And then there were four! My sincerest congratulations to all of our finalists for making it this far. Now that you've completed a Hero Power, Basic Set, and Classic Set, your Class is just as complete and ready to see play as all of the existing Classes were when they were first released. But there's still one last thing that you have to do, and that's to prove that your class has room for growth and expansion. Let's get started, shall we?
This IS the Discussion Topic. There is NO Submission Topic for our Finale.
That means you can post here freely even if you're not one of the finalists. =)
PHASE IV ENTRIES
RESTRICTIONS:
Existing Classes all have exactly one (1) Naxxramas card, a Common. So must yours. (In keeping with the Naxxramas theme for class cards, it should have some effect related to death.) (Spare Parts did not exist before GvG and may not show up on your Naxxramas card.) Existing Classes all have exactly eight (8) Goblins vs Gnomes cards, consisting of two (2) Commons three (3) Rare, two (2) Epics, and one (1) Legendary. So must yours. (In keeping with the Goblins vs Gnomes theme for class cards, at least one of these should be a Mech minion.) Existing Classes all have exactly two (2) Blackrock Mountain cards, consisting of one (1) Common and one (1) Rare. So must yours.
PHASE III SUBMISSION FORMAT:
This is not a Submission Topic. There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] SEER
Replace SEER with your own class's name, of course. Then, bring it to our attention, and we'll link to it from your Hero Portrait at the top of this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
As for this topic? This will just be for discussions generally pertaining to Phase IV or to the competition as a whole. If you have something specific to say about any of the Finalists, please take it to the individual Finalist Topics.
Otherwise, as this is a Discussion Topic, all normal Discussion Topic rules and regulations apply. If you don't remember what those are, check out our Phase III Discussion Topic.
Competition Process
Entry Phase (Starts 20:00 UTC 16/July/2015, Ends 18:00 UTC 22/July/2015) It is during this phase that you may create your Finalist Topics, as detailed above.
Poll Phase (Starts 19:00 UTC 22/July/2015, Ends 19:00 UTC 24/July/2015) During this Phase, the Discussion Topics will be locked, the Finalist Topics will be locked and stickied, and the Final Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, which will include all qualifying Finalists and a 48-hour poll to decide who will be our overall winner.
Because we want to make sure that the Final Poll Topic's format is agreeable to all competitors, I would specifically like input from them about how they'd like to see it. My initial thought is to include your class portraits, having them link to your Finalist Topics as normal, followed by your hero power and six (6) example cards of your choice from any phase of the competition. However, since there are now only four of you, I would like to organize these in columns rather than rows, so nobody's at the top or bottom of the gallery.
Rewards
Congratulations! For making it this far, all of you finalists will soon proudly sport a special Avatar Border and a special forum title, "Class Design Finalist". One of you, though, will have that "Finalist" changed into "Champion".
For folks unsure what to look for, these should be similar to those given to winners of our forum's Weekly Card Design Competition, as shown below:
Happy Gaming, and may the Murlocs be ever in your favor!
Wow, I can't believe I actually made it all the way up here. You guys are awesome, I never thought I would make it into the top four. Holy moly.
Anyway, a few prototype cards, in order of how comfortable I feel about them...
I like this effect, but the name, I have no idea. Anyway, it's an interesting way of turning Ice into aggro, or can be included in control decks so that you can avoid killing one of your own big minions after playing Glacial Bastion.
Well, this card is pretty obvious. Did I go to far? Should the mana cost go to 10? It's a crazy effect, but remember, you have to spend a whole turn on it.
Evil plans, the Mech way. I think it's decent, but honestly not super revolutionary in terms of "big things in your deck"...
I forgot that I actually had this card, so I already made two epics. Whoops, rarities will get changed later. It's from the first 3 example cards.
Obvious Iceater synergy, but also works with something like Frost Incarnate. In emergency situations could also be used like an ice lance to maybe combo with Frost Maiden or Shatter.
I love this card, no two ways about it. Note that it can't freeze itself.
Dragon Lich really should be a thing. This card was made like a million years ago, and things have changed since then.
Ice block for all your stuff, but basically gives your opponent a free turn. Works well with Master Plan or in a control deck. (and just saying, Mimiron's Head, not saying anything, just saying...)
