Greetings and salutations. Long time on and off magic player, here. Similarly, I've been playing Hearthstone on and off for some time as well. Been working on this for a bit; would like to get a little feedback.
By the way, as I only played Warcraft 3 for the custom maps and I played WoW at a friend's place for about an hour and never again, if anyone would have a better recommendation for the hero, I'd welcome it. The current version is a 'joke' (?) about the player in the RTS games, mainly because I couldn't think of a better option. The only two characters who seemed plausible were a minor joke character and Danath Trollsbane (who is, realistically speaking, just a rather old Warrior). Additionally, if anyone can suggest a better card face, that'd be appreciated. Currently using the Death Knight one, since none of the custom ones on Heartcard were particularly appealing.
As per most on this forum, none of the art used on these cards was done by me. Most of it was taken from other WoW Tcg cards, from MTG cards, from the recommended artwork mentioned in the stickied topic or from trawling Deviantart.
The Unseen General - The Tactician
Emotes Game Start: "Good luck. Have fun." Greeting: "Hi." Well Played: " Sorry: "That's unfortunate."
Thematics: Standing behind his troops, directing their movements with practised ease, the tactician is the unsung master of the battlefield before him. He doesn't sully his hands by wading into battle, weapon drawn or spell readied. His is a lighter touch only felt once the field falls silent and the bodies tallied. The Tactician is a weaponless class and most of his spells revolve around his minions, as does his Hero Power, which allows him to place a (important note: the Flag Bearer spawned with rally is placed manually, unlike the Shaman's totems or the Paladin's recruits). Whilst there's some overlap with the Warrior and Paladin (and even, to some extent, the Rogue and Hunter), the Tactician is more akin to the leader of a professional army than a heroic adventurer. As a result, his spells generally reflect discipline, special training, intellect and cunning, rather than personal strength or magic prowess. Additionally, rather than powerful individual warriors, most of the Tactician's unique minions are either specialised fighters/siege weapons that the average warrior or paladin would be unable to fully utilize, or undisciplined soldiers who need the strict regimentation of a proper army to achieve their full potential. These points can be seen in the Tactician's unique mechanic:
Unique Mechanic - Formation - The first time a minion has another minion other both sides of it, its formation effect triggers.
Important things to note about formation; it will trigger on either player's turn, it will trigger immediately when the effect occurs, regardless of which of the three potential set ups occur (i.e. Summon a minion with formation between two minions, summon two minions either side a minion with formation or give a formation ability to a minion that's already surrounded) but will trigger after battlecry, and a formation effect can either be an immediate, one shot effect (See: Garithos), a continuous buff (See: Enthusiastic Rookie) or a prerequisite for another effect (See: Mortar Crew). In the latter case, the second prerequisite is stated in the ability.
Formation is the crystalisation of the Tactician's control over his minions, whether it represents an ability to coordinate a group to work better as a whole, or to force his will upon the more unruly minions with pressure from their peers. The time and position of minion placement is especially important for the Tactician, more so than for any other class. Compared with others, his minions are weaker and his spells don't have the same lasting impact. However, with an array of potent effects, the Tactician is well able to hold his own.
As implied, the tactician's ability to deal damage with spells is very weak; he has Alpha Strike and Covering Fire, both of which are less efficient per point of damage than the equivalents of other classes. If he wants to permanently rid himself of stronger enemy minions, he'll need to either invest a full 10 mana into Rout, or have his minions do the heavy lifting. On the other hand, the Tactician has other non-lethal ways to deal with enemy minions. Dissent, Hoodwink and Lead Astray all shuffle an enemy minion into their deck (as does Rout, but it also kills a thing), whilst Subdue stops a minion from attacking unless silenced.
For neutral-ish key words, the Tactician favours Taunt and Charge like the Warrior does, so they aren't exactly unique. If you were to name a specific existing keyword to call the Tactician's own in the same way that Shaman 'owns' Windfury or Rogue 'owns' Stealth, I would say Immune; the Tactician has a couple of cards that grant immune, whilst most other classes have only one (or none, sometimes). Now, onto the cards.
