Like the concept, but might be a bit op with secret keeper, Jedi reflexes could be quite op if you ask me especially in the early game.
Secretkeeper only triggers when a secret is played, so the summoned secrets wont work with her.
I tried to balance Jedi Reflexes to be a weaker Snipe. But yeah, it kills quite a few 2-drops. How would you suggest me to nerf it? Maybe to deal damage when an enemy minion attacks? Edit: That's apparently what the seer has, so I'll either keep it as it is or change it in some other way.
Finished 2 of the 3 phase 1 cards.
Lightsabers cut through almost anything, so I made this to cut through minions Divine Shield and Taunt.
Force Power Secrets refer to the 4 hero power ones at my earlier post. Is this effect too powerful?
I will try to make this class different from the seer. I completely forgot of the seer when I thought of the hero power, and any futher similarities are most likely coincidences.
I like the mechanic that you're trying to push and i think it would be fun. If i remember correctly last time during class competition you had to make the whole basic and expert set without mechs and only make a few for the other expansion (Asylum clear this up if possible please). I say this because it looks like you want to go for a bit of a mech theme. If not ignore that part. =)
The novice bounty hunter is quite good. You cold look at it as a 2/1 with divine shield but can be insta killed. Good on turn one but i think it would be ok as a minion.
Hammerhead, damn that's a strong card. By the way you should specify if you can use your hero power once per turn or not.
Here's the part I was writing before comes in. the last spell that repairs non mech minions will repair pretty much all minions if the rule I wrote applies.
The only thing I dislike about the class is the uselessness of the hp if you have no minions that have repair on the field.
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
@aaro54 I think that the wording on the Lightsaber is unclear. Does it remove Divine Shield/Taunt from ALL minions? Or only the target one? Or only the enemy ones?
Better wording would be "Whenever you attack a minion remove Divine Shield and Taunt from it" unless you actually meant it as mass-taunt/bubble removal.
Like the concept, but might be a bit op with secret keeper, Jedi reflexes could be quite op if you ask me especially in the early game.
Secretkeeper only triggers when a secret is played, so the summoned secrets wont work with her.
I tried to balance Jedi Reflexes to be a weaker Snipe. But yeah, it kills quite a few 2-drops. How would you suggest me to nerf it? Maybe to deal damage when an enemy minion attacks? Edit: That's apparently what the seer has, so I'll either keep it as it is or change it in some other way.
Finished 2 of the 3 Phase 1 cards.
Lightsabers cut through almost anything, so I made this to cut through minions Divine Shield and Taunt.
Force Power Secrets refer to the 4 hero power ones at my earlier post. Is this effect too powerful?
I will try to make this class different from the seer. I completely forgot of the seer when I thought of the hero power, and any futher similarities are most likely coincidences.
Nerf the damage or as you said make it a weak vaporise. The wording on the lightsaber is unclear, try to word it better. The youngling should also be worded differently since you do not reveal the secret. IF you are afraid of your opponent write your and if not drop it.
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
The first one is your normal hero power, the second one, the one you get through Justicar Trueheart. The basic orders are:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ (coming in a future release), or Ogryns, like this one below:
I hope you like this, and give me some feedback about it. May the Emperor protects you!
I'm happy to give feedback to anyone who bothers to help XD
First thing you should do is remake the hero power since you are allowed only to make 4 tokens from it. You should also press enter before the sentences to make the format look better. And your hp doesnt make much sence it summons the minions but minions have the keyword to trigger it. you should explain it better. =)
Rollback Post to RevisionRollBack
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Hey i see in the bottom of your posts it says check out my class THE SEER with a link how do you get the link and stuff!
The best i can do at the moment is "Check out my Angry birds class concept! its #48 on page 3 of the class design challenge!"
HELP!
