The main theme involves comparing the number of your minions to your opponent. Many involve having lesser or equal minions.
As for the Rare, I wonder if it is a bit too powerful, or if it belongs in a differing set.
Now, I feel like the Hero Power and the theme do not fit very well with each other. But then again, so does the Hunter's Hero Power and Beast theme, that much.
Using spoiler as reference, I was considering replacing the rare with this, such that it can provide the class synergy.
@Vultrae Hero Power is way too strong, a better version of paladin + dragon tribe. Could be 1/1 even though it "lacks originality" but imo if you make it work with other cards to differ from what paladin offer, it can be just as good/creative.
Storm Dragon is a decent stat minion with a forked lightning as an ability without the overload factor, too strong.
Elementalist, master of the elements and the creatures known as Elemental.
While you may think an Hero Power that summons a 0/1 minion is completely useless, this class will prove you wrong! The class has many tools to buff or make use of the Hero Power effectively, here's 3 to demonstrate it but there's many more :).
Golem Destroyer, this card is simple and even if you have no Fire Golem on the battlefield, still a good minion. However it says Deathrattles, which means ALL the deathrattle the Fire Golem has, which with some cards I cannot show, leads to interesting combo ;).
Casualty Reflector, might only have 1 Health but is invulnerable to targeted damage til you have no more Fire Golem on the battlefield, giving almost no option to your opponent but to clear your Fire Golem.
Focused Fire, another good reason why you wouldn't want to keep Fire Golem on board.
Rest assured, there's card to bring Flame Golem on the battlefield other than the Hero Power!
*Copied from my submission, feel free to judge me ;D.
Dr. Zoom by Nurgling. Hero power seems fine. I am having trouble seeing a lot of use for it besides Gnomish experimenter, but, I suspect more class cards would synergize. Weapon and 3/3 minion also seem fine. I've seen cards like Revert before and I don't quite get them. Not sure how easy they'd be to implement either. Class has a lot of potential, but, I think it's one where you need to see all the cards to really appreciate. For now I'll give it a B.
Dungeon master by myself. Pretty hard to balance hero power, but, it's pretty fun so there is that. I had a devil of a time balancing Tiamat. Went back and forth and back again before settling on the current version. It seems about right to me. Other minions are fairly booring, but, highlight some of the benefit of the hero power. Looking forward to putting in some cool spells if I make it to the next round.
Elder by Sproutboy. Seems very niche to build around to me. Grade D.
Psycho Killer by zauzoza. Seems decent other than Mike Myers. That card is severely unfun and probably horribly OP. Grade B-
Rorsasch by Binza. I think the biggest change I'd suggest is to make the hero power give you one attack or two attack when berkerk. That makes much more sense as it looks like a physical punch. And also it's just an improved flamebolt otherwise. The commedian looks a little strong to me as well, but, probably not game breaking. LOVE the art. Grade B
Dr. Delerious by Roborohan. Looks like a Tavern Brawl. Pretty fun but questionable otherwise. I'd probably lower the cost of the hero power to 2 if it's a random friendly minion. Grade B+
Angry Birds by ptgpage. Cute. But, if your first bird is any indication it looks like your hero power is somewhat OP as giving it charge makes it quite a bit better than a silver hand recruit. Pretty hard to judge without seeing all your birds though. Grade incomplete but guessing OP.
Captain Captain by Perobenze. Gatling gun is probably ok. Your upgraded version is not 2x but 3x stronger. Silly in other words. White Beard is 4 mana of stats (4.5, but, discounting for legendary) and a 7 mana effect. Should cost 11. I think you need to nerf the stats. I think you are erring on the side of OP pretty consistantly. Grade B-
Teh Assassin by canonblackwell. Stab = Corruption. I think your hero power is too strong. Hero powers generally give you 1 mana worth of value for 2 mana. And Stab, especially as you are using it is very OP. Your weapon gives you a 2/2 weapon and a one sided board clear for 4. That's crazy value. I wouldn't want to play vs. that. Grade C.
Rocky by Verti9o. 4 mana to get a perm +2 attack seems OP to me. Overall it's a pretty strong hero power, probably stronger than the Warrior's armor on average. But, I like the imagination and execution. Grade A.