Basic Set
Starters
Unlocked at Level 2 Unlocked at Level 4 Unlocked at Level 6
Unlocked at Level 8 Unlocked at Level 10
Classic Set
Common
Rare
`
Epic
Legendary
Adventure Cards
Naxxramas
Requirements
Defeat Sapphiron (Normal) with the following deck to obtain 2 copies of the Tactician class card, Withdraw
Class Cards
Elude x 1 Spiked Barricade x 2 Sniper's Nest x 2 Battle Plan x 2 Light Cavalry x 2 Withdraw x 2 Covering Fire x 2 Marching Orders x 2
Will be adding comments for cards, as well as cards for the later sets, some time in the future. Wanted to get some other opinions first.
Changelog
20/09/15 - Posted! Also fixed Battle Plan's mana cost (3->4) 21/09/15 - Reworked Othmar Garithos, Removed Hoodwink for Mobilise. Restricted immune effect on Bodyguard Tank to your turn only, Added Naxxramas class challenge and card: Withdraw. 26/09/15 - GVG cards added.
Nice stuff, i liked a lot formation, and there are some incredible cards, i liked a lot of cards that ends the turn, like the draw 3 cards. The heroic power is also very good. The lengedary is very interesting too, just like varyan but faster in my opinion.
I'm looking forward to see some support for the overall weak and little Secret base to make even Diversion and Hoodwink somewhat playable (They feel more like 2 mana Secrets). Mage got a good amount of cards to make secrets outside of Mad Scientist playable.
I don't like the fact that Bodyguard Tank makes a nasty combo with another copy of itself. I'd recommend to change the Immune part to something like "Can't be the taget of Spells ..." as you can atleast silence this kind of effect.
End your turn is in my opinion not enough of a tradeoff for being able to draw 3 cards with 3 mana (That's arguable twice as effective as Arcane Intellect). I can see this card at 4 mana cost where it's still a very good card draw engine.
I personally don't like the Legendary as it works almost only in one type of deck and horrible when it has to fight alone. The Variance between it's full potential and the worst case scenario is what makes me disliking it.
Promote is effectivly a Power of the Wild that costs 4. You can reduce it's cost to 2 mana. Power of the Wild can't be removed by only killing one of the creatures. That and the fact that you can't summon a 3/2 with Promote makes it reasonable at the cost of 2.
The rest of the cards are overall well made and i especially like the design of Rout as it fit's perfectly in next to cards like Mind Control or Pyroblast
Thanks for the feedback; will be probably making changes some time tomorrow (I'm a little tired atm). I'd like to give some explanations as to why some of those are the way they are.
Diversion/Hoodwink - Originally, these were one card; it redirected a single attack to your strongest (health wise) minion, then gave your other minions + your hero immune/stealth (I went back and forth on which for a while before deciding to avoid using stealth as a class mechanic) for the turn. Unfortunately, it felt too much to have on one card, so I split it in two. The Tactician will be receiving Secret support in GvG, so I'm hesitant to change Diversion, since there's a lot that can be done with it (and I think it might be a little too strong at 2 mana), but Hoodwink will probably be getting edited.
Bodyguard Tank - Derp. This was a late addition, since I ended up moving another card over to GvG and had to fill a slot. I might add a 'during your turn' clause to him. Will think more on this later.
Battle Plan - Yeah, that was a typo. It was always meant to be 4 mana. Already fixed it.
Garithos - Garithos is basically the result of me failing to figure out a way to work the 'summon from hand' effect without involving random elements (which I find would go against the whole 'Tactician' thing). He could probably do with a buff in stats and an increase in mana cost. Regardless, he'll still probably have a scenario where he causes himself and you to take damage. Because everyone who works with him hates him.
Promote - I was more working off the template of Blessing of Kings than Power of the Wild; it breaks even at 3 minions and the Tactician has a way of churning cheap minions out. I might reduce it to 3, but I'd like some more opinions first; this one's a little iffy for me.