You need to make a link. First, go to your post on the submission forum. In the upper right corner of the post, there should be a number. For example, this post says #114. Right-click that and do copy link address. Then, edit your signature. Highlight where you want the link to be, then click in the link button. It is the one that looks like a chain to the right of the spoiler button (which is an !). Paste the link in there, hit enter, and save
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
The first one is your normal hero power, the second one, the one you get through Justicar Trueheart. The basic orders are:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ (coming in a future release), or Ogryns, like this one below:
I hope you like this, and give me some feedback about it. May the Emperor protects you!
OMG i love the strategist based classed that involve alot of planing ( mine also includes minion management) BUT you are only allowed to get 4 token cards from your hp so you will have to change that. Not sure about being able to discover using your HP . Vox caster could be annoying due to enabling a savage roar like combo with suppressive fire. I love the ogrynin assistant since it ties in with the ogres of hearthstone so nicely. Good and interesting class. Fix a few things and it should be fine =)
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I'm happy to give feedback to anyone who bothers to help XD
First thing you should do is remake the hero power since you are allowed only to make 4 tokens from it. You should also press enter before the sentences to make the format look better. And your hp doesnt make much sence it summons the minions but minions have the keyword to trigger it. you should explain it better. =)
I saw them, and the butterfly sounds good, I think I like this concept.
And also, for aaro54. I did not read much about your jedi concept, but I liked both of your last cards. Balanced, and pretty good for what they pretend to do (remove taunt, you mean, you attack what you want, right?). P.D.: Bye, bye,minibot.
Another question. We are posting all those cards, but in the submission is just 3 cards, hero and hero power, right?
I'm happy to give feedback to anyone who bothers to help XD
First thing you should do is remake the hero power since you are allowed only to make 4 tokens from it. You should also press enter before the sentences to make the format look better. And your hp doesnt make much sence it summons the minions but minions have the keyword to trigger it. you should explain it better. =)
I saw them, and the butterfly sounds good, I think I like this concept.
And also, for aaro54. I did not read much about your jedi concept, but I liked both of your last cards. Balanced, and pretty good for what they pretend to do (remove taunt, you mean, you attack what you want, right?). P.D.: Bye, bye,minibot.
Another question. We are posting all those cards, but in the submission is just 3 cards, hero and hero power, right?
Yes Hero, Hero power and 3 example cards
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I didn't want to go overboard with early minions (as in make them good the whole game) because I felt it was unnecessary. I mean, as with current classes, if I draw a one drop on turn 8, 90% of the time it's going to be useless to me right ?
The hero power can only be used once a turn unless you play Garrison Commander which the way I see it would be a staple of my class anyway. But baseline you can only use it once a turn.
Well the point of the spell is that you reset all non-mech minions, and given its high cost I wouldn't consider running it over Garrison Commander in a mech deck.
I agree with the HP being useless if you have no repairable minion but I don't know what I could do with it. I thought about an alternate effect if it was used on the hero but couldn't find anything that wouldn't be redundant of vanilla HPs. If you happen to have any idea let me know ^^
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
The first one is your normal hero power, the second one, the one you get through Justicar Trueheart. The basic orders are:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ (coming in a future release), or Ogryns, like this one below:
I hope you like this, and give me some feedback about it. May the Emperor protects you!
ok hold on what i said before about the hero power and 4 token cards. In the rules it says you are not allowed to present more than 4 tokens from your hero power. So it could mean you still can have more than 4. Not sure how to interpret that.
Rollback Post to RevisionRollBack
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Edit: Took out Smite at Will! , will come in the future as an order anyways (maybe a bit buffed). On the other side, I might nerf Vox Cast a bit,both on stats and on ammount of buffed minions. Thanks for sharing.
EDIT: Did it: Vox-Caster now only affects himself and two random friendly minions, and has 4 health instead of 5.
hope you read the part about token cards on both posts. it says you can present up to 4 cards. Present can mean you only show 4 but have more or you are only allowed to have 4.
Rollback Post to RevisionRollBack
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I thought I'd give my review of the submissions. Just one man's opinion and all...