Angel by Ser wa. Serra angel is probably broken. Especially in a class that can hero power away the damage like this. I mean, you'd destroy any minion based deck and Serra angel is about 2-3 times better than Deathlord and Deathlord sees play. I'd be cautious about using the can only take 1 damage mechanic in general. Grade B
Darth Vader by Kasper. I might change force choke to Corrupt. I kinda like your droid probes. I think your At-ST is maybe a bit on the OP side. Not going to break the game, but, an elite 4 drop. I think the mech tag is what throws it over the top. Of the Vaders I've seen I like yours the best. Grade A.
Zurvan by Supah. I liked everything. Not sure why not getting more votes. Grade A
Tomb Raider by Logain. The hero power is pretty strong, assuming you have better spells than amunition, but, also very conditional. I don't know how often you'll be able to meet that condition. Everything else seemed ok. I might like better art, sorry. Grade B-
Daenerys Targaryen by Ethylbenzene. One of the only spell centric entries we've seen. Unfortunately, I think I need to see more cards to judge the power. Everything seems a bit underwhelming at the moment. Well, teh 3/4 minion is strong. I think with the right support spells this could be a very interesting class. Grade Incomplete
Teh Samurai by SWG. I love EVERYTHING. So good. I can tell a lot of thoght and effort went into making this class. The balance is there, the flavor is there, the art, great hero power, great mechanic. Everything you'd want to vote for. I can't say why not more votes I hope you get them. Grade A+ (only A+ I've given)
Artannas by Xaax. Broken. I don't know why you thought it was a good idea to make your Pylon cost zero, but, it was a terribad idea. Turn 1 Drop Pylon, drop Lance Carrier, have a 2/4 and a 1/2. Go. Oh, and my 2/4 gives me mana reduction next turn also. Oh, then I get another for free after that. Unless your class is barred from using neutral minions this will always be broken. Good day sir. I said good day! Grade F.
Imperial Guard Commander by Mvon. I think it was tolerable until you decided to choose orders with Discover. As such these are just too useful. You'll get mana accelleration 75% of the time which is insane. And your minions you chose.... It's like Undertaker but more reliable. I dunno, it looks very nice and all, you put some work into it, but, you just went over the top IMHO. Make the order random, not discover, and I think you might be ok. Grade C
Bowser by Sneaky Raptor. Well done overall. Your cards and abilities are all very strong but not OP. I worry that your uber-control combination of Warrior's armor and Mage's board control will be frustrating to play against for other classes. It might be seen as an unfun combination. My guess is that you dont' care if your class is fun for your opponent, but, I think that's a concern you should have when building a class. Grade A-
Call of Duty by vNhililism. Looks pretty strong. I think Overkill is just too much damage output. You target a token and deal 9 damage to your opps face and then burn him down with 2 damage a turn from your sidearm. Seems a little too good. Like if Hunter's Cobra Shot actually was decent. I'd probably lower it to 8 damage. Looks good otherwise. Grade A-
Sorry, I'm kinda weird about seeing the images. I really liked your class. Tons of imagination there. Loved the hero power, loved the weapon, loved the spell. The minion was pretty good also. I'm curious if the Hunter hero power targets an opposing player. I should probably just look that up, but too lazy. For the love of God, reformat your post so that folks can see your cards. :) Grade A
Sorry, I'm kinda weird about seeing the images. I really liked your class. Tons of imagination there. Loved the hero power, loved the weapon, loved the spell. The minion was pretty good also. I'm curious if the Hunter hero power targets an opposing player. I should probably just look that up, but too lazy. For the love of God, reformat your post so that folks can see your cards. :) Grade A
Are they that hard to see? They're just in a spoiler.
Woot! After initially playing around with Lovecraftian Horror and then Disney Princesses, I finally settled on something. I'm still not 100% certain how to balance Cover Up, so let me know what y'all think. =)
Agents are mysterious figures. Some say they represent a secret government organization whose task it is to keep the public in the dark about the paranormal and especially extraterrestrial realities around us. Others say these men in black are themselves supernatural entities, whether time-travelers or alien-human hybrids meant to manipulate. Only one thing's for sure; when unexplained phenomena are afoot, the agents are sure not to be far behind.
The Agent's Hero Power is Clearance, which adds a copy of the File token to their hand. This Hero Power is most comparable to the Warlock power, and sacrificing the immediate and inexpensive nature of Life Tap in order to avoid damage and potentially play around with Spell synergy.
Cover Up Removes something from the game until a specific action occurs.
