easy 2 for 1.
Auction House - Probably all it needs is a little rewording in the first place, but the core problem I have with it is that it doesn't generate value. Paying 1 mana for 1/1 stats in your case is below average. It's probably below average even in the neutral scope. So you should make the well equipped guard somehow more worth it for the coins you invest.
B Was actually the first thing that came in my mind as well, but can that really be a criteria, considering we are designing pre naxxramas stuff as per the rules?
It certainly fits the bill in that regard, but here's the thing that I was trying to adress. Because it's basically another coin generator next to cards like gutless bounty hunter or interest or I found it! it falls completely flat on it's face based purely on the comparison. If those other cards didn't exist, I would actually name it solid and mandatory to your playstyle. Allow me to give an example from another class - arcane shot and bestial wrath - seemingly identical cards in their nature, pay 1 mana deal 2 damage and yet so far apart in their appliance. What I'm trying to get at - it's okay to make cards that are worse than others, but profitable venue is in fact only bad because the mechanic it brings is already represented in far superior examples.
Warning needs to be reworded. "If an enemy minion died this turn, return an enemy minion to your opponent's hand." is the correct phrase if I'm not mistaken.
Resupply depends heavily on the weapons you have and their mana cost. It seems ok, but is a seriously tempo swing if it equips a higher mana weapon. Did you think about a mock weapon you equip if you have no weapons left in your deck? Like Sense Demon or Thoughtsteal.
I don't get Personal Treatment. Is it intended to destroy your weapon and then equip another? The way it is now, you just waste 2 mana for nothing. 4 attack weapon => 4 attack attack hero.
Aftermath is worrisome imo. It will get you value eventually as the game draws on. I don't think "game turns" as requirements is punishing enough to warrant a 5 card draw + enough mana to play something decent afterwards. It's a complete game decider late into the game. I'm not sure how to balance it so it doesn't suck otherwise.
3 mana for Howl of Terror? I mean Humilityis a thing. 4 mana just feels too weak. You could just play some removal in that case.
Well you need 4 mana to combo it with your HP (in most cases anyway). You also "waste" your HP that turn. For 5 mana you could already play a hard removal anyway. It is also affected by Taunt and Can't atteck the hero, so it's limited in the usage. I might make it temporarily tho, then it should be balanced compared to Rockbiter Weapon, Blessing of Might and Power Overwhelming
The problem with Servant is, that it is the main draw engine so it needs to generate value, even if you don't play an undead themed deck. That is why it needs to give you a draw on its own. Combined with hero power it's 5 mana for 2 cards (along with 3 damage), IF you can make both die. That's easier said then done sometimes. I can tinker around with the stats, but 4 mana feels too weak. It should be a unique draw engine that fits the undead / deathrattle theme.
I can see why Bone Shield might be too strong on turn 3. 1 damage is kinda weak tho for 3 mana. How about making it 4 mana? You could just play consecration for the 2 damage anyway. But this is passive and doesn't hit face. Your opponent can play around it and silence / remove it with spells. Would that be better?
@Ras It's a copy, so you don't actually "reanimate" the minion. It's just for flavor and balance (no effect) that they are undead (+synergy). Otherwise it would be "summon any enemy minion that dies", which is way too similar to Kel'Thuzad and also kinda weaker, unless you have a board presence. I'm open for suggestions, they were just an idea.
Thanks for your input! I will change those 3 cards right away. I might need to hear more opinions about Servant to judge it correctly maybe, but it is intended to be strong.
edit: Updated my post:
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/49949-class-creation-competition-phase-iii-discussion?comment=59
Also gave Frenzy a new artwork.
Okay, that makes it better in my eyes!
"The first time another friendly character is damaged each turn, restore 3 Health to it". However, what would happen after AoE? Abilities that injure 2 targets at the same time? 3?
To help you with that I need to know the effect :P
Venue: You should probably slap a "Can't Attack" on it and I think it would OK for it to have 4 health.
This one...: You should probably scrap this one. Messing too much with your opponent's turn IMO
Training: Compare this to Mark of the Wild. This should cost 0 mana in its current state.
Budget Cuts: HA! However Vaporize laughs at this card. Make you draw X cards/recieve Y coins if it kills the minion?
I Found It: *Mana Cost
Hired Gun: Up the salary to 2? That way you would probably only have it last one turn in the early game.
Judge: Could probably be cheaper as it's so damn pricey. 4+2+2
Auction: Scrap this
Former Pit Fighter: Doesn't deserve a rare tag. All plain minions with charge is from the basic set I think...
Incitement: It's basically a mass corruption. Therefor I think it's too expensive. Corruption costs 1. 5 would be a more reasonable price IMO
Shop: "Equip a random exotic Weapon". Rare made me think you meant something of the rarity rare first. Scrap the coin weapon. "kill a minion".
King: Well, Loatheb came in Naxx, therefor I think it would be fine how it is now. However, for votes sake you could make it into something like a 0/1 minion named Sacrifice that destroys itself or maybe a 0/1 "someone that gives tribute". I think the salary should be 2
Since I am as patient as a field mouse I already submitted my entry. Seeing as we could change it midway in the last phase, I can do so now as well I suppose?
Expert set examples:
Deal with a threat without suffering return damage. Must be done on the same turn though.
The class has a wide range of weapons available, but they are not particularly strong. This card gives the class some combo potential and there is some fun stuff you can do with this, I'll leave it up to your imagination, after you take a look at the whole set.