Originally, the Naxx card was going to be 4 mana: Secret: When a friendly minion dies, resummon it as a 5/5 Lich. But then this class lost secrets, so I had to adapt, and I don't know how well this works now. Anyway, it works like Blessing of Wisdom where if you cast it on an enemy minion it comes to your side of the board. It's stats are set to 5/5 and its race becomes Lichling (sorry, all racial benefits are lost), it gets a visual tint but otherwise keeps its original effect.
Do any of the other semi-finalists that didn't make the cut feel a bit empty and aimless? I've been so obsessively working on the class these last three weeks; constantly thinking of new ideas at the weirdest moments and writing them down.
@Iceater: Nice concept, but might be a tad strong to get a 4/2 out for 1 mana that might actually benefit your cause. If it were to be 'an enemy minion', it'd be a more interesting card.
@Master Plan: As you're spending 9 mana and are presumably in turn 9, you don't need to cycle 30 cards. You'd redo some of them. Also, 30 is a lot and this wouldn't be fun to play against: Your opponent just sees you picking cards 60 seconds long. Yawn. I do love the theme and the feeling and it fits your class perfectly. Why not reduce it to Scheme 10? Which is already incredibly powerful. You could even make it Draw a Card afterwards. It'd make it an effective Master Plan: pulling out the right spell/minion at the right time.
@Evil-o-Matic: This was something I was missing in your class. This would work really well with your scheme mechanic. Absolute love it.
@End of Hope: I liked this card and I still do. Is it cumulative? Does it stack?
@Frozen Veins and @Wild Cryomancer: Both decent cards.
@Entomb: 0 Mana for Immunity at your disposal is way too strong. It doesn't buy your enemy a turn, since it buys you a turn to draw that perfect AoE wipe or killer spell or big taunt minion, whatever. Should be at least 4 mana.
@Soulbind: I like the potentials of this when cast upon an enemy. Do you silence it to prevent you from getting a Lichling and while doing that also removing its own card text? As it is now, it would be a bit boring to cast it on your own minion, kill it in a trade and get a 5/5 for 4 ... Meh. May I suggest the following: 2M "Choose an enemy minion, if it survives until the start of your next turn then summon a 5/5 Lichling for you". Something of a Corruption and Blessed Wisdom? You get me?
Also, anyone interested in my Expandion/Adventure card set for the Trade Prince. Would it be OK to post it here after everyone rounded up?
Do any of the other semi-finalists that didn't make the cut feel a bit empty and aimless? I've been so obsessively working on the class these last three weeks; constantly thinking of new ideas at the weirdest moments and writing them down.
@Iceater: Nice concept, but might be a tad strong to get a 4/2 out for 1 mana that might actually benefit your cause. If it were to be 'an enemy minion', it'd be a more interesting card.
@Master Plan: As you're spending 9 mana and are presumably in turn 9, you don't need to cycle 30 cards. You'd redo some of them. Also, 30 is a lot and this wouldn't be fun to play against: Your opponent just sees you picking cards 60 seconds long. Yawn. I do love the theme and the feeling and it fits your class perfectly. Why not reduce it to Scheme 10? Which is already incredibly powerful. You could even make it Draw a Card afterwards. It'd make it an effective Master Plan: pulling out the right spell/minion at the right time.
@Evil-o-Matic: This was something I was missing in your class. This would work really well with your scheme mechanic. Absolute love it.
@End of Hope: I liked this card and I still do. Is it cumulative? Does it stack?
@Frozen Veins and @Wild Cryomancer: Both decent cards.
@Entomb: 0 Mana for Immunity at your disposal is way too strong. It doesn't buy your enemy a turn, since it buys you a turn to draw that perfect AoE wipe or killer spell or big taunt minion, whatever. Should be at least 4 mana.
@Soulbind: I like the potentials of this when cast upon an enemy. Do you silence it to prevent you from getting a Lichling and while doing that also removing its own card text? As it is now, it would be a bit boring to cast it on your own minion, kill it in a trade and get a 5/5 for 4 ... Meh. May I suggest the following: 2M "Choose an enemy minion, if it survives until the start of your next turn then summon a 5/5 Lichling for you". Something of a Corruption and Blessed Wisdom? You get me?
Also, anyone interested in my Expandion/Adventure card set for the Trade Prince. Would it be OK to post it here after everyone rounded up?