Grey Liaison - This friendly entity shows off three elements of the Agent class. 1) The Cover Up keyword. As defined above, the Cover Up keyword temporarily removes stuff from the game, but not permanently. This minion removes random cards from your opponent's hand, but other cards might remove minions from the battlefield or might remove certain kinds of cards from your opponent's deck. 2) Hand/Deck attacks. Cards that discard stuff from your opponent's hand or deck have largely been unpopular with the Hearthstone community, but I think this might change things because the mechanic inherently must include a recovery mechanic. The cards removed from your hand or deck can always be returned. 3) The Alien tribe. This should be rather self-explanatory. The class has its own tribe, just like Shamans have Totems.
Seize Evidence - This spell shows off two elements of the Agent class. 1) 4-mana Secrets. But not so fast, it's only half-Secret? Yes, all currently existing Secrets are only Secrets, but not Agent Secrets. All Agent Secrets also deal 2 damage when played. This means they're unique in that they're Secrets that don't necessarily lose you tempo, because they're also having an immediate effect on the board when played. Of special note, when pulled by Mad Scientist, you obviously don't get to deal the 2 damage. That only happens when you play the Spell from your hand, kind of like how a Battlecry only happen when you play a minion from your hand. 2) File tokens. No Agent card will ever merely draw a card. Instead, they'll employ the same File token as the Clearance Hero Power above to give you more flexibility in how and when those cards are drawn. Since, like Warlocks, Agents have a Hero Power that draws them cards, their class cards will not include giving them Files as a heavy theme, but there will be a few File-granting cards here and there.
Standard Issue - This weapon looks basic, and it is. I wanted to include this to show off two things. 1) Weapons. Agents will have them. 2) Simplicity. Since the other two example cards are so complex and dense, I wanted to assure folks that I know very well how to design cards that are appropriately simple, even extremely so. You can look forward to plenty of believably-basic and straightforward stuff from this class in addition to all of the wacky stuff.
Now, move right along and just forget you saw any of this... After you up-vote, I mean. ^_~
From the Undertale world! Be careful with SPOILERS!
Hero Powers:
The Class: With the disadvantage of having your hero at 20 health, you will need a LOT of healing if you want to survive. The class compensates that. And after a long time you will finally get in advantage, all thanks to your overpowered hero power! It also runs weapons.
The HeroPower: It is not too complicated to understand it, if you kill a minion it doesn't really die (so Deathrathles don't activate) and it transforms into the last card of your deck. When one of your minions die the effect doesn't trigger, because it's not being "killed" by you.
The New Mechanics: The class comes up with a new minion archetype, Monster, and a new keyword, Determination:
Monsters: Just as some archetypes in Hearthstone, only one monster cannot survive for long. But when it doesn't feel alone anymore, it can get out all of it's power. What makes monsters unique is their tendency to do things at the end of your turn (refering to battles in undertale) and getting stronger when other monsters die/are summoned/are alive.
Determination: This keyword works almost identically to Paladin's Redemption. When a determined minion dies (in any turn), it goes back to life with 1hp and without the keyword. Determination can be obtained by spells and other minion's effects, or be default in a minion.
Example cards:
This is an example of how minions can obtain Determination and the big amount of healing cards this class has. The phrase "But it refused." refers to the fight with the final boss of the True Pacifist Route.
This is an example of a weapon in the class, almost just as it is on Undertale, but adapted (if i could i would make it deal 10 damage, i swear) and anooother healing card.
And finally after all that boring stuff we got to see a legendary! Undyne is known as the heroine of the underground. She will do everything possible to protect the other monsters, and when one of her friends die, well... she doesn't get happy. The other monsters get inspired by her heroism and encouraged to defeat the enemy. When you are going trough a Genocide Route in the game, you get to fight her final form, what this card is referring to. As she has low health, the card's made so you can seal a game where you have a lot of monsters in table, or clean the enemy minions leaving a big creature in table, or both.
How to WIN: There are three principal ways you can get to a winning situation with this deck:
*You can persist in battle until reaching a point where you have all the advantage.
*You can use Determination to toughen your minions and maintain board control.
*You can use the Monster synergy to strike down your enemy.
If you're reading this and thinking: "but monsters can't handle determination." I want you to know i'm aware about this and that i tried a lot to introduce it in the mechanics, but things got complicated and i preferred to be simple and inexact.
Thanks for reading up to this point, if there's any spelling problem (I'm not a native English speaker) or you want to feedback my post, be sure to reply! I promise i will give mine too!