Page #1
Pokemon from Sashashepto. I'd probably grade this as incomplete. Not knowing what Mega-Evolve is means I can't fully appreciate the class. As it stands, the minions and hero power are very underwhelming. The description is a bit too juvenile for me as well. I'll give it an I for incomplete, but, looking pretty poor overall.
Abathur by Nightcrest87. Hero is overpowered. Infected Marines are overpowered. Dropping a marine on turn 1 means your opponent simply cannot drop a minion on his turn. Yuck. Overall pretty poor design. I give it a D.
Angels by Cruelsage. Really fun. Neat idea. I like the cards. I like the execution. Worth seeing what the rest of the set looks like IMHO. Grade A.
Rose Quartz from Rodroid321. I don't know where it comes from, but, overall it's a bit booring. Nothing is overpowered, but, neither is anything very exciting. Grade C.
Onepunchman by sleepypanda: Just overly complex with all your types. Your 1 drop feels a bit strong. (a better Voidwalker) Mumen Rider also seem a bit OP with 3 abilities. I think some simplification and balancing is in order. Grade C+.
Robot by zukuu. Quickkill 42B seems dangerously strong to me. If you can protect it it's doubling damage will quickly end a game. Like a Ghazilla on steroids due to the low cost (i'd drop the health to 3 to bring it into range of common removals) Other than that things seem quite balanced. Grad B+.
Mermaid by ImuneTFM. I liked the art, especially the seaweed. The only complaint i have is your choice of label for your new mechanic. Charm has little connection to the effects you have presented on the first 2 cards. I'd consider a new name. Maybe Trigger. Probably better to not even have a new mechanic and just spell it out on the cards like they did with Joust. Grade B.
Fullmetal Alchemist from Charging Badger. It's an interesting mechanic, I give you points for that. I worry about your weapon though. You'll get 20 damage out of that rather easily and with weapons being somewhat hard to remove... I'd probably avoid using the mechanic on weapons/stealth minions. Give the other guy a chance. Grade A- (points for the mechanic if not the execution)
Time Master by 2510. Hero power is OP. Who needs removal with infinite saps? Makes mill too easy. Tempo too easy. I don't think you can salvage it. Unless it's only your minions. Tehn maybe. (still great for mill) Grade D.
Time Traveler by Mtmkinley. I think the hero power is OP. it has no synergy with the cards you posted, but, could be incredibly annoying to face, well, annoyatrons, Scarlet crusader, piloted Shredder, sludge belcher, sylvanas.... Well, you get the idea. Synergy would be unbearable. Grade D.
Millitant from HS Shrek. Hero power is OP. 1cc minion is OP. Weapon is Op. The titan is surprisingly fine. Grade D.
Great one from Neopolitan. Really cool ability! Took me a while to understand the mechanic. You may want to explain that better for others. (use examples) I'd have to see your legendary in action, it seems a bit strong, but, probably ok. Grade A.
Fairy Tale by Domenug. Might be good if I saw all the cards. Not enough synergy as it stands. I'll give it an incomplete, but, hard to say if it'll be any good or not at this point.
Venom by Zerej? Very good. I especially like the Devour mechanic. Infest might be a little too good. I'd make it 5cc to put it on par with Warlock card that does 2 and summons a demon. Overall great execution, fits the contest to a T. Would like to see the rest of hte cards. Grade A- (make Infest a 5cc and raise it to an A)
Dark Souls by Novblast. I really liked your hero power. Fun. The only thing I hated was your OP legendry. The weapon alone should probably cost 6. And you get it and a 4/3 for 5. I'd cost the combo at 8 or maybe 7 if you really want to make it class defining. Grade B-. Tone down the legendary or up the cost for a higher grade.
Sonic by Tomeric88. I think your hero power could cost 3 and still be quite good. at 2 it's OP. Tails on teh other hand is pretty poor for the cost and being a legendary. I'd buff him. Boots are good. And no idea on the last one. Rather incomplete and not that well balanced. C-.
Kirby by Tradetoad. I thought inhale was a little weak. Maybe add, 'And it costs (1) less' to the description. Your cards all seemed balanced to me, and I quite liked your weapon. I think you work a bit harder on the hero power and you might have something. Grade B-.