Feel free to create your own thread! You've earned it ;) I'm curious about what you would have submitted in this stage so...start creating ^^
Honestly, I don't really like Demon Hunter and Merchant. Demon Hunter is too powerful, and Merchant is just gimmicky. Lich I'm neutral about; the only one i really like is Twilight's Hammer, and that's just because I'm a sucker for eldritch horror.
Still, though, they all put in a shit ton of work, and I commend them for that.
Most of these cards have pretty good concepts and art, but there's a couple changes I'd make.
Iceater: Vonrith I think got it right in that it is a tad too strong for something that may end up helping you. It may be remedied by just flipping the base statline to 1/2, which is significantly worse than 2/1 if you don't pull off the effect.
Master Plan: At 9 mana, I actually don't the card is that good. That late in the game, you really don't want to spend a turn organizing with out doing anything to the board. However, after seeing how many cards with Freeze you have, you may be right with the cost. The second thing about this card is that scheming 30 is just an unnecessary number. I mean, by turn 9, you will have already had to draw at least 12 cards (3 in starting hand+1 per turn). I agree with Vonrith on this as well. Add a draw card to it, and that way you're at least doing something this turn.
Frost Wyrm: I actually think this may be a little strong. Compare it to a Blackwing Corruptor. It pays a full mana for a battlecry which is worth about 2. Frost Wyrm only pays half a mana (-1 attack) for a battlecry that's worth at least 2, maybe even 3.
Soulbind: interesting idea, I think it's a little overpriced. Paying 4 mana for a 5/5 is good if you get the minion right away. However, dealing with the whole "detonation" aspect of giving a minion deathrattle can severely lower the cost. Believe me, I thought about this kind of stuff a lot when making the Final Vengeance card last week. I might make it cost 3.
Everything else is awesome, especially the Evil-o-matic.
Follow that link to a post by a guy who has compiled over 3,500 fantasy pictures for use in card creating. And that's not all. He has tagged each and every one of them with descriptors so that you can search through them with ease. Weapons, spells, mechs, and murlocks. It's all there.
Do any of the other semi-finalists that didn't make the cut feel a bit empty and aimless? I've been so obsessively working on the class these last three weeks; constantly thinking of new ideas at the weirdest moments and writing them down.
Also, anyone interested in my Expandion/Adventure card set for the Trade Prince. Would it be OK to post it here after everyone rounded up?
Sure we do, but I mean, I realised the disaster I'm setting myself up for when I designed my hero power in phase I. It got me this far, but oh well.
Ice eater and Evil-O-Matic fit the GvG theme amazingly well as for balancing, I think they're ok.
Master plan is a bit too flashy. I realise your class supports adding cards to the deck, but putting scheme 30 on it seems very unnecessary and mildly breaks the game to a point that it just feels too unrealistic.
Thanks for all the feedback! Before I go and re-make the cards, here are some proposed changes:
Iceater - going to a 1/2. Should the name change?
Master Plan - 9 Mana: Scheme: (14), then draw a card. Note: I have no idea why Scheme 14 is coming to mind, rather than Scheme 15.
Evil-o-Matic - I forgot to mention that the base card is a mech, any objection to making it a 2/3? Also, I feel like the Giant Evil Robots don't benefit off of each other enough. Maybe I can nerf the initial stats to 3/3 but cause it to give your other GERs +2/+2? Since a 1 mana 3/3 is still really strong.
End of Hope - I'm not really sure how much I'm allowed to change this card. Originally, it wasn't cumulative. If it were to become cumulative, I'd want to change the stats to something more symmetrical (6/6, gains +4/+4?)
Entomb - I reviewed this with my friend and he said that it was definitely strong at 1 mana, and he was unsure about 2 mana. 2 mana is as high as I'm willing to go, there's no way I'd place that at 4 mana...
Soulbind - Thinking of reducing the cost to 3, then maybe a 4/5? 4/4 doesn't seem very dramatic... at first I was going to agree with Vonrith and make it enemies only, but it does have some cool interactions on your own minions for when you trade, since the Lichling keeps their effects.
The thing about entomb is you attack with all your minions, then deny your opponent the chance to interact with your board. I would definitely consider running wailing soul to ensure another immediate wave of damage. Making it only effect your minions maybe a good nerf to justify a 1 or 2 mana cost since you need to set it up otherwise your opponent will just attack you face.