Question really quick. Does the hero you use have to be an ACTUAL character? Or can the name just be a filler for the class, and doesn't actually mean anything.
It should be an actual character, but it can be one that you make up. Just think of it like in that it needs to be a specific named character because if it ever got an alternate hero portrait they would need different names. I made up a character for mine, actually. His name is [CLASSIFIED], and if there were an alternate hero portrait, I would name her [REDACTED]. Or as an alternative to a name you could try a title. Like if your class were "Royalty", the hero could be "His Majesty, the King", or like an alternate could be "Her Majesty, the Queen", just something slightly more specific and individual than the Class name is all.
Please remember that the Justicar power counts as an example card. A lot of people are missing that for some reason, and I dearly hope they see our notes about it. =(
To the guy who commented on my Rocky class . Well at first glance, 2 damage for 4 mana does look good but, will combination of hero power it is a justicar buff for 4 with is not good, and without hero power you probably only take on easy minions. its a slow turn 4 if you even can get it to work, doesn't work vs some matchups at all and compare to warrior, his hero power have super strong synergy with class cards such as shield slam, which on paper is also over powered but does follow the same rules.
As for the hero power, I think a power that heals only the hero is worth about 3 points of heal. This in a lot of cases is less, it's only better with card synergies and good setup
@Asylum Rhapsody's Agent There might be some power level issues with your class. The reason I say it is because you already gave it the second best heropower in the game (it breaks even with Arcane Intellect), you have the best (or second best) anti-aggro weapon and the Cover Up is extremely hard to balance. Your heropower has in-built synergy with Gadgetzan Auctioneer and Gazlowe. This might be a bit problematic (having card draw that generates more card draw). Lets say I'm playing Face Hunter or Midrange Hunter. You go first and play that weapon. Do I just concede? I mean my next 2 minions are guaranteed to die while you are developing your board to deal with future threats. The value on that gun is too high. The Cover Up mechanic is very likely to win the tempo game. IF you coin that alien out on turn1 your opponent has 5 cards of which he loses 2. So there is 40% (20%+0.8*25%) chance for you to block my turn2 play if I only had 1 2drop (which is a reasonable assumption against most decks).
The main theme involves comparing the number of your minions to your opponent. Many involve having lesser or equal minions.
As for the Rare, I wonder if it is a bit too powerful, or if it belongs in a differing set.
Now, I feel like the Hero Power and the theme do not fit very well with each other. But then again, so does the Hunter's Hero Power and Beast theme, that much.
Using spoiler as reference, I was considering replacing the rare with this, such that it can provide the class synergy.
Hmmm i liked your original cards better. Well it is better now flavour wise since your cards feel a bit more unique but previous cards seemeed alot better if you ask me. Also the rare cards is op. Most of the time you could leave the board empty at turn six so a huge tempo boost like that would be a bit overpowered. I would add a drawback to that card.
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'd like to ask for some opinions before posting this. Anyways, this class is the Contractor( from the anime Darker Than Black), the hero is Hei. His hero power is pretty straightforward. Deal 2 damage to whatever then take 1 damage to your face.
I'm a bit iffy on this keyword, so i'm asking for opinions.Basically, if a minion has a Battlecry, Inspire or Deathrattle(or all of those), once it activates, this effect also triggers. Here's an example:
So whenever you use your hero power, this guy gains 2 attack AND he deals 2 damage to himself.
I feel like this guy is a bit underpowered(or maybe he's overpowered, it's a bit hard to judge since it's a bit situational).
And here we have a legendary. Her effect is a bit odd so i'll explain it. Once you use your hero power, everything rewinds to how it was the previous turn. Health/attack changes to how it was a turn ago, if any minions died, they are revived, etc. but Amber stays on the board, silenced.
The more i think about it, the more confusing it is, so i'll probably change it.
I'd like to ask for some opinions before posting this. Anyways, this class is the Contractor( from the anime Darker Than Black), the hero is Hei. His hero power is pretty straightforward. Deal 2 damage to whatever then take 1 damage to your face.
I'm a bit iffy on this keyword, so i'm asking for opinions.Basically, if a minion has a Battlecry, Inspire or Deathrattle(or all of those), once it activates, this effect also triggers. Here's an example:
So whenever you use your hero power, this guy gains 2 attack AND he deals 2 damage to himself.
