Anyone else willing to give me feedback / wants feedback?
The Shatter keyword seems really unneccessary. It seems to me you could replace every instance of Shatter with Destroy and it wouldn't have a significant impact on the functionality. Is there some distinction between Shatter and Destroy? There really needs to be one if you made it a new keyword.
Also, a lot of the Shatter effects seem incredibly weak. If you are sacrificing your own minions, especially if you sacrifice several, you really need to be getting better effects out of it. For example, you could sacrifice powerful illusions with Distortion, and all you get out of it is +1/+1 from each minion sacrificed. Void Terror gets all of the stats of the minions it destroys and it still isn't very great. Basically, all of your spells need to be majorly buffed.
The class also seems really one-dimensional right now. The only theme I see here is sacrificing minions. What other kinds of spells does the class have? You should have some other theme or themes of the class and give one example of that. After you buff your spells, I would include one example of an Illusions and one example of a minion that sacrifices illusions.
Now, what do you think of my class? (link in my signature)
Mega-Evolutions are pretty much just upgrades to the original minion, they're just more powerful versions of the previous minion.
What about the hero power and minions is underwhelming? I'm not allowed to have anything crazy since it's a basic card, and I chose to make it basic to just show off the evolution mechanic.
Are we allowed to change our hero power art (just the picture) until monday? I didn't find a good art on the first day so I wanna change it in the future.
Anyone else willing to give me feedback / wants feedback?
The Shatter keyword seems really unneccessary. It seems to me you could replace every instance of Shatter with Destroy and it wouldn't have a significant impact on the functionality. Is there some distinction between Shatter and Destroy? There really needs to be one if you made it a new keyword.
Also, a lot of the Shatter effects seem incredibly weak. If you are sacrificing your own minions, especially if you sacrifice several, you really need to be getting better effects out of it. For example, you could sacrifice powerful illusions with Distortion, and all you get out of it is +1/+1 from each minion sacrificed. Void Terror gets all of the stats of the minions it destroys and it still isn't very great. Basically, all of your spells need to be majorly buffed.
The class also seems really one-dimensional right now. The only theme I see here is sacrificing minions. What other kinds of spells does the class have? You should have some other theme or themes of the class and give one example of that. After you buff your spells, I would include one example of an Illusions and one example of a minion that sacrifices illusions.
Now, what do you think of my class? (link in my signature)
Thank you for the feedback!
Imo shatter keyword is neccecary since some Illusions do something when they are shattered not killed/destroyed (that would be deathrattle). Hmm I could agree that shatter seems weak but you can look at it from two perspectives. you can play aggro shatter where you will flood the board with small Illusion tokens (cant make cards that produce other tokens so that comes in the basic/expert set) and sacrefice them easily or play powerfull illusions that are bigger bodies and sacrifice them when you deem nececary. In any case I could do some tweaks on the spells. (Distortion for example would be meant to be played in a more weak flood deck). Will make a few more spells for the control decks. Also i will add another flavor to the class that i have been working on.
As for your class
the hero powers is if you ask me a bit overpowered. Even thou you use the same ammount of mana to summon something it still allows insane combos. Chrono wrench seems ok but i see no reason to play it without seeing the rest of the cards. Time traveler is ok. It gives you a tempo boost but can screw you over rather quick (an overload if you can say so). The wrench could save you from the deathrattle but then it would just stay in your hand forever. As for revert make it cost more or reset the hands. You could use this when your opp used up his whole combo or vomited his hand on the board. Unless you meant by resetting the board the hand also gets reset.
Anyone else willing to give me feedback / wants feedback?
The Shatter keyword seems really unneccessary. It seems to me you could replace every instance of Shatter with Destroy and it wouldn't have a significant impact on the functionality. Is there some distinction between Shatter and Destroy? There really needs to be one if you made it a new keyword.
Also, a lot of the Shatter effects seem incredibly weak. If you are sacrificing your own minions, especially if you sacrifice several, you really need to be getting better effects out of it. For example, you could sacrifice powerful illusions with Distortion, and all you get out of it is +1/+1 from each minion sacrificed. Void Terror gets all of the stats of the minions it destroys and it still isn't very great. Basically, all of your spells need to be majorly buffed.
