To be fair, the effect is conditional, and some class cards are just better than others, take frostbolt > darkbomb (a newer card comparatively). I think if you're trying to use that card to get people interested in your class, it could be flashier/ a little stronger, or replaced with something else.
The Samurai Mark 3 as a reference:
The Samurai
As for the Daisho, you accused it of being too lame in comparison and, as such, not fit to advertise. Does this look any better?
If this does not work, will replace it with this one instead:
And as for the shogun, it was accused for being slightly too OP by having an aura that gives it extra Health, which proved to be faulty and abusive, does this make it look any better? (Although I have to make it a rare now).
NarizArcana... I like this concet. Would replace Uther as the ultimate supervillain (Uther just sends innocent recruits to their deaths, Abdul does this and takes a lot more of profit doing it).
You can also try with cultist of games. It should'nt be that hard to pretend they are worshippers of the Ancient Ones.
@Hackergrad Your initial weapon was good enough actually. It was a 2/2 weapon that could become a 2/3 if conditions are met. Like Argent Lance for Paladin.
Your cards don't have to be OP. They only need to be interesting.
@Hackergrad Your initial weapon was good enough actually. It was a 2/2 weapon that could become a 2/3 if conditions are met. Like Argent Lance for Paladin.
Your cards don't have to be OP. They only need to be interesting.
Is the 4 mana 4/2 OP now?
And as for my Mech, given the initial Health effect was abusable, is it better that way now?
@Asylum_Rhapsody Can I add a card to my submission ? I have a really cool card concept on imgur which I found a few minutes ago after looking through my previous creations.
This is kind of why we have such a lengthy submission window and a scoring system that weights by page, so people can take their time and not have to completely revise their submissions. =P
If it's just one card though, we can probably let it slide if it's not concept-altering. We're highly against making major modifications to entries after they've been submitted, but seeing as how one card isn't as huge a proportion of your entry as it would be in the WCDC, we will somewhat begrudgingly consider it minor at this stage of the competition and allow it.
Long time player, first time class designer! I'd love to receive feedback on my submission (page 4) of Archer, which I've copied over here in to this spoiler:
Archer
"Would you say we'd be venturing into... a zone of danger?"
The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.
Overconfidence: "Trust me, I know what I'm doing." This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.
Example cards
Example Spell: Tactleneck "I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment." The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).
Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.
Example Minion: Ocelot "Look Lana, he thinks he's people!" Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.
Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.
Example Legendary: Malory "So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?" No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.
Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry
Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!
Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!
Thanks in advance for your time and feedback! I like the mechanic of card cost manipulation and hope that it sounds unique and interesting enough as a core class mechanic to be upvoted in to the next phase!
@Hackergrad As a 4/2 weapon it is a Deathbite without the feature at worst and a 4/3 OPopie weapon if you meet its requirements. This weapon can only be considered balanced if your hero doesn't have access to good healing. If you can easily heal then that weapon will trade 1 for 3 which is insane. IF you can't then the last hit will probably be directed at face because you can't tank so much damage (the same weakness as Rogues have).
9 health is a lot. If your opponent doesn't have hard removal or BGH (if it is alone) then that thing might win the game on its own. IT depends a lot of the class design. If your class is Control oriented this minion is OP because its effect will almost always be up and a 6mana 9/9 without a drawback is very strong (unless BGHd). If however your class is Tempo oriented then you don't want it to be the only minion on the field but rather a counter to AOE (because if everything else dies this thing gets +6 atk).
Also give me some feedback because I'm submitting my entry in a couple of hours and I'd like to change things if it is required until it is too late.
@Hackergrad As a 4/2 weapon it is a Deathbite without the feature at worst and a 4/3 OPopie weapon if you meet its requirements. This weapon can only be considered balanced if your hero doesn't have access to good healing. If you can easily heal then that weapon will trade 1 for 3 which is insane. IF you can't then the last hit will probably be directed at face because you can't tank so much damage (the same weakness as Rogues have).