Should soulbind simply read Give a minion "deathrattle: Summon a 3/5 lich"? I think a 3/5 for 3 mana is a good stat. Trades well against piloted shredder and better than a 4/4.
Evil-o-matic changes you've listed look good. +2/+2 maybe too strong but my gut says it's fine since its unlikely you'll draw them one after another unless you scheme. Your other changes you've listed for your other cards look good.
I think Blackrock Mountain is a little too warm for frosty stuff :P
But on a war torn planet with the concept of dual polarity, lava core isnt the only thing that is evolving. Frosty stuff will balance fiery destruction on the other side of the planet. Just saying haha.
Thanks for all the feedback! Before I go and re-make the cards, here are some proposed changes:
Iceater - going to a 1/2. Should the name change?
Master Plan - 9 Mana: Scheme: (14), then draw a card. Note: I have no idea why Scheme 14 is coming to mind, rather than Scheme 15.
Evil-o-Matic - I forgot to mention that the base card is a mech, any objection to making it a 2/3? Also, I feel like the Giant Evil Robots don't benefit off of each other enough. Maybe I can nerf the initial stats to 3/3 but cause it to give your other GERs +2/+2? Since a 1 mana 3/3 is still really strong.
End of Hope - I'm not really sure how much I'm allowed to change this card. Originally, it wasn't cumulative. If it were to become cumulative, I'd want to change the stats to something more symmetrical (6/6, gains +4/+4?)
Entomb - I reviewed this with my friend and he said that it was definitely strong at 1 mana, and he was unsure about 2 mana. 2 mana is as high as I'm willing to go, there's no way I'd place that at 4 mana...
Soulbind - Thinking of reducing the cost to 3, then maybe a 4/5? 4/4 doesn't seem very dramatic... at first I was going to agree with Vonrith and make it enemies only, but it does have some cool interactions on your own minions for when you trade, since the Lichling keeps their effects.
Frost Wyrm - 6 mana 4/6, same effect.
@Iceater, Maybe... Ice sculptor? too boring? WTEVA lol
@Master plan, Thats what i had in mind, great job.
@evil-o-matic, I like the changes, this make the bot go wild if unattended by your opponent which may buy you some time in certain matches.
@end of hope, If its cumulative, that changes will be preferred, i personally would like to see this card as a break out win condition ranther than a main one.
@etomb, 1 mana seems great, 0 maybe too good.
@soulbind, 3 cost 4/5 seems much better but on the other hand it is a common now, so... maybe a 3/5 for 3 as melioro mentioned?
The thing with Entomb is that your hero is immune as well. You're buying time to get that powerful AoE spell and keep your board intact. For GvG I made a spell Diplomacy for 4M: 'Your Hero is immune until your next turn' and I felt it was incredibly strong and unfair already at that cost. And that was only my hero.
If you look from the perspective of your opponent, dealing two times with Mage's Ice Block is already really, really, annoying and sometimes even results in losing the game. Alright, Freeze Mages can burst, but if you can keep your minions and can play extra minions the Lich can burst as well when the time is right. Turn 10, I have 2 minions, I play Magma Rager, some other cards that never see play like Core Hound and maybe some extra minions and then play Entomb. Turn 11, again, I play some minions and Entomb. Turn 12: I can burst for probably 30 damage.
---
@Master Plan: I'd go with 12 or 16. As we know, Mulligan allows 4 cards to be viewed. Perhaps a bit stupid to consider this when a lot of things we card designers come up with aren't even implanted (probably not even deck order).
@Lichling: The card text as it is, really doesn't make clear it will keep the original card text of the targeted minion. But that's a really interesting idea.
The thing with Entomb is that your hero is immune as well. You're buying time to get that powerful AoE spell and keep your board intact. For GvG I made a spell Diplomacy for 4M: 'Your Hero is immune until your next turn' and I felt it was incredibly strong and unfair already at that cost. And that was only my hero.
If you look from the perspective of your opponent, dealing two times with Mage's Ice Block is already really, really, annoying and sometimes even results in losing the game. Alright, Freeze Mages can burst, but if you can keep your minions and can play extra minions the Lich can burst as well when the time is right. Turn 10, I have 2 minions, I play Magma Rager, some other cards that never see play like Core Hound and maybe some extra minions and then play Entomb. Turn 11, again, I play some minions and Entomb. Turn 12: I can burst for probably 30 damage.