The class also seems really one-dimensional right now. The only theme I see here is sacrificing minions. What other kinds of spells does the class have? You should have some other theme or themes of the class and give one example of that. After you buff your spells, I would include one example of an Illusions and one example of a minion that sacrifices illusions.
Now, what do you think of my class? (link in my signature)
Thank you for the feedback!
Imo shatter keyword is neccecary since some Illusions do something when they are shattered not killed/destroyed (that would be deathrattle). Hmm I could agree that shatter seems weak but you can look at it from two perspectives. you can play aggro shatter where you will flood the board with small Illusion tokens (cant make cards that produce other tokens so that comes in the basic/expert set) and sacrefice them easily or play powerfull illusions that are bigger bodies and sacrifice them when you deem nececary. In any case I could do some tweaks on the spells. (Distortion for example would be meant to be played in a more weak flood deck). Will make a few more spells for the control decks.
As for your class
the hero powers is if you ask me a bit overpowered. Even thou you use the same ammount of mana to summon something it still allows insane combos. Chrono wrench seems ok but i see no reason to play it without seeing the rest of the cards. Time traveler is ok. It gives you a tempo boost but can screw you over rather quick (an overload if you can say so). The wrench could save you from the deathrattle but then it would just stay in your hand forever. As for revert make it cost more or reset the hands. You could use this when your opp used up his whole combo or vomited his hand on the board. Unless you meant by resetting the board the hand also gets reset.
If Shatter is meant to be played on weak minions, what is the point of having expensive Illusions? Is there going to be other Illusion synergy? Maybe you should give an example of a card that combos with powerful Illusions.
I see where you're coming from on my hero power, but I see it kind of like a worse Innervate. Hero powers are supposed to be like 0 cost cards, and it functions similarly to Innervate, except that you can't choose what gets its cost reduced. Plus, it has no immediate impact on the board, so you take a tempo loss for using it. What would you think would balance the hero power, though? What if it were 1 cost and reduced costs by 1? I am also kinda iffy on Time Traveler. I don't think it is a great card; I just wanted to give an example of a unique mechanic. Maybe I should make it cost 1 though, for when it does get bounced? As for Revert, I left room to nerf the cost, but its power is similar to Twisting Nether. If your opponent drops a bunch of minions, Twisting Nether would have the same effect, basically. With Revert, it could make some really great plays, but it can't clear your opponent's board unless they had no minions out at the start of your last turn (it can bring minions back for your opponent).
Ok added a few more powerfull spells and two more illusions that are more control oriented. Any advice helps (balance favourite three cards) and will return the favor.
@nurgling13 good point on time traveller and revert. Traveller should be changed because if you somehow get it into your hand it will be a dead card. For the hero power i would go with consistency (cuse it would botner me if it didnt cost 2) and make it 2 cost: the card costs 1 less. It mind sound extreme to you but from balance standpoint that would be the best if you ask me, but do ask other people too =)
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.
Your class is bad. Your hero power description ends mid sentence. Your class keyword is explained in a way no one would understand. Almost every card is poorly worded.
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.
Saiyan by Crownie88. I'm a little concerned about the balance of your ability. Take your 2nd card, which I won't try to spell, How much potential damage could you get from that one 6 mana card? Not hard to get it to Pyroblast level, is it? Probably not hard for it to be stronger than many 2 card combos currently in the game. If you have a bunch of class cards that bump your power level you are going to end up with a class that simply ignores the opponent and builds to 30 damage on turn 7. Not much fun to play against. Still, without seeing the whole set it's hard to judge, but, I suspect from what I've seen so far that it'll be at worst broken and at best unfun. Grade - D
Sith Lord by essbee. I said elsewhere and I'll repeat, I think a hero power that does 2 damage to an enemy minion would still be good at 3 cc. With this collection of minions and hero power I think other classes would have trouble competing for the board. I'd have to see teh whole collection but if hte power level stays this high I think it'll be OP. Grade - B.