9 health is a lot. If your opponent doesn't have hard removal or BGH (if it is alone) then that thing might win the game on its own. IT depends a lot of the class design. If your class is Control oriented this minion is OP because its effect will almost always be up and a 6mana 9/9 without a drawback is very strong (unless BGHd). If however your class is Tempo oriented then you don't want it to be the only minion on the field but rather a counter to AOE (because if everything else dies this thing gets +6 atk).
Also give me some feedback because I'm submitting my entry in a couple of hours and I'd like to change things if it is required until it is too late.
I intended it to be midrange oriented, like Paladin. And where's your class?
@Hackergrad I've posted the pre-submission version on the previous page.
@_Jorad The main point of receiving feedback is that you can adjust/change what is wrong. If you already submitted it without showing it in this topic the only thing I can suggest is praying to The Lady.
@_Jorad The main point of receiving feedback is that you can adjust/change what is wrong. If you already submitted it without showing it in this topic the only thing I can suggest is praying to The Lady.
Hah, yeah, being a first time submitter I didn't really think about that until after I had submitted it, but feedback is always help for future consideration in case the core is strong enough to make it to phase 2. The rules do say that minor changes can be made to improve balance as long as they don't change the spirit of the submission so I figured it was still worth posting over here just in case!
Okay, this is a pre-submission (pretty much final) post, I'll be submitting it this evening. Thanks everyone who helped with their feedback.
I'm presenting you the Patrician class represented by Lord Havelock Vetinari (Discworld Universe by Terry Pratchett).
Lord Havelock Vetinari is Patrician of Ankh-Morpork, the supreme ruler of the city. He is also a graduate from the Assassin's School specializing on Stealth and Poisons. He is able to influence all castes of the city's society often without those noticing.
There are a lot of different Guilds in Ankh-Morpork, the ones licensed to assassinate (or inhumate as they prefer to call it), steal, bandit and smuggle I generalized under the caste (or Tribe) as Criminal (even tho they are generally highly respected citizens).
The heropower utilizes Vetinari's grand knowledge of Poisons:
Unlike the Poisons in Warcraft Universe not every Poison is applied to your weapon. You will probably agree that it is more efficient to Poison someone with Anesthetic Poison using a glass of water as opposed to a steel dagger.
There are 4 different Morpork Poisons:
Meet the first representative of the Criminal classes.
The unlicensed thievery is a major crime that is severely punished by The Thieves Guild. Also did you know that Gargoyles are actual living creatures?..
There are some buildings that are more notable that its inhabitants:
The only voluntary neighbor to the Alchemist's Guild is the Gambler's Guild mainly because it provides a stable bet.
And as the final example card I present you with The Librarian:
Yes, he is an ape but each of us have their defects. Also avoid using the M-word while near him.
I'd appreciate any feedback before I submit it. Also for those wandering The Librarian's effect is an aura which means that it is constantly applied to everything on the board.
The Anesthetic Morpork poison is like Freeze an enemy minion, which is okay. The Thief, though is like a better Cutpurse, except usable only once, and since I'm not too good at balancing stuff, not sure if it power creeps that one. As for Alchemist's guild, compared to Hellfire, it's fine, given the extra burst of damage comes later on. And for the Librarian, it sure is an interesting minion, but I'm not sure what it does to Battlecries.
@Hackergrad When you quote a huge wall of text put it into a spoiler pls.
The Anesthetic Morpork Poison is very much like Freeze BUT it can't be Silenced off and it doesn't work against Charge minions.
The Thief isn't a better Cutpurse. At least not objectively. I'd much rather compare him to Innervate. In that case it is either a delayed Innervate OR a River Crocolisk. Both alternatives do not shout "OPOPOP" but the fact you are given the choice makes it a rather interesting design.
With the way battlecries work in Hearthstone, battlecry happens first, then minion hits the field. This means that the interaction will be "Battlecry-Summon-Silence".
@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.