Edit: Huh. Just took a look at your Admiral class. I find the similarities a little unsettling, since I hadn't seen it before. I feel my work is significantly less original than I first thought.
Finally got around to fixing up the changes, plus I added the Naxx card. Still would like more opinions on the power level of Promote before I change it.
Greetings and salutations. Long time on and off magic player, here. Similarly, I've been playing Hearthstone on and off for some time as well. Been working on this for a bit; would like to get a little feedback.
By the way, as I only played Warcraft 3 for the custom maps and I played WoW at a friend's place for about an hour and never again, if anyone would have a better recommendation for the hero, I'd welcome it. The current version is a 'joke' (?) about the player in the RTS games, mainly because I couldn't think of a better option. The only two characters who seemed plausible were a minor joke character and Danath Trollsbane (who is, realistically speaking, just a rather old Warrior). Additionally, if anyone can suggest a better card face, that'd be appreciated. Currently using the Death Knight one, since none of the custom ones on Heartcard were particularly appealing.
As per most on this forum, none of the art used on these cards was done by me. Most of it was taken from other WoW Tcg cards, from MTG cards, from the recommended artwork mentioned in the stickied topic or from trawling Deviantart.
The Unseen General - The Tactician
Emotes
Game Start: "Good luck. Have fun."
Greeting: "Hi."
Well Played: "
Sorry: "That's unfortunate."
Thematics: Standing behind his troops, directing their movements with practised ease, the tactician is the unsung master of the battlefield before him. He doesn't sully his hands by wading into battle, weapon drawn or spell readied. His is a lighter touch only felt once the field falls silent and the bodies tallied. The Tactician is a weaponless class and most of his spells revolve around his minions, as does his Hero Power, which allows him to place a (important note: the Flag Bearer spawned with rally is placed manually, unlike the Shaman's totems or the Paladin's recruits). Whilst there's some overlap with the Warrior and Paladin (and even, to some extent, the Rogue and Hunter), the Tactician is more akin to the leader of a professional army than a heroic adventurer. As a result, his spells generally reflect discipline, special training, intellect and cunning, rather than personal strength or magic prowess. Additionally, rather than powerful individual warriors, most of the Tactician's unique minions are either specialised fighters/siege weapons that the average warrior or paladin would be unable to fully utilize, or undisciplined soldiers who need the strict regimentation of a proper army to achieve their full potential. These points can be seen in the Tactician's unique mechanic:
Unique Mechanic - Formation - The first time a minion has another minion other both sides of it, its formation effect triggers.
Important things to note about formation; it will trigger on either player's turn, it will trigger immediately when the effect occurs, regardless of which of the three potential set ups occur (i.e. Summon a minion with formation between two minions, summon two minions either side a minion with formation or give a formation ability to a minion that's already surrounded) but will trigger after battlecry, and a formation effect can either be an immediate, one shot effect (See: Garithos), a continuous buff (See: Enthusiastic Rookie) or a prerequisite for another effect (See: Mortar Crew). In the latter case, the second prerequisite is stated in the ability.
Formation is the crystalisation of the Tactician's control over his minions, whether it represents an ability to coordinate a group to work better as a whole, or to force his will upon the more unruly minions with pressure from their peers. The time and position of minion placement is especially important for the Tactician, more so than for any other class. Compared with others, his minions are weaker and his spells don't have the same lasting impact. However, with an array of potent effects, the Tactician is well able to hold his own.
As implied, the tactician's ability to deal damage with spells is very weak; he has Alpha Strike and Covering Fire, both of which are less efficient per point of damage than the equivalents of other classes. If he wants to permanently rid himself of stronger enemy minions, he'll need to either invest a full 10 mana into Rout, or have his minions do the heavy lifting. On the other hand, the Tactician has other non-lethal ways to deal with enemy minions. Dissent, Hoodwink and Lead Astray all shuffle an enemy minion into their deck (as does Rout, but it also kills a thing), whilst Subdue stops a minion from attacking unless silenced.