Teh Flash by Jossper. I found most of your card wordings to be difficult to decipher. Reverse flash, why would a card need to gain windfury more than once? Speedforce - it was hard to understand what the card does. Not sure the pool of random cards it's pulling from. Lightning charge I think I get, but, Why would this cost 5? 4 seems more reasonable. Grade C-
Witcher by ejucator EU. Kinda impossible to judge without seeing the whole set. As of the revealed cards it looks like a paper tiger. But, it really depends on what comes later. I'll grade it imcomplete.
Batman by the 9tail. Seems pretty cool. A bit like the Angels from page 1. A little harder to pick your hero though, so seems balanced. I like your originality and presentation. Seems like you got the theme down perfectly. Grade A.
Taoist by celeristas. I thought your class was very cool, even if your hero is named Dong. The only part I didn't like was letting you choose to pay yin and yang when playing a card. It's an extra step that seems like would fit the game design better if it would just happen if it could possibly happen. This game likes to stay streamlined. But, to each their own. Grade A.
Shovelknight by randomscribbles. I'm not sure immune works that way. Class seems fun overall and pretty well balanced. Well done. Grade A.
Sith Lord from Lord of Goats. The cards seem ok, Well, force choke should be at least 4, maybe 5. But, it's really the hero power that is out of whack. Gives you a great face tool or board control tool. Too strong and too flexible. Maybe if it was +2 attack it would be ok. Even then it's pretty strong. Overall I find your class OP. Grade C.
Wild Wess from Alternatic. I think bloody mary is too good. a 1/3 would be better. Other than that it looks pretty good. Grade B+.
Knight Radiant by Fennic Fox. I'd compare Sylphrenea to Al'Akir. Would you say Al's extra 2 health and Divine shield and Taunt are equal to a 3/6 blade? (I wouldn't) I think you could drop the cost of the healing one by 2 and tone down Slyph quite a bit, take windfury off her and she's probably ok. Full Lashing could probably be worded more hearthstoney. Grade B+ (could be higher with some balancing)
Yugi Moto by smacfest. Dark Magician should be worded somehow differently, looks like it becomes permanently immune. Little worried to have 5 mana secrets in a world with Mad sCientist. Just because Silfer is destroyed by silence doens't make it balanced. I think you need quite the overhaul on balancing here. Grade C.
Marshal by Zdra. T-34 probably more reasonable as a 2/4. KV2 is a 4 mana body with a 3 mana effect. Should cost 7. I appreciate the different take on the contest. Grade B+
Xelnaga by daumis. I'm concerned that a 0 mana minon with charge will lead to infinite damage. Unless that's by design you might want to make it a 3/2 for 1 instead. Interesting hero power. But I think you might just want to limit it to your own cards for easier balancing. Grade B
Omni-watcher by lucalima. I don't get it. Grade - Incomplete.
Space Cowboy by Oxydiz. The problem here is that most of the time minions are not just damaged, but, cleared. So I think BellPeppers and Beef, and your Hero power, are going to be under utilized. That being said your two minions are very strong, so maybe you balance it out by having OP minions. I dunno. Hard to predict without seeing the whole set and a lot of playtesting. Interesting though. Grade B.
Phareao by Pensear. Double Negative FTW. Its just too niche of a hero power for my tastes. Grade D
Just wanted to jump in and get opinions on my post (copied and pasted from the submission topic):
Mother of Dragons
Hero, Hero Power, & Hero Power Token Minion
Example Cards
Explanations
"They can live in my new world, or die in their old one." - Daenerys Targaryen
Game of Thrones fans will immediately recognize Daenerys as one of the most beloved characaters from both the books and the television series. She has several titles, specifically Daenerys Stormborn of the House Targaryen, the First of Her Name, the Unburnt, Queen of Meereen, Queen of the Andals and the Rhoynar and the First Men, Khaleesiof the Great Grass Sea, Breaker of Chains, and, most importantly, Mother of Dragons. She is a swift conqueror who fights for justice, and has freed several slaveholding cities (including Astapor, Yunkai, and Meereen). Of course if you aren't familiar with Game of Thronesyou probably don't care about all that, and if you are familiar with Game of Thrones, you probably already know all of that.