I feel like this guy is a bit underpowered(or maybe he's overpowered, it's a bit hard to judge since it's a bit situational).
And here we have a legendary. Her effect is a bit odd so i'll explain it. Once you use your hero power, everything rewinds to how it was the previous turn. Health/attack changes to how it was a turn ago, if any minions died, they are revived, etc. but Amber stays on the board, silenced.
The more i think about it, the more confusing it is, so i'll probably change it.
Yeah sometimes your keyword is a bit unnecessary like in case of Mao. You could only say battlecry: gain control of a random enemy minon untill the end of the turn AND give it/this minion +2/+2. Or first minion. Inspire gain +2 attack and deal 2 damage to this minion. The keyword is a bit uneccecary. As for a more positive thing, i think your hero power is balanced quite well while keeping it similar to lore. GJ with that. By the way would you mind looking at my class and give me your thoughts?
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.
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Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Oh, it's fine. My hero is Yog-Sothoth, anyway.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
@Vultrae Hero Power is way too strong, a better version of paladin + dragon tribe. Could be 1/1 even though it "lacks originality" but imo if you make it work with other cards to differ from what paladin offer, it can be just as good/creative.
Storm Dragon is a decent stat minion with a forked lightning as an ability without the overload factor, too strong.
Elementalist
Elementalist, master of the elements and the creatures known as Elemental.
While you may think an Hero Power that summons a 0/1 minion is completely useless, this class will prove you wrong!
The class has many tools to buff or make use of the Hero Power effectively, here's 3 to demonstrate it but there's many more :).
Golem Destroyer, this card is simple and even if you have no Fire Golem on the battlefield, still a good minion. However it says Deathrattles, which means ALL the deathrattle the Fire Golem has, which with some cards I cannot show, leads to interesting combo ;).
Casualty Reflector, might only have 1 Health but is invulnerable to targeted damage til you have no more Fire Golem on the battlefield, giving almost no option to your opponent but to clear your Fire Golem.
Focused Fire, another good reason why you wouldn't want to keep Fire Golem on board.
Rest assured, there's card to bring Flame Golem on the battlefield other than the Hero Power!
*Copied from my submission, feel free to judge me ;D.
Page #3
Dr. Zoom by Nurgling. Hero power seems fine. I am having trouble seeing a lot of use for it besides Gnomish experimenter, but, I suspect more class cards would synergize. Weapon and 3/3 minion also seem fine. I've seen cards like Revert before and I don't quite get them. Not sure how easy they'd be to implement either. Class has a lot of potential, but, I think it's one where you need to see all the cards to really appreciate. For now I'll give it a B.
Dungeon master by myself. Pretty hard to balance hero power, but, it's pretty fun so there is that. I had a devil of a time balancing Tiamat. Went back and forth and back again before settling on the current version. It seems about right to me. Other minions are fairly booring, but, highlight some of the benefit of the hero power. Looking forward to putting in some cool spells if I make it to the next round.
Elder by Sproutboy. Seems very niche to build around to me. Grade D.
Psycho Killer by zauzoza. Seems decent other than Mike Myers. That card is severely unfun and probably horribly OP. Grade B-
Rorsasch by Binza. I think the biggest change I'd suggest is to make the hero power give you one attack or two attack when berkerk. That makes much more sense as it looks like a physical punch. And also it's just an improved flamebolt otherwise. The commedian looks a little strong to me as well, but, probably not game breaking. LOVE the art. Grade B
Dr. Delerious by Roborohan. Looks like a Tavern Brawl. Pretty fun but questionable otherwise. I'd probably lower the cost of the hero power to 2 if it's a random friendly minion. Grade B+
Angry Birds by ptgpage. Cute. But, if your first bird is any indication it looks like your hero power is somewhat OP as giving it charge makes it quite a bit better than a silver hand recruit. Pretty hard to judge without seeing all your birds though. Grade incomplete but guessing OP.
Captain Captain by Perobenze. Gatling gun is probably ok. Your upgraded version is not 2x but 3x stronger. Silly in other words. White Beard is 4 mana of stats (4.5, but, discounting for legendary) and a 7 mana effect. Should cost 11. I think you need to nerf the stats. I think you are erring on the side of OP pretty consistantly. Grade B-
Teh Assassin by canonblackwell. Stab = Corruption. I think your hero power is too strong. Hero powers generally give you 1 mana worth of value for 2 mana. And Stab, especially as you are using it is very OP. Your weapon gives you a 2/2 weapon and a one sided board clear for 4. That's crazy value. I wouldn't want to play vs. that. Grade C.