Space Cowboy by thefelix. Firefly... Love it. I think everything looks balanced. Serenity is a bit of a game winner, but, I guess as a legendary it's not game breaking. Grade B. (just not that exciting)
Also @OxydizTheGreat to return the favor
I like the mechanic that you're trying to push and i think it would be fun. If i remember correctly last time during class competition you had to make the whole basic and expert set without mechs and only make a few for the other expansion (Asylum clear this up if possible please). I say this because it looks like you want to go for a bit of a mech theme. If not ignore that part. =)
The novice bounty hunter is quite good. You cold look at it as a 2/1 with divine shield but can be insta killed. Good on turn one but i think it would be ok as a minion.
Hammerhead, damn that's a strong card. By the way you should specify if you can use your hero power once per turn or not.
Here's the part I was writing before comes in. the last spell that repairs non mech minions will repair pretty much all minions if the rule I wrote applies.
The only thing I dislike about the class is the uselessness of the hp if you have no minions that have repair on the field.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
@aaro54
I think that the wording on the Lightsaber is unclear. Does it remove Divine Shield/Taunt from ALL minions? Or only the target one? Or only the enemy ones?
Better wording would be "Whenever you attack a minion remove Divine Shield and Taunt from it" unless you actually meant it as mass-taunt/bubble removal.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
It's meant to remove them from the minion it attacks. I'll change the description to make it clearer.
I bring you, the Imperial Guard!
Coming from the ruthless universe ofWarhammer 40k
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
The first one is your normal hero power, the second one, the one you get through Justicar Trueheart. The basic orders are:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ (coming in a future release), or Ogryns, like this one below:
I hope you like this, and give me some feedback about it. May the Emperor protects you!
Click to see my Hearthstone projects:
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Click to see my Hearthstone projects:
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I didn't want to go overboard with early minions (as in make them good the whole game) because I felt it was unnecessary. I mean, as with current classes, if I draw a one drop on turn 8, 90% of the time it's going to be useless to me right ?
The hero power can only be used once a turn unless you play Garrison Commander which the way I see it would be a staple of my class anyway. But baseline you can only use it once a turn.
Well the point of the spell is that you reset all non-mech minions, and given its high cost I wouldn't consider running it over Garrison Commander in a mech deck.
I agree with the HP being useless if you have no repairable minion but I don't know what I could do with it. I thought about an alternate effect if it was used on the hero but couldn't find anything that wouldn't be redundant of vanilla HPs. If you happen to have any idea let me know ^^
Can I haz an achievement plz ?
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
By the way, any thoughts about my class?
Click to see my Hearthstone projects:
@MvonTzeskagrad
^^made two comments about it already =)
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Did'nt see, man :P
Edit: Took out Smite at Will! , will come in the future as an order anyways (maybe a bit buffed). On the other side, I might nerf Vox Cast a bit,both on stats and on ammount of buffed minions. Thanks for sharing.
EDIT: Did it: Vox-Caster now only affects himself and two random friendly minions, and has 4 health instead of 5.
Click to see my Hearthstone projects:
hope you read the part about token cards on both posts. it says you can present up to 4 cards. Present can mean you only show 4 but have more or you are only allowed to have 4.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
token spells through hero power? Yeah, now they are just 4 basic orders, Smite at Will! will be released in a future as a card.
Click to see my Hearthstone projects:
Anyone else willing to give me feedback / wants feedback?
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I thought I'd give my review of the submissions. Just one man's opinion and all...
Page #1
Pokemon from Sashashepto. I'd probably grade this as incomplete. Not knowing what Mega-Evolve is means I can't fully appreciate the class. As it stands, the minions and hero power are very underwhelming. The description is a bit too juvenile for me as well. I'll give it an I for incomplete, but, looking pretty poor overall.
Abathur by Nightcrest87. Hero is overpowered. Infected Marines are overpowered. Dropping a marine on turn 1 means your opponent simply cannot drop a minion on his turn. Yuck. Overall pretty poor design. I give it a D.