It's admitedly a much riskier concept than my first attempt at a class creation, but let me see if I can address some concerns. =)
I'm not entirely certain what you mean by the Hero Power breaking even with Arcane Intellect (for the same mana, Arane Intellect draws you twice as many cards), but if it'd be the second-best Hero Power in the game behind a power that isn't itself overpowered, then I'm not sure that I see a problem. The Hero Power requires much greater mana and tempo investment than any existing power to get anything out of, and that is its down side. Hell, you can't even create a Handlock-like deck as effectively because the cards you're filling your hand with are not themselves from your deck. Since merely not taking 2 damage is, I don't think (and you don't either, since we agree it's a bit worse than the Warlock power), not worth the extra mana and tempo investment on its own, getting to benefit a bit from spell synergy is just a consolation prize. I will freely admit, though, that I do plan on giving it particular ways to improve its spell synergy potential, specifically by giving it ways to Cover Up its own minions for a time, effectively keeping them untouchable. These tactics come at big tempo costs, though.
For the weapon, I do hope that it is good. The costing pattern is right between Fiery War Axe and Dagger Mastery (Hero Powers are generally the equivalent in power of 0-cost cards). Why do you do as an aggro deck if I play this turn 1? Probably play a couple of Leper Gnomes or Huffer (because it's always Huffer) and watch me trade into a ton of face damage. That the class has an effective early-game anti-aggro option is not a problem but a feature, as far as I can discern. Against other decks, it's not nearly as good, especially not during the late game, and so I'd need more convincing that it's a problem.
I do see your point with the Grey Liaison, though. Cover Up has been a tricky mechanic to try to figure out, particularly because there's nothing quite like it in the game and I can't test it out. The fact that the recovery conditions are also to vary wildly only makes it tougher. Do you think the Liaison would be more balanced as a 2/2? I'm actually wondering more about it in the late-game than the early. Late game, against certain sorts of decks, I could see it being just as devastating as Loatheb. It may just be that this specific use of Cover Up as a hand attack is something I should boost the mana cost of and attach to a later-game body, early-game cover-ups being more limited to what's already on the board. This will require thought... Hmm...
Anyway, thanks so much for all of the feedback. You've given me a lot to consider. =)
@_Jorad The heropower is interesting. However it will force him NOT to play Control. Because if your finisher now costs 11 mana you kinda lose the game. Ocelot needs to have a "Beast" tag and you need to clarify what minions are "less powerful". Malory is strange. I'd even say bizarre or weird. I don't like her effect. I'd never put her in my deck.
@Asylum_Rhapsody Arcane Intellect increases your hand size by 1 for 3 mana (if you didn't have Arcane Intellect you'd have a useful card in its place). I agree that the tempo loss justifies the power level of the heropower.
There are 2 atk weapon in the game. Glavezooka is a 2/2 weapon for 2 mana that gives your minion +1atk. Argent Lance is *at best half the time* a 2/2 weapon for 2 mana. Cursed Blade is a 2/3 weapon for 1 mana with a HUGE downside (of being unplayable past turn4). Stormforge Axe is a 2/3 weapon for 2.5 mana (or 3 if you count Overload as 1). Your weapon is on the level of Fiery War Axe if not higher. It is alright for a class to have efficient anti-aggro tools if this class is Control-oriented (Warrior doesn't have good 1 and 2drops to develop while trading with the Axe). IF you play a 3/2 behind that weapon of yours it is not going anywhere and will likely attack twice.
Having a 2mana card that locks 2 cards of your opponent out is anti-fun. It can screw your opponent's gameplan early on and it can totally butcher his gameplan later in the game. It is alright if that card is unique (1-off in the deck) and costs a lot, then it is a strategic decision to play a smaller body for the effect of damaging your opponent's hand. A 2mana card can be thrown at any point in the game just because you can, especially with stats that don't punish it for having the effect.
@Ptwpage It depends on what the other secrets of your class do. If none of the secrets force your opponent to hit your face with the smallest minion then it is okayish. Altho still kinda anti-fun. The card that limits each side to only play X cards each turn is more fun because it can be effectively played around and you know what you are playing around of.