Rocky by Verti9o. 4 mana to get a perm +2 attack seems OP to me. Overall it's a pretty strong hero power, probably stronger than the Warrior's armor on average. But, I like the imagination and execution. Grade A.
Angel by Ser wa. Serra angel is probably broken. Especially in a class that can hero power away the damage like this. I mean, you'd destroy any minion based deck and Serra angel is about 2-3 times better than Deathlord and Deathlord sees play. I'd be cautious about using the can only take 1 damage mechanic in general. Grade B
Darth Vader by Kasper. I might change force choke to Corrupt. I kinda like your droid probes. I think your At-ST is maybe a bit on the OP side. Not going to break the game, but, an elite 4 drop. I think the mech tag is what throws it over the top. Of the Vaders I've seen I like yours the best. Grade A.
Zurvan by Supah. I liked everything. Not sure why not getting more votes. Grade A
Tomb Raider by Logain. The hero power is pretty strong, assuming you have better spells than amunition, but, also very conditional. I don't know how often you'll be able to meet that condition. Everything else seemed ok. I might like better art, sorry. Grade B-
Daenerys Targaryen by Ethylbenzene. One of the only spell centric entries we've seen. Unfortunately, I think I need to see more cards to judge the power. Everything seems a bit underwhelming at the moment. Well, teh 3/4 minion is strong. I think with the right support spells this could be a very interesting class. Grade Incomplete
Teh Samurai by SWG. I love EVERYTHING. So good. I can tell a lot of thoght and effort went into making this class. The balance is there, the flavor is there, the art, great hero power, great mechanic. Everything you'd want to vote for. I can't say why not more votes I hope you get them. Grade A+ (only A+ I've given)
Artannas by Xaax. Broken. I don't know why you thought it was a good idea to make your Pylon cost zero, but, it was a terribad idea. Turn 1 Drop Pylon, drop Lance Carrier, have a 2/4 and a 1/2. Go. Oh, and my 2/4 gives me mana reduction next turn also. Oh, then I get another for free after that. Unless your class is barred from using neutral minions this will always be broken. Good day sir. I said good day! Grade F.
Imperial Guard Commander by Mvon. I think it was tolerable until you decided to choose orders with Discover. As such these are just too useful. You'll get mana accelleration 75% of the time which is insane. And your minions you chose.... It's like Undertaker but more reliable. I dunno, it looks very nice and all, you put some work into it, but, you just went over the top IMHO. Make the order random, not discover, and I think you might be ok. Grade C
Bowser by Sneaky Raptor. Well done overall. Your cards and abilities are all very strong but not OP. I worry that your uber-control combination of Warrior's armor and Mage's board control will be frustrating to play against for other classes. It might be seen as an unfun combination. My guess is that you dont' care if your class is fun for your opponent, but, I think that's a concern you should have when building a class. Grade A-
Call of Duty by vNhililism. Looks pretty strong. I think Overkill is just too much damage output. You target a token and deal 9 damage to your opps face and then burn him down with 2 damage a turn from your sidearm. Seems a little too good. Like if Hunter's Cobra Shot actually was decent. I'd probably lower it to 8 damage. Looks good otherwise. Grade A-
Galavant Animation
Galavant Animation
I would think the answer would be self evident. :)
Galavant Animation
Woot! After initially playing around with Lovecraftian Horror and then Disney Princesses, I finally settled on something.
I'm still not 100% certain how to balance Cover Up, so let me know what y'all think. =)
*A Class Creation Competition has begun...
*You are filled with DETERMINATION.
Pacifist
From the Undertale world! Be careful with SPOILERS!
Hero Powers:
The Class: With the disadvantage of having your hero at 20 health, you will need a LOT of healing if you want to survive. The class compensates that. And after a long time you will finally get in advantage, all thanks to your overpowered hero power! It also runs weapons.
The Hero Power: It is not too complicated to understand it, if you kill a minion it doesn't really die (so Deathrathles don't activate) and it transforms into the last card of your deck. When one of your minions die the effect doesn't trigger, because it's not being "killed" by you.