Angels by Cruelsage. Really fun. Neat idea. I like the cards. I like the execution. Worth seeing what the rest of the set looks like IMHO. Grade A.
Rose Quartz from Rodroid321. I don't know where it comes from, but, overall it's a bit booring. Nothing is overpowered, but, neither is anything very exciting. Grade C.
Onepunchman by sleepypanda: Just overly complex with all your types. Your 1 drop feels a bit strong. (a better Voidwalker) Mumen Rider also seem a bit OP with 3 abilities. I think some simplification and balancing is in order. Grade C+.
Robot by zukuu. Quickkill 42B seems dangerously strong to me. If you can protect it it's doubling damage will quickly end a game. Like a Ghazilla on steroids due to the low cost (i'd drop the health to 3 to bring it into range of common removals) Other than that things seem quite balanced. Grad B+.
Mermaid by ImuneTFM. I liked the art, especially the seaweed. The only complaint i have is your choice of label for your new mechanic. Charm has little connection to the effects you have presented on the first 2 cards. I'd consider a new name. Maybe Trigger. Probably better to not even have a new mechanic and just spell it out on the cards like they did with Joust. Grade B.
Fullmetal Alchemist from Charging Badger. It's an interesting mechanic, I give you points for that. I worry about your weapon though. You'll get 20 damage out of that rather easily and with weapons being somewhat hard to remove... I'd probably avoid using the mechanic on weapons/stealth minions. Give the other guy a chance. Grade A- (points for the mechanic if not the execution)
Time Master by 2510. Hero power is OP. Who needs removal with infinite saps? Makes mill too easy. Tempo too easy. I don't think you can salvage it. Unless it's only your minions. Tehn maybe. (still great for mill) Grade D.
Time Traveler by Mtmkinley. I think the hero power is OP. it has no synergy with the cards you posted, but, could be incredibly annoying to face, well, annoyatrons, Scarlet crusader, piloted Shredder, sludge belcher, sylvanas.... Well, you get the idea. Synergy would be unbearable. Grade D.
Millitant from HS Shrek. Hero power is OP. 1cc minion is OP. Weapon is Op. The titan is surprisingly fine. Grade D.
Great one from Neopolitan. Really cool ability! Took me a while to understand the mechanic. You may want to explain that better for others. (use examples) I'd have to see your legendary in action, it seems a bit strong, but, probably ok. Grade A.
Fairy Tale by Domenug. Might be good if I saw all the cards. Not enough synergy as it stands. I'll give it an incomplete, but, hard to say if it'll be any good or not at this point.
Venom by Zerej? Very good. I especially like the Devour mechanic. Infest might be a little too good. I'd make it 5cc to put it on par with Warlock card that does 2 and summons a demon. Overall great execution, fits the contest to a T. Would like to see the rest of hte cards. Grade A- (make Infest a 5cc and raise it to an A)
Dark Souls by Novblast. I really liked your hero power. Fun. The only thing I hated was your OP legendry. The weapon alone should probably cost 6. And you get it and a 4/3 for 5. I'd cost the combo at 8 or maybe 7 if you really want to make it class defining. Grade B-. Tone down the legendary or up the cost for a higher grade.
Sonic by Tomeric88. I think your hero power could cost 3 and still be quite good. at 2 it's OP. Tails on teh other hand is pretty poor for the cost and being a legendary. I'd buff him. Boots are good. And no idea on the last one. Rather incomplete and not that well balanced. C-.
Kirby by Tradetoad. I thought inhale was a little weak. Maybe add, 'And it costs (1) less' to the description. Your cards all seemed balanced to me, and I quite liked your weapon. I think you work a bit harder on the hero power and you might have something. Grade B-.
Space Cowboy by thefelix. Firefly... Love it. I think everything looks balanced. Serenity is a bit of a game winner, but, I guess as a legendary it's not game breaking. Grade B. (just not that exciting)
Galavant Animation