Why "Mother of Dragons" as a class? I chose this class concept for several reasons. One because of my obsession with Game of Thrones, but also because Hearthstone is really just not friendly to Dragons. The only reason people run Dragons such as Azure Drake and Ysera is because they work in almost any control deck, not because they want to use them in a Dragon deck. I wanted to create a class that would work well with Dragons and give Hearthstone new uses for Dragons outside of Priest decks.
Why Daenerys Targaryen as the Hero? Because she is a conqueror, fights for justice, and is one of my favorite characters from A Song of Ice and Fire. She is also heavily associated with Dragons and owns three of her own, hence her title "Mother of Dragons."
What is the class's style? This class is skewed towards aggressive control. It will rely on a combination of spells and minions, as well as Dragon synergies, to maintain board control while pressuring the opponent to answer its more aggressive moves. It will rely heavily on board control through the use of minions and "flooding."
Hero Power - Call Dragon: This Hero Power is pretty self-explanatory and similar to Reinforce! or Totemic Call. It helps provide early game board presence that is not too powerful but also benefits from Dragon synergies.
Example Card #1 - Storm Dragon: A mid-game epic dragon minion that can be used to wipe out early game minions from aggro decks. The RNG is not too bad because it is meant to be a counter to aggro decks, which generally do not have minions with high health totals, especially on turns three/four. The low health makes up for his potentially powerful Battlecry.
Example Card #2 - Breath of Fire:Because Dragon's Breath was taken...Good removal/card draw for the class. Would probably a "staple" card like Frostbolt/Fireballis for Mage. Can eliminate early game threats like Knife Juggler or Darnassus Aspirantand provide good card draw.
Example Card #3 - Dragon Egg: At first glance this card may seem like a power creep on Nerubian Egg but it really isn't. For one, it's a class card, so only one class can even run it. Second, it has 3health, which means it requires more time/resources to trigger the Deathrattle. Lastly, the minion it summons has a 3/3 body, unlike Nerubian Egg which summons a Nerubian with a 4/4 body. This is why it costs 0. It is meant to be played early so it can be used for the mid-game once the deathrattle has been triggered. Neutral cards such as Sunfury Protector, Defender of Argus, Abusive Sergeant, or Dark Iron Dwarf can help you trigger the Deathrattle, as well as some class cards which will be revealed in the future.
I hope you guys enjoyed this class concept and I look forward to showing you more!:)
^^Any and all feedback is appreciated! I'll be reviewing some others' class concepts as well while I'm here, just wanted to post this first.
Finally! A class creating thing that I can do stuff in! Well I've made a class just for tgis, buy I need to see of the hero power is too OP, just to start with. This is the Gunslinger Class btw.
The attacking the minion might be what makes it OP, but I need to keep the Immune part, because it's what separates ranged from melee. Also thinking about adding a Ranged keyword to shorten card texts in the set, but might not need it.
I love the immune while attacking thing. Makes more sense for a ranged weapon. I think the fact that it attacks the next minion played is a bit OP though, and it could also be useless. I think removing that bit of text so that it just says "You are Immune while attacking." would be best, because *in my opinion* that would make it better and less (potentially) OP.
Looks like it will be an interesting class though. Can't wait to see more!:)
So, what's the justification for your hero power being strictly better than Reinforce?
Not sure...I'm still working on other concepts for the Hero Power. I just want it to produce a Dragon token but I'm not happy with the current version. Still brainstorming other ideas. Another idea I had was "Put a Dragon Egg into your hand" and "Put a random Dragon into your hand" which would put one of four random dragon tokens into your hand.
Hero Powers are definitely my weakness. I've always struggled with Hero Power concepts.
So, what's the justification for your hero power being strictly better than Reinforce?