---
@Master Plan: I'd go with 12 or 16. As we know, Mulligan allows 4 cards to be viewed. Perhaps a bit stupid to consider this when a lot of things we card designers come up with aren't even implanted (probably not even deck order).
@Lichling: The card text as it is, really doesn't make clear it will keep the original card text of the targeted minion. But that's a really interesting idea.
I think you're forgetting that Entomb also freezes all of your minions. If you "played some minions and then entomb" on turn 11, the minions you played that turn wouldn't be able to attack on turn 12. Regardless, this card is still OP because this class does have the ability to burst, namely, with Malygos and Raw Power. I really should never have made raw power, it's absolutely broken in most cases and I'm surprised I wasn't called out on it. If Entomb was priced at 2 mana, and it got hit by thaurissan once, all you'd need is Malygos, Entomb, and Raw Power in your hand and you have GUARANTEED lethal - this isn't rogue where your opponent can kill you while Malygos is stealthed, or have some kind of weird poison seedsy / deadly shotty card to kill malygos, there's absolutely no counterplay here, since Entomb makes your hero Immune as well and guarantees that you and Malygos survive into the next turn, and from there you have a 10 mana: Deal 49 damage card.
Now I'm seeing where the mana cost of 4 came from, and I'm almost willing to do that, but I think it would be one of those cards that's weak but still OP. As such, I'd want to add another effect to it, like Scheme. How about this card for 4 mana, plus Scheme: 4?
---
For Master plan, the interface to scheme massive numbers of cards is probably going to be a lot different and maybe similar to pack opening on mobile, so I wouldn't settle on a number purely because of that.
Lichling: Well it says "Resummon it as a 5/5 Lichling" rather than "Summon a 5/5 Lichling." You probably wouldn't get the full interaction on the first try, but hey, neither did Dr. Boom players.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
(Click on each Hero Portrait to be directed to the corresponding Finalist Topic)
DEMON HUNTER
by McF4rtson
LICH
by DKPaladinMDL
MERCHANT
by carminacore
TWILIGHT'S HAMMER
by Arkasaur
And then there were four! My sincerest congratulations to all of our finalists for making it this far. Now that you've completed a Hero Power, Basic Set, and Classic Set, your Class is just as complete and ready to see play as all of the existing Classes were when they were first released. But there's still one last thing that you have to do, and that's to prove that your class has room for growth and expansion. Let's get started, shall we?
This IS the Discussion Topic. There is NO Submission Topic for our Finale.
That means you can post here freely even if you're not one of the finalists. =)
PHASE IV ENTRIES
RESTRICTIONS:
Existing Classes all have exactly one (1) Naxxramas card, a Common. So must yours.
(In keeping with the Naxxramas theme for class cards, it should have some effect related to death.)
(Spare Parts did not exist before GvG and may not show up on your Naxxramas card.)
Existing Classes all have exactly eight (8) Goblins vs Gnomes cards, consisting of two (2) Commons three (3) Rare, two (2) Epics, and one (1) Legendary. So must yours.
(In keeping with the Goblins vs Gnomes theme for class cards, at least one of these should be a Mech minion.)
Existing Classes all have exactly two (2) Blackrock Mountain cards, consisting of one (1) Common and one (1) Rare. So must yours.
PHASE III SUBMISSION FORMAT:
This is not a Submission Topic. There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] SEER
Replace SEER with your own class's name, of course.
Then, bring it to our attention, and we'll link to it from your Hero Portrait at the top of this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
As for this topic? This will just be for discussions generally pertaining to Phase IV or to the competition as a whole. If you have something specific to say about any of the Finalists, please take it to the individual Finalist Topics.
Rules and Regulations
Remember to follow all of the general competition rules and guidelines detailed in Phase I of the competition.
Otherwise, as this is a Discussion Topic, all normal Discussion Topic rules and regulations apply. If you don't remember what those are, check out our Phase III Discussion Topic.
Competition Process
Entry Phase (Starts 20:00 UTC 16/July/2015, Ends 18:00 UTC 22/July/2015)
It is during this phase that you may create your Finalist Topics, as detailed above.
Poll Phase (Starts 19:00 UTC 22/July/2015, Ends 19:00 UTC 24/July/2015)
During this Phase, the Discussion Topics will be locked, the Finalist Topics will be locked and stickied, and the Final Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, which will include all qualifying Finalists and a 48-hour poll to decide who will be our overall winner.