For neutral-ish key words, the Tactician favours Taunt and Charge like the Warrior does, so they aren't exactly unique. If you were to name a specific existing keyword to call the Tactician's own in the same way that Shaman 'owns' Windfury or Rogue 'owns' Stealth, I would say Immune; the Tactician has a couple of cards that grant immune, whilst most other classes have only one (or none, sometimes).
Now, onto the cards.
Basic Set
Starters
Unlocked at Level 2 Unlocked at Level 4 Unlocked at Level 6
Unlocked at Level 8 Unlocked at Level 10
Classic Set
Common
Rare
`
Epic
Legendary
Adventure Cards
Naxxramas
Requirements
Defeat Sapphiron (Normal) with the following deck to obtain 2 copies of the Tactician class card, Withdraw
Class Cards
Elude x 1
Spiked Barricade x 2
Sniper's Nest x 2
Battle Plan x 2
Light Cavalry x 2
Withdraw x 2
Covering Fire x 2
Marching Orders x 2
Neutral Cards
Abusive Sergeant x 2
Youthful Brewmaster x 2
Shattered Sun Cleric x 2
Wolfrider x 2
Ancient Brewmaster x 2
Leeroy Jenkins x 1
Azure Drake x 2
Argent Commander x 2
Unique Lines
Kel'Thuzad (On Start): Oh, I'll 'have fun'. Crushing you.
Goblins V Gnomes
Common
Rare
Epic
Legendary
Will be adding comments for cards, as well as cards for the later sets, some time in the future. Wanted to get some other opinions first.
Changelog
20/09/15 - Posted! Also fixed Battle Plan's mana cost (3->4)
21/09/15 - Reworked Othmar Garithos, Removed Hoodwink for Mobilise. Restricted immune effect on Bodyguard Tank to your turn only, Added Naxxramas class challenge and card: Withdraw.
26/09/15 - GVG cards added.
Old Cards
21/09/15
The Tactician Class (LOE Complete!)
Nice stuff, i liked a lot formation, and there are some incredible cards, i liked a lot of cards that ends the turn, like the draw 3 cards. The heroic power is also very good. The lengedary is very interesting too, just like varyan but faster in my opinion.
Maybe... nah nah nah nah
Thanks for the feedback; will be probably making changes some time tomorrow (I'm a little tired atm). I'd like to give some explanations as to why some of those are the way they are.
Diversion/Hoodwink - Originally, these were one card; it redirected a single attack to your strongest (health wise) minion, then gave your other minions + your hero immune/stealth (I went back and forth on which for a while before deciding to avoid using stealth as a class mechanic) for the turn. Unfortunately, it felt too much to have on one card, so I split it in two. The Tactician will be receiving Secret support in GvG, so I'm hesitant to change Diversion, since there's a lot that can be done with it (and I think it might be a little too strong at 2 mana), but Hoodwink will probably be getting edited.
Bodyguard Tank - Derp. This was a late addition, since I ended up moving another card over to GvG and had to fill a slot. I might add a 'during your turn' clause to him. Will think more on this later.
Battle Plan - Yeah, that was a typo. It was always meant to be 4 mana. Already fixed it.
Garithos - Garithos is basically the result of me failing to figure out a way to work the 'summon from hand' effect without involving random elements (which I find would go against the whole 'Tactician' thing). He could probably do with a buff in stats and an increase in mana cost. Regardless, he'll still probably have a scenario where he causes himself and you to take damage. Because everyone who works with him hates him.
Promote - I was more working off the template of Blessing of Kings than Power of the Wild; it breaks even at 3 minions and the Tactician has a way of churning cheap minions out. I might reduce it to 3, but I'd like some more opinions first; this one's a little iffy for me.
Edit: Huh. Just took a look at your Admiral class. I find the similarities a little unsettling, since I hadn't seen it before. I feel my work is significantly less original than I first thought.
The Tactician Class (LOE Complete!)
Finally got around to fixing up the changes, plus I added the Naxx card. Still would like more opinions on the power level of Promote before I change it.
The Tactician Class (LOE Complete!)
Update! Added all eight GVG cards.
The Tactician Class (LOE Complete!)