Not sure...I'm still working on other concepts for the Hero Power. I just want it to produce a Dragon token but I'm not happy with the current version. Still brainstorming other ideas. Another idea I had was "Put a Dragon Egg into your hand" and "Put a random Dragon into your hand" which would put one of four random dragon tokens into your hand.
Hero Powers are definitely my weakness. I've always struggled with Hero Power concepts.
Suggestion:
"Give a friendly Dragon +1/+1. If you have none, summon a 1/1 Wyrmling."
This is my idea for a class, I really need criticism and maybe help with art, it's based around cthulhu mythos with themes of dark rituals and sacrifice.
The Mad Prophet: Abdul Alhazred
Abdul Alhazred, the man who wrote the Necronomicon , the Mad Arab.
Hero Power
The hero power and the token it generates, too OP? too UP? An archetype of the class revolves around sacrificing your own minions so at least its viable
Example Cards
Here we see the first "monster" of the class, female Deep Ones mate with humans to procreate, usually with cultists, this card reresents that (mating with a Deep One would be dangerous , potentially deadly in my opinion), huge tempo if you have a Cultist, maybe make it a 3/2? maybe 4 mana?
This is a look to the human component of the class also cultists need to be killed off more easily
The first spell, the minion might attack as normal, but at the end of the turn it will attack another friendly minion or even the hero
So, what's the justification for your hero power being strictly better than Reinforce?
Not sure...I'm still working on other concepts for the Hero Power. I just want it to produce a Dragon token but I'm not happy with the current version. Still brainstorming other ideas. Another idea I had was "Put a Dragon Egg into your hand" and "Put a random Dragon into your hand" which would put one of four random dragon tokens into your hand.
Hero Powers are definitely my weakness. I've always struggled with Hero Power concepts.
Suggestion:
"Give a friendly Dragon +1/+1. If you have none, summon a 1/1 Wyrmling."
Ohh I do really like that. Maybe I'll do something similar, thanks for the input!:D
@jazzfan27 my grade?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@jazzfan27
Mega-Evolutions are pretty much just upgrades to the original minion, they're just more powerful versions of the previous minion.
What about the hero power and minions is underwhelming? I'm not allowed to have anything crazy since it's a basic card, and I chose to make it basic to just show off the evolution mechanic.
What makes my description juvenile?
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Are we allowed to change our hero power art (just the picture) until monday? I didn't find a good art on the first day so I wanna change it in the future.
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
Why i getting ignored ?
Ok added a few more powerfull spells and two more illusions that are more control oriented. Any advice helps (balance favourite three cards) and will return the favor.
@nurgling13 good point on time traveller and revert. Traveller should be changed because if you somehow get it into your hand it will be a dead card. For the hero power i would go with consistency (cuse it would botner me if it didnt cost 2) and make it 2 cost: the card costs 1 less. It mind sound extreme to you but from balance standpoint that would be the best if you ask me, but do ask other people too =)
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Page #2
Saiyan by Crownie88. I'm a little concerned about the balance of your ability. Take your 2nd card, which I won't try to spell, How much potential damage could you get from that one 6 mana card? Not hard to get it to Pyroblast level, is it? Probably not hard for it to be stronger than many 2 card combos currently in the game. If you have a bunch of class cards that bump your power level you are going to end up with a class that simply ignores the opponent and builds to 30 damage on turn 7. Not much fun to play against. Still, without seeing the whole set it's hard to judge, but, I suspect from what I've seen so far that it'll be at worst broken and at best unfun. Grade - D
Sith Lord by essbee. I said elsewhere and I'll repeat, I think a hero power that does 2 damage to an enemy minion would still be good at 3 cc. With this collection of minions and hero power I think other classes would have trouble competing for the board. I'd have to see teh whole collection but if hte power level stays this high I think it'll be OP. Grade - B.