The New Mechanics: The class comes up with a new minion archetype, Monster, and a new keyword, Determination:
Monsters: Just as some archetypes in Hearthstone, only one monster cannot survive for long. But when it doesn't feel alone anymore, it can get out all of it's power. What makes monsters unique is their tendency to do things at the end of your turn (refering to battles in undertale) and getting stronger when other monsters die/are summoned/are alive.
Determination: This keyword works almost identically to Paladin's Redemption. When a determined minion dies (in any turn), it goes back to life with 1hp and without the keyword. Determination can be obtained by spells and other minion's effects, or be default in a minion.
Example cards:
This is an example of how minions can obtain Determination and the big amount of healing cards this class has. The phrase "But it refused." refers to the fight with the final boss of the True Pacifist Route.
This is an example of a weapon in the class, almost just as it is on Undertale, but adapted (if i could i would make it deal 10 damage, i swear) and anooother healing card.
And finally after all that boring stuff we got to see a legendary! Undyne is known as the heroine of the underground. She will do everything possible to protect the other monsters, and when one of her friends die, well... she doesn't get happy. The other monsters get inspired by her heroism and encouraged to defeat the enemy. When you are going trough a Genocide Route in the game, you get to fight her final form, what this card is referring to. As she has low health, the card's made so you can seal a game where you have a lot of monsters in table, or clean the enemy minions leaving a big creature in table, or both.
How to WIN: There are three principal ways you can get to a winning situation with this deck:
*You can persist in battle until reaching a point where you have all the advantage.
*You can use Determination to toughen your minions and maintain board control.
*You can use the Monster synergy to strike down your enemy.
If you're reading this and thinking: "but monsters can't handle determination." I want you to know i'm aware about this and that i tried a lot to introduce it in the mechanics, but things got complicated and i preferred to be simple and inexact.
Thanks for reading up to this point, if there's any spelling problem (I'm not a native English speaker) or you want to feedback my post, be sure to reply! I promise i will give mine too!
To the guy who commented on my Rocky class . Well at first glance, 2 damage for 4 mana does look good but, will combination of hero power it is a justicar buff for 4 with is not good, and without hero power you probably only take on easy minions. its a slow turn 4 if you even can get it to work, doesn't work vs some matchups at all and compare to warrior, his hero power have super strong synergy with class cards such as shield slam, which on paper is also over powered but does follow the same rules.
As for the hero power, I think a power that heals only the hero is worth about 3 points of heal. This in a lot of cases is less, it's only better with card synergies and good setup
Could i create Hero "che Guevara" or "Fidel Castro" ? They are a little controversial people, so not sure if it will be ok
@Asylum Rhapsody's Agent
There might be some power level issues with your class. The reason I say it is because you already gave it the second best heropower in the game (it breaks even with Arcane Intellect), you have the best (or second best) anti-aggro weapon and the Cover Up is extremely hard to balance.
Your heropower has in-built synergy with Gadgetzan Auctioneer and Gazlowe. This might be a bit problematic (having card draw that generates more card draw).
Lets say I'm playing Face Hunter or Midrange Hunter. You go first and play that weapon. Do I just concede? I mean my next 2 minions are guaranteed to die while you are developing your board to deal with future threats. The value on that gun is too high.
The Cover Up mechanic is very likely to win the tempo game. IF you coin that alien out on turn1 your opponent has 5 cards of which he loses 2. So there is 40% (20%+0.8*25%) chance for you to block my turn2 play if I only had 1 2drop (which is a reasonable assumption against most decks).
Thematically I like it a lot.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
The Contractor
I'd like to ask for some opinions before posting this. Anyways, this class is the Contractor( from the anime Darker Than Black), the hero is Hei. His hero power is pretty straightforward. Deal 2 damage to whatever then take 1 damage to your face.
I'm a bit iffy on this keyword, so i'm asking for opinions.Basically, if a minion has a Battlecry, Inspire or Deathrattle(or all of those), once it activates, this effect also triggers. Here's an example:
So whenever you use your hero power, this guy gains 2 attack AND he deals 2 damage to himself.
I feel like this guy is a bit underpowered(or maybe he's overpowered, it's a bit hard to judge since it's a bit situational).
And here we have a legendary. Her effect is a bit odd so i'll explain it. Once you use your hero power, everything rewinds to how it was the previous turn. Health/attack changes to how it was a turn ago, if any minions died, they are revived, etc. but Amber stays on the board, silenced.
The more i think about it, the more confusing it is, so i'll probably change it.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.