While usually this means, that you can only use this against the freshly summoned minions of last turn, there are tools in the class that outright don't give the opponent a chance to attack. Also, the card does have some combo potential.
Much needed sustain and further emphasises the value in going for board control with this very battle hungry class.
The only real damage spell in the foreseeable future. Since the weapons are somewhat weak, but don't lack in durability, this makes for nice removal.
Rest of the expert set:
Sap with a discount but a condition attached.
Helps in using the weapons to your full extent, since you want to reequip new ones anyway.
Like a spell, but in weapon form. Obviously has some synergies with the class.
More sustain of the permanent variety. You can make an effort in protecting this, and you will be rewarded.
More for utility than for hitting.
Consider this a 4 mana draw a card and play it. Guarantees you get a weapon out, and most of them are useful in any given situation, timing is key though.
Gets better the longer you stay in it.
Solid body that helps you with weapon recycling.
Wonderful minor additions to your game plan along with a solid body.
And of course the legendary!
Now your opponent not only has to worry about the warden, but also this very dangerous threat, that if left uncontested will surely dominate board control.
Basic Set:
Tokens:
Kelen's Dagger of Escape:
Ancient of Wonders items:
Avatar of Vengeance:
This is a reserve card I have for now aswell
I prefer Cut the Chase over CDG
Warning IS reworded as of now.
Currently, there is a 4 mana weapon and a 5 mana weapon, the rest are cheaper. If you don't have a weapon in your deck, you get nothing.
That's exactly how it is intended, it's like stacking a weapon onto another, really. And there are some combos available with scavenger, vengeful spike, throwing star, rain of steel, maybe more later.
I wouldn't worry about aftermath from a comparison standpoint, as it is, I'm really happy with it, considering I managed to squeeze in a bit of a unique mechanic in my class. The worrisome part is if it fits.
@howl - Well, yes, but humility does infact keep the dude at 1 health, meaning you can still ram it into something. Think of a zoo board with 7 >2 attack minions(not too uncommon these days), well, you just won the game, unless they drop a power overwhelming.
@frenzy - in isolated cases, where you depict this card as a total expense of 4 mana it naturally seems reasonable, but the fact just stands, which in my eyes makes it unfair is that it scales too well in the lategame as a 2 mana spell. Other classes 2 mana spells are not self sufficient enough to handle 1 late game card, except the warrior one... and naturalise, but that's a special case. I guess, you can mention sap, but it's really also just delaying. So unless you can warrant a necessity for your class to have the best 2 mana removal spell, I'd change it.
@bshield - it's really tough to be honest, I guess, the most pressing issue is the taunt, since you simply can't ignore it. Doesn't your class have enough high priority minions to slam boneshield on as a means of protecting them, instead of making a really obnoxious taunt that just seems really powerful in certain situations? Silence as a solution shouldn't be weighed in design philosophies.
@bloodmoon - I see, your point is really convincing, suppose we can leave him alone for now.
If you look at bone shield this way, if a minion has 2+ health, it's a +2/+3 taunt buff for 4 mana, and even then only if it is attacked. It's heavily overcosted in that case (Velen's Chosen, Mark of Nature). Your opponent doesn't has to attack with his low hp minions, kinda like explosive trap, only actually less unavoidable, since it's per attack basis. I think that is how cards should be, good in some situations, bad in others. Making a card "good at all times" would result in making the game a drag to play. Dr. Boom everwhere.
I will think about it, but I think at 4 mana (meaning turn 4+) I doubt that's such a big hurdle to overcome.
Isn't that 7 minion <2 attack board a very extreme scenario? I don't think it's that common, and even then you could still use any spell damage card in case of emergencies. I could make it "until the start of your next turn", but then it would be better as 2 mana I think.
I think Frenzy is fine now (2 mana, tempoary), due to the situational applications compared to the other temporary buffs. And yeah, Execute is the best removal in the game, even tho it has a situational requirement as well. Frenzy is not even a guarnteed kill. It can't kill DoA giants, Ysera, Deathwing, Hellscream and co. The class will have no hard removal. This is intended to fill that slot, in a somewhat more unique way.
There are also many low cost spells that are good in the late game.
@Resupply. There are no cards that do "nothing", in particular these type of cards. It would just add some flavor if you would also create a weapon in case it has no target. e.g. "Rusty Blade" a 1/1 or 2/1 or something. :D
@Personal Treatment mh I need to see it in play to get a feel for it. I still think it's a weird card. You need 3(!) cards to make actually use of it, and then also a situation where you need it.
Training would be unplayable above 0 mana IMO. I even think you could make it target any minion so it can be used as a worse Corruption (the minion you choose will be able to attack with +2/+2 before leaving. Also, a question: Does a deathrattle minion with salary die or just disappear if it is not paid? I think you should scrap Pit Fighter or rework it completely. Maybe "Battlecry: Target an enemy minion and attack it till one or both minions are destroyed". The flavor would be that the Pit Fighter challenge a minion to a fight till death. Corruption can be a 1 mana destruction of a beefy minion but it's still awful :P 5 mana is fine IMO but ask some others what they think. Hired Gun would still be useful and could actually stay for more than 1 round early game with lucky card draw. Also it would be nice late game as a cheap taunt.
1 Salary > 1 mana IMO. You have to fill your hand with coin(s) for it to work, you pay 2 mana for a HP coin, if you don't have enough coin(s) all your minions leave. What do you mean by it working like Deathrattle?
I would say 5 with taunt + a small effect for a class minion. But then you have the drawback of salary.