Teh Flash by Jossper. I found most of your card wordings to be difficult to decipher. Reverse flash, why would a card need to gain windfury more than once? Speedforce - it was hard to understand what the card does. Not sure the pool of random cards it's pulling from. Lightning charge I think I get, but, Why would this cost 5? 4 seems more reasonable. Grade C-
Witcher by ejucator EU. Kinda impossible to judge without seeing the whole set. As of the revealed cards it looks like a paper tiger. But, it really depends on what comes later. I'll grade it imcomplete.
Batman by the 9tail. Seems pretty cool. A bit like the Angels from page 1. A little harder to pick your hero though, so seems balanced. I like your originality and presentation. Seems like you got the theme down perfectly. Grade A.
Taoist by celeristas. I thought your class was very cool, even if your hero is named Dong. The only part I didn't like was letting you choose to pay yin and yang when playing a card. It's an extra step that seems like would fit the game design better if it would just happen if it could possibly happen. This game likes to stay streamlined. But, to each their own. Grade A.
Shovelknight by randomscribbles. I'm not sure immune works that way. Class seems fun overall and pretty well balanced. Well done. Grade A.
Sith Lord from Lord of Goats. The cards seem ok, Well, force choke should be at least 4, maybe 5. But, it's really the hero power that is out of whack. Gives you a great face tool or board control tool. Too strong and too flexible. Maybe if it was +2 attack it would be ok. Even then it's pretty strong. Overall I find your class OP. Grade C.
Wild Wess from Alternatic. I think bloody mary is too good. a 1/3 would be better. Other than that it looks pretty good. Grade B+.
Knight Radiant by Fennic Fox. I'd compare Sylphrenea to Al'Akir. Would you say Al's extra 2 health and Divine shield and Taunt are equal to a 3/6 blade? (I wouldn't) I think you could drop the cost of the healing one by 2 and tone down Slyph quite a bit, take windfury off her and she's probably ok. Full Lashing could probably be worded more hearthstoney. Grade B+ (could be higher with some balancing)
Yugi Moto by smacfest. Dark Magician should be worded somehow differently, looks like it becomes permanently immune. Little worried to have 5 mana secrets in a world with Mad sCientist. Just because Silfer is destroyed by silence doens't make it balanced. I think you need quite the overhaul on balancing here. Grade C.
Marshal by Zdra. T-34 probably more reasonable as a 2/4. KV2 is a 4 mana body with a 3 mana effect. Should cost 7. I appreciate the different take on the contest. Grade B+
Xelnaga by daumis. I'm concerned that a 0 mana minon with charge will lead to infinite damage. Unless that's by design you might want to make it a 3/2 for 1 instead. Interesting hero power. But I think you might just want to limit it to your own cards for easier balancing. Grade B
Omni-watcher by lucalima. I don't get it. Grade - Incomplete.
Space Cowboy by Oxydiz. The problem here is that most of the time minions are not just damaged, but, cleared. So I think BellPeppers and Beef, and your Hero power, are going to be under utilized. That being said your two minions are very strong, so maybe you balance it out by having OP minions. I dunno. Hard to predict without seeing the whole set and a lot of playtesting. Interesting though. Grade B.
Phareao by Pensear. Double Negative FTW. Its just too niche of a hero power for my tastes. Grade D
Galavant Animation
@YushyBushy and @jazzfan27
Sorry is my mind is so hurt. my class is type: offence and defense, some comsic type cards , very good RNG types , fan make legendarys and character
POWER: Is Kinda Combo And Inspire in same time
I need help for see my class is balanced
Just wanted to jump in and get opinions on my post (copied and pasted from the submission topic):
Mother of Dragons
Hero, Hero Power, & Hero Power Token Minion
Example Cards
Explanations
"They can live in my new world, or die in their old one." - Daenerys Targaryen
Game of Thrones fans will immediately recognize Daenerys as one of the most beloved characaters from both the books and the television series. She has several titles, specifically Daenerys Stormborn of the House Targaryen, the First of Her Name, the Unburnt, Queen of Meereen, Queen of the Andals and the Rhoynar and the First Men, Khaleesi of the Great Grass Sea, Breaker of Chains, and, most importantly, Mother of Dragons. She is a swift conqueror who fights for justice, and has freed several slaveholding cities (including Astapor, Yunkai, and Meereen). Of course if you aren't familiar with Game of Thrones you probably don't care about all that, and if you are familiar with Game of Thrones, you probably already know all of that.