Because we want to make sure that the Final Poll Topic's format is agreeable to all competitors, I would specifically like input from them about how they'd like to see it. My initial thought is to include your class portraits, having them link to your Finalist Topics as normal, followed by your hero power and six (6) example cards of your choice from any phase of the competition. However, since there are now only four of you, I would like to organize these in columns rather than rows, so nobody's at the top or bottom of the gallery.
Rewards
Congratulations! For making it this far, all of you finalists will soon proudly sport a special Avatar Border and a special forum title, "Class Design Finalist". One of you, though, will have that "Finalist" changed into "Champion".
For folks unsure what to look for, these should be similar to those given to winners of our forum's Weekly Card Design Competition, as shown below:
Happy Gaming, and may the Murlocs be ever in your favor!
I would just like to say... my username has been misspelled this whole time. That is all.
It's not misspelled this time, what are you talking about?
<_<
>_>
The demonhunter class is lousy. Terrible balance, and has few high-cost cards that dominates late game.
Thanks, I guess.
Wow, I can't believe I actually made it all the way up here. You guys are awesome, I never thought I would make it into the top four. Holy moly.
Anyway, a few prototype cards, in order of how comfortable I feel about them...
I like this effect, but the name, I have no idea. Anyway, it's an interesting way of turning Ice into aggro, or can be included in control decks so that you can avoid killing one of your own big minions after playing Glacial Bastion.
Well, this card is pretty obvious. Did I go to far? Should the mana cost go to 10? It's a crazy effect, but remember, you have to spend a whole turn on it.
Evil plans, the Mech way. I think it's decent, but honestly not super revolutionary in terms of "big things in your deck"...
I forgot that I actually had this card, so I already made two epics. Whoops, rarities will get changed later. It's from the first 3 example cards.
Obvious Iceater synergy, but also works with something like Frost Incarnate. In emergency situations could also be used like an ice lance to maybe combo with Frost Maiden or Shatter.
I love this card, no two ways about it. Note that it can't freeze itself.
Dragon Lich really should be a thing. This card was made like a million years ago, and things have changed since then.
Ice block for all your stuff, but basically gives your opponent a free turn. Works well with Master Plan or in a control deck. (and just saying, Mimiron's Head, not saying anything, just saying...)
Originally, the Naxx card was going to be 4 mana: Secret: When a friendly minion dies, resummon it as a 5/5 Lich. But then this class lost secrets, so I had to adapt, and I don't know how well this works now. Anyway, it works like Blessing of Wisdom where if you cast it on an enemy minion it comes to your side of the board. It's stats are set to 5/5 and its race becomes Lichling (sorry, all racial benefits are lost), it gets a visual tint but otherwise keeps its original effect.
Do any of the other semi-finalists that didn't make the cut feel a bit empty and aimless? I've been so obsessively working on the class these last three weeks; constantly thinking of new ideas at the weirdest moments and writing them down.
@Iceater: Nice concept, but might be a tad strong to get a 4/2 out for 1 mana that might actually benefit your cause. If it were to be 'an enemy minion', it'd be a more interesting card.
@Master Plan: As you're spending 9 mana and are presumably in turn 9, you don't need to cycle 30 cards. You'd redo some of them. Also, 30 is a lot and this wouldn't be fun to play against: Your opponent just sees you picking cards 60 seconds long. Yawn. I do love the theme and the feeling and it fits your class perfectly. Why not reduce it to Scheme 10? Which is already incredibly powerful. You could even make it Draw a Card afterwards. It'd make it an effective Master Plan: pulling out the right spell/minion at the right time.
@Evil-o-Matic: This was something I was missing in your class. This would work really well with your scheme mechanic. Absolute love it.
@End of Hope: I liked this card and I still do. Is it cumulative? Does it stack?
@Frozen Veins and @Wild Cryomancer: Both decent cards.
@Entomb: 0 Mana for Immunity at your disposal is way too strong. It doesn't buy your enemy a turn, since it buys you a turn to draw that perfect AoE wipe or killer spell or big taunt minion, whatever. Should be at least 4 mana.