There are 2 atk weapon in the game. Glavezooka is a 2/2 weapon for 2 mana that gives your minion +1atk. Argent Lance is *at best half the time* a 2/2 weapon for 2 mana. Cursed Blade is a 2/3 weapon for 1 mana with a HUGE downside (of being unplayable past turn4). Stormforge Axe is a 2/3 weapon for 2.5 mana (or 3 if you count Overload as 1). Your weapon is on the level of Fiery War Axe if not higher. It is alright for a class to have efficient anti-aggro tools if this class is Control-oriented (Warrior doesn't have good 1 and 2drops to develop while trading with the Axe). IF you play a 3/2 behind that weapon of yours it is not going anywhere and will likely attack twice.
Having a 2mana card that locks 2 cards of your opponent out is anti-fun. It can screw your opponent's gameplan early on and it can totally butcher his gameplan later in the game. It is alright if that card is unique (1-off in the deck) and costs a lot, then it is a strategic decision to play a smaller body for the effect of damaging your opponent's hand. A 2mana card can be thrown at any point in the game just because you can, especially with stats that don't punish it for having the effect.
Most of those other weapons you mention are bad and don't get used, so I'm not convinced that comparing them is appropriate. The only one that does see semi-consistent use is Glaivezooka, and even it's not splendid for its cost and only gets used because it's the cheapest weapon Hunters have, like how Darkbomb only gets used because it's the best option Warlocks have despite being clearly worse than Quick Shot and especially Frostbolt. And the only way a 3/2 I play after this has any more considerable life expectancy than usual is if the deck you're playing is so aggro-oriented that you don't include even basic early-game control options, which would frankly mean you're playing a bad deck. I'm absolutely not denying that the card is good and useful. Indeed that is its point or else I wouldn't have shown it off. But I'm still not convinced it's problematic.
The Grey Liaison though I'm coming around on. I may raise its cost, my immediate thought being maybe making it a 3/5 for (4). The alternative is to make it only one card instead of two, but then that hardly seems worth it. I maintain, though, that this is no more anti-fun than Loatheb. The thing that makes forced discards and other hand attacks anti-fun is that there's no playing around them and no recovery from them. Cover Up is specifically designed to get rid of that problem. At worst, the Liaison will delay a particular play by a turn, which is merely useful, not overpowered, as there are plenty of existing cards with similar capabilities.
The Samurai Mark 3 as a reference:
The Samurai
As for the Daisho, you accused it of being too lame in comparison and, as such, not fit to advertise. Does this look any better?
If this does not work, will replace it with this one instead:
And as for the shogun, it was accused for being slightly too OP by having an aura that gives it extra Health, which proved to be faulty and abusive, does this make it look any better? (Although I have to make it a rare now).
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
NarizArcana... I like this concet. Would replace Uther as the ultimate supervillain (Uther just sends innocent recruits to their deaths, Abdul does this and takes a lot more of profit doing it).
You can also try with cultist of games. It should'nt be that hard to pretend they are worshippers of the Ancient Ones.
Click to see my Hearthstone projects:
@Hackergrad
Your initial weapon was good enough actually. It was a 2/2 weapon that could become a 2/3 if conditions are met. Like Argent Lance for Paladin.
Your cards don't have to be OP. They only need to be interesting.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Long time player, first time class designer! I'd love to receive feedback on my submission (page 4) of Archer, which I've copied over here in to this spoiler:
Archer
"Would you say we'd be venturing into... a zone of danger?"
The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.
Overconfidence: "Trust me, I know what I'm doing."
This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.
Example cards
Example Spell: Tactleneck
"I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment."
The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).
Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.
Example Minion: Ocelot
"Look Lana, he thinks he's people!"
Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.
Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.
Example Legendary: Malory
"So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?"
No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.
Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry
Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!
Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!
Thanks in advance for your time and feedback! I like the mechanic of card cost manipulation and hope that it sounds unique and interesting enough as a core class mechanic to be upvoted in to the next phase!
@Hackergrad
As a 4/2 weapon it is a Deathbite without the feature at worst and a 4/3 OPopie weapon if you meet its requirements. This weapon can only be considered balanced if your hero doesn't have access to good healing.
If you can easily heal then that weapon will trade 1 for 3 which is insane. IF you can't then the last hit will probably be directed at face because you can't tank so much damage (the same weakness as Rogues have).