Why "Mother of Dragons" as a class? I chose this class concept for several reasons. One because of my obsession with Game of Thrones, but also because Hearthstone is really just not friendly to Dragons. The only reason people run Dragons such as Azure Drake and Ysera is because they work in almost any control deck, not because they want to use them in a Dragon deck. I wanted to create a class that would work well with Dragons and give Hearthstone new uses for Dragons outside of Priest decks.
Why Daenerys Targaryen as the Hero? Because she is a conqueror, fights for justice, and is one of my favorite characters from A Song of Ice and Fire. She is also heavily associated with Dragons and owns three of her own, hence her title "Mother of Dragons."
What is the class's style? This class is skewed towards aggressive control. It will rely on a combination of spells and minions, as well as Dragon synergies, to maintain board control while pressuring the opponent to answer its more aggressive moves. It will rely heavily on board control through the use of minions and "flooding."
Hero Power - Call Dragon: This Hero Power is pretty self-explanatory and similar to Reinforce! or Totemic Call. It helps provide early game board presence that is not too powerful but also benefits from Dragon synergies.
Example Card #1 - Storm Dragon: A mid-game epic dragon minion that can be used to wipe out early game minions from aggro decks. The RNG is not too bad because it is meant to be a counter to aggro decks, which generally do not have minions with high health totals, especially on turns three/four. The low health makes up for his potentially powerful Battlecry.
Example Card #2 - Breath of Fire:
BecauseDragon's Breathwas taken...Good removal/card draw for the class. Would probably a "staple" card like Frostbolt/Fireballis for Mage. Can eliminate early game threats like Knife Juggler or Darnassus Aspirantand provide good card draw.Example Card #3 - Dragon Egg: At first glance this card may seem like a power creep on Nerubian Egg but it really isn't. For one, it's a class card, so only one class can even run it. Second, it has 3 health, which means it requires more time/resources to trigger the Deathrattle. Lastly, the minion it summons has a 3/3 body, unlike Nerubian Egg which summons a Nerubian with a 4/4 body. This is why it costs 0. It is meant to be played early so it can be used for the mid-game once the deathrattle has been triggered. Neutral cards such as Sunfury Protector, Defender of Argus, Abusive Sergeant, or Dark Iron Dwarf can help you trigger the Deathrattle, as well as some class cards which will be revealed in the future.
I hope you guys enjoyed this class concept and I look forward to showing you more!:)
^^Any and all feedback is appreciated! I'll be reviewing some others' class concepts as well while I'm here, just wanted to post this first.
So, what's the justification for your hero power being strictly better than Reinforce?
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
By the way I love the new Covenant Hero post. +1 for Thel Vadam!
I just started working on my class, which will be Lovecraft themed, but I'm concerned the current hero power is a bit OP. Here it is:
The main reason why I concerned is because the class's exclusive keyword is Chaos, which means a card can be played out of turn using leftover mana.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
This is my idea for a class, I really need criticism and maybe help with art, it's based around cthulhu mythos with themes of dark rituals and sacrifice.
The Mad Prophet: Abdul Alhazred
Abdul Alhazred, the man who wrote the Necronomicon , the Mad Arab.
Hero Power
The hero power and the token it generates, too OP? too UP? An archetype of the class revolves around sacrificing your own minions so at least its viable
Example Cards
Here we see the first "monster" of the class, female Deep Ones mate with humans to procreate, usually with cultists, this card reresents that (mating with a Deep One would be dangerous , potentially deadly in my opinion), huge tempo if you have a Cultist, maybe make it a 3/2? maybe 4 mana?
This is a look to the human component of the class also cultists need to be killed off more easily
The first spell, the minion might attack as normal, but at the end of the turn it will attack another friendly minion or even the hero