@Soulbind: I like the potentials of this when cast upon an enemy. Do you silence it to prevent you from getting a Lichling and while doing that also removing its own card text? As it is now, it would be a bit boring to cast it on your own minion, kill it in a trade and get a 5/5 for 4 ... Meh. May I suggest the following: 2M "Choose an enemy minion, if it survives until the start of your next turn then summon a 5/5 Lichling for you". Something of a Corruption and Blessed Wisdom? You get me?
Also, anyone interested in my Expandion/Adventure card set for the Trade Prince. Would it be OK to post it here after everyone rounded up?
Feel free to create your own thread! You've earned it ;) I'm curious about what you would have submitted in this stage so...start creating ^^
I think Blackrock Mountain is a little too warm for frosty stuff :P
Honestly, I don't really like Demon Hunter and Merchant. Demon Hunter is too powerful, and Merchant is just gimmicky. Lich I'm neutral about; the only one i really like is Twilight's Hammer, and that's just because I'm a sucker for eldritch horror.
Still, though, they all put in a shit ton of work, and I commend them for that.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
@DKPaladinMDL
Most of these cards have pretty good concepts and art, but there's a couple changes I'd make.
Iceater: Vonrith I think got it right in that it is a tad too strong for something that may end up helping you. It may be remedied by just flipping the base statline to 1/2, which is significantly worse than 2/1 if you don't pull off the effect.
Master Plan: At 9 mana, I actually don't the card is that good. That late in the game, you really don't want to spend a turn organizing with out doing anything to the board. However, after seeing how many cards with Freeze you have, you may be right with the cost. The second thing about this card is that scheming 30 is just an unnecessary number. I mean, by turn 9, you will have already had to draw at least 12 cards (3 in starting hand+1 per turn). I agree with Vonrith on this as well. Add a draw card to it, and that way you're at least doing something this turn.
Frost Wyrm: I actually think this may be a little strong. Compare it to a Blackwing Corruptor. It pays a full mana for a battlecry which is worth about 2. Frost Wyrm only pays half a mana (-1 attack) for a battlecry that's worth at least 2, maybe even 3.
Soulbind: interesting idea, I think it's a little overpriced. Paying 4 mana for a 5/5 is good if you get the minion right away. However, dealing with the whole "detonation" aspect of giving a minion deathrattle can severely lower the cost. Believe me, I thought about this kind of stuff a lot when making the Final Vengeance card last week. I might make it cost 3.
Everything else is awesome, especially the Evil-o-matic.
Oh, since I know everybody here is a card design enthusiast, I felt I needed to share.
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/50294-hearthstone-gallery-3700-pictures-for-your
Follow that link to a post by a guy who has compiled over 3,500 fantasy pictures for use in card creating. And that's not all. He has tagged each and every one of them with descriptors so that you can search through them with ease. Weapons, spells, mechs, and murlocks. It's all there.
Sure we do, but I mean, I realised the disaster I'm setting myself up for when I designed my hero power in phase I. It got me this far, but oh well.
As for the second part, absolutely.
Ice eater and Evil-O-Matic fit the GvG theme amazingly well as for balancing, I think they're ok.
Master plan is a bit too flashy. I realise your class supports adding cards to the deck, but putting scheme 30 on it seems very unnecessary and mildly breaks the game to a point that it just feels too unrealistic.
Entomb is broken.
Thrilled that End of Hope made the cut.
The rest are okay.
Thanks for all the feedback! Before I go and re-make the cards, here are some proposed changes:
Iceater - going to a 1/2. Should the name change?
Master Plan - 9 Mana: Scheme: (14), then draw a card. Note: I have no idea why Scheme 14 is coming to mind, rather than Scheme 15.
Evil-o-Matic - I forgot to mention that the base card is a mech, any objection to making it a 2/3? Also, I feel like the Giant Evil Robots don't benefit off of each other enough. Maybe I can nerf the initial stats to 3/3 but cause it to give your other GERs +2/+2? Since a 1 mana 3/3 is still really strong.
End of Hope - I'm not really sure how much I'm allowed to change this card. Originally, it wasn't cumulative. If it were to become cumulative, I'd want to change the stats to something more symmetrical (6/6, gains +4/+4?)
Entomb - I reviewed this with my friend and he said that it was definitely strong at 1 mana, and he was unsure about 2 mana. 2 mana is as high as I'm willing to go, there's no way I'd place that at 4 mana...