9 health is a lot. If your opponent doesn't have hard removal or BGH (if it is alone) then that thing might win the game on its own. IT depends a lot of the class design. If your class is Control oriented this minion is OP because its effect will almost always be up and a 6mana 9/9 without a drawback is very strong (unless BGHd). If however your class is Tempo oriented then you don't want it to be the only minion on the field but rather a counter to AOE (because if everything else dies this thing gets +6 atk).
Also give me some feedback because I'm submitting my entry in a couple of hours and I'd like to change things if it is required until it is too late.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
@Hackergrad
I've posted the pre-submission version on the previous page.
@_Jorad
The main point of receiving feedback is that you can adjust/change what is wrong. If you already submitted it without showing it in this topic the only thing I can suggest is praying to The Lady.
The Anesthetic Morpork poison is like Freeze an enemy minion, which is okay. The Thief, though is like a better Cutpurse, except usable only once, and since I'm not too good at balancing stuff, not sure if it power creeps that one. As for Alchemist's guild, compared to Hellfire, it's fine, given the extra burst of damage comes later on. And for the Librarian, it sure is an interesting minion, but I'm not sure what it does to Battlecries.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
@Hackergrad
When you quote a huge wall of text put it into a spoiler pls.
The Anesthetic Morpork Poison is very much like Freeze BUT it can't be Silenced off and it doesn't work against Charge minions.
The Thief isn't a better Cutpurse. At least not objectively. I'd much rather compare him to Innervate. In that case it is either a delayed Innervate OR a River Crocolisk. Both alternatives do not shout "OPOPOP" but the fact you are given the choice makes it a rather interesting design.
With the way battlecries work in Hearthstone, battlecry happens first, then minion hits the field. This means that the interaction will be "Battlecry-Summon-Silence".
@_Jorad
The heropower is interesting. However it will force him NOT to play Control. Because if your finisher now costs 11 mana you kinda lose the game.
Ocelot needs to have a "Beast" tag and you need to clarify what minions are "less powerful".
Malory is strange. I'd even say bizarre or weird. I don't like her effect. I'd never put her in my deck.
@Asylum_Rhapsody
Arcane Intellect increases your hand size by 1 for 3 mana (if you didn't have Arcane Intellect you'd have a useful card in its place).
I agree that the tempo loss justifies the power level of the heropower.
There are 2 atk weapon in the game. Glavezooka is a 2/2 weapon for 2 mana that gives your minion +1atk. Argent Lance is *at best half the time* a 2/2 weapon for 2 mana. Cursed Blade is a 2/3 weapon for 1 mana with a HUGE downside (of being unplayable past turn4). Stormforge Axe is a 2/3 weapon for 2.5 mana (or 3 if you count Overload as 1).
Your weapon is on the level of Fiery War Axe if not higher. It is alright for a class to have efficient anti-aggro tools if this class is Control-oriented (Warrior doesn't have good 1 and 2drops to develop while trading with the Axe). IF you play a 3/2 behind that weapon of yours it is not going anywhere and will likely attack twice.
Having a 2mana card that locks 2 cards of your opponent out is anti-fun. It can screw your opponent's gameplan early on and it can totally butcher his gameplan later in the game. It is alright if that card is unique (1-off in the deck) and costs a lot, then it is a strategic decision to play a smaller body for the effect of damaging your opponent's hand. A 2mana card can be thrown at any point in the game just because you can, especially with stats that don't punish it for having the effect.
Someone needs to make a Baywatch hero class. The Hoff as the hero with Anderson Legendary
Thank god I changed my hero, I was planning to do the the Mad Arab as well (Lovecraft fans hype).
Siras Terra, the Geomancer
@Ptwpage
It depends on what the other secrets of your class do. If none of the secrets force your opponent to hit your face with the smallest minion then it is okayish. Altho still kinda anti-fun. The card that limits each side to only play X cards each turn is more fun because it can be effectively played around and you know what you are playing around of.
I will revise my Samurai class, such that it can be control-based, as well as midrange-based, but not now.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.