Soulbind - Thinking of reducing the cost to 3, then maybe a 4/5? 4/4 doesn't seem very dramatic... at first I was going to agree with Vonrith and make it enemies only, but it does have some cool interactions on your own minions for when you trade, since the Lichling keeps their effects.
Frost Wyrm - 6 mana 4/6, same effect.
@DKPaladinMDL
The thing about entomb is you attack with all your minions, then deny your opponent the chance to interact with your board. I would definitely consider running wailing soul to ensure another immediate wave of damage. Making it only effect your minions maybe a good nerf to justify a 1 or 2 mana cost since you need to set it up otherwise your opponent will just attack you face.
Should soulbind simply read Give a minion "deathrattle: Summon a 3/5 lich"? I think a 3/5 for 3 mana is a good stat. Trades well against piloted shredder and better than a 4/4.
Evil-o-matic changes you've listed look good. +2/+2 maybe too strong but my gut says it's fine since its unlikely you'll draw them one after another unless you scheme. Your other changes you've listed for your other cards look good.
.
But on a war torn planet with the concept of dual polarity, lava core isnt the only thing that is evolving. Frosty stuff will balance fiery destruction on the other side of the planet. Just saying haha.
@Iceater, Maybe... Ice sculptor? too boring? WTEVA lol
@Master plan, Thats what i had in mind, great job.
@evil-o-matic, I like the changes, this make the bot go wild if unattended by your opponent which may buy you some time in certain matches.
@end of hope, If its cumulative, that changes will be preferred, i personally would like to see this card as a break out win condition ranther than a main one.
@etomb, 1 mana seems great, 0 maybe too good.
@soulbind, 3 cost 4/5 seems much better but on the other hand it is a common now, so... maybe a 3/5 for 3 as melioro mentioned?
And, hope you take the win! heh
Funny you should mention that. I have the exact same feelings about Twilight's Hammer.
The thing with Entomb is that your hero is immune as well. You're buying time to get that powerful AoE spell and keep your board intact. For GvG I made a spell Diplomacy for 4M: 'Your Hero is immune until your next turn' and I felt it was incredibly strong and unfair already at that cost. And that was only my hero.
If you look from the perspective of your opponent, dealing two times with Mage's Ice Block is already really, really, annoying and sometimes even results in losing the game. Alright, Freeze Mages can burst, but if you can keep your minions and can play extra minions the Lich can burst as well when the time is right. Turn 10, I have 2 minions, I play Magma Rager, some other cards that never see play like Core Hound and maybe some extra minions and then play Entomb. Turn 11, again, I play some minions and Entomb. Turn 12: I can burst for probably 30 damage.
---
@Master Plan: I'd go with 12 or 16. As we know, Mulligan allows 4 cards to be viewed. Perhaps a bit stupid to consider this when a lot of things we card designers come up with aren't even implanted (probably not even deck order).
@Lichling: The card text as it is, really doesn't make clear it will keep the original card text of the targeted minion. But that's a really interesting idea.
I think you're forgetting that Entomb also freezes all of your minions. If you "played some minions and then entomb" on turn 11, the minions you played that turn wouldn't be able to attack on turn 12. Regardless, this card is still OP because this class does have the ability to burst, namely, with Malygos and Raw Power. I really should never have made raw power, it's absolutely broken in most cases and I'm surprised I wasn't called out on it. If Entomb was priced at 2 mana, and it got hit by thaurissan once, all you'd need is Malygos, Entomb, and Raw Power in your hand and you have GUARANTEED lethal - this isn't rogue where your opponent can kill you while Malygos is stealthed, or have some kind of weird poison seedsy / deadly shotty card to kill malygos, there's absolutely no counterplay here, since Entomb makes your hero Immune as well and guarantees that you and Malygos survive into the next turn, and from there you have a 10 mana: Deal 49 damage card.
Now I'm seeing where the mana cost of 4 came from, and I'm almost willing to do that, but I think it would be one of those cards that's weak but still OP. As such, I'd want to add another effect to it, like Scheme. How about this card for 4 mana, plus Scheme: 4?
---
For Master plan, the interface to scheme massive numbers of cards is probably going to be a lot different and maybe similar to pack opening on mobile, so I wouldn't settle on a number purely because of that.
Lichling: Well it says "Resummon it as a 5/5 Lichling" rather than "Summon a 5/5 Lichling." You probably wouldn't get the full interaction on the first try, but hey, neither did Dr. Boom players.