@Asylum_Rhapsody Let assume that we both play Tempo oriented decks. So we BOTH curve as 1-2-3-4-5-6. Now you play your Cover Up and you've just won the game because I suffer a significant tempo loss because I am FORCED to heropower. You ruined my mana curve without any actual effort. It was fun for me to play minion after minion and trade them but I was unable to do it. I think the stats on the card with such mechanic should be lower than the stats on the vanilla minion of the same cost. This way YOU suffer a minor tempo loss for a chance to cause me a major tempo loss.
The only reason Argent Lance isn't played is because Paladins got A TON of help with their early game to the point where they don't even look for 2mana weapons. The major part of it is Muster for Battle because it means that there is no reason to have a 3durability weapon for 2 mana if on turn3 you will destroy it yourself. Still if your class has no other cheap anti-aggro options it is alright even tho I believe it is a bit over the top. F.e. if you had this weapon and your turn2 would be something like Shielded Minibot then I'd say your early game is WAY too strong.
P.S. Saying that a card is no less anti-fun than Loatheb isn't really saying much because Loatheb IS anti-fun. It totally ruins the gameplan of spell-based decks without cause any tempo loss for having what should have been a tech card. The similar reason why BGH is anti-fun, having a 3mana 4/2 if there are no targets isn't terrible. P.P.S. I'd greatly appreciate feedback on my class.
Let assume that we both play Tempo oriented decks. So we BOTH curve as 1-2-3-4-5-6. Now you play your Cover Up and you've just won the game because I suffer a significant tempo loss because I am FORCED to heropower. You ruined my mana curve without any actual effort. It was fun for me to play minion after minion and trade them but I was unable to do it. I think the stats on the card with such mechanic should be lower than the stats on the vanilla minion of the same cost. This way YOU suffer a minor tempo loss for a chance to cause me a major tempo loss.
I still think you're looking at it too much from an absolutely-best-case-scenario perspective. The best case being that you're playing a kind of deck that would be particularly screwed by it, that I get lucky and Cover Up exactly the right stuff, that you get unlucky and happen not to have or draw any other reasonable enough plays, and that on top of all of that I also happen to have perfect draws. It's awesome that the card can be useul, but if it requires that many specific conditions to be truly outstanding then I'm not worried.
If it helps, try thinking of it another way. Try picturing that the card instead raises the cost of two random cards in your hand by 2. But the increase for the second goes away after you play the first. And the two extra mana you can flexibly split up to spend away beforehand with spare mana. And also you get a 0-cost effect as a consolation prize. That sounds less bad, right?
Maybe a 3/4 for (4), but that's as low as I think could be reasonable. What stats/cost are you thinking?
I still think you're looking at it too much from an absolutely-best-case-scenario perspective. The best case being that you're playing a kind of deck that would be particularly screwed by it, that I get lucky and Cover Up exactly the right stuff, that you get unlucky and happen not to have or draw any other reasonable enough plays, and that on top of all of that I also happen to have perfect draws. It's awesome that the card can be useul, but if it requires that many specific conditions to be truly outstanding then I'm not worried.
If it helps, try thinking of it another way. Try picturing that the card instead raises the cost of two random cards in your hand by 2. But the increase for the second goes away after you play the first. And the two extra mana you can flexibly split up to spend away beforehand with spare mana. And also you get a 0-cost effect as a consolation prize. That sounds less bad, right?
Maybe a 3/4 for (4), but that's as low as I think could be reasonable. What stats/cost are you thinking?
3/4 for 4 sounds alright. Depending on the design you wish to go with it might be a 5/3 (more stats but more aggressively distributed). Overall I think that putting a card that might screw your opponent over if the stars align should be a strategic decision as opposed to "Well, its a better Bloodfen Raptor/Yeti/Ogre, so I take it".
@_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.
Thanks for the feedback. I'm glad you find the hero power interesting. To your concern over drawing dead on 9/10 mana cards due to the increase, there will be other spells and minions that lower (and raise) the cost of cards already in your hand, next card(s) to be played, etc. One of the challenges in the future design phases will be maintaining a proper risk/reward balance. The goal is to create a class where you may lose a good card but at the benefit of being able to use other cards ahead of curve. There's precedent for this design philosophy already set with warlock discards on above curve cards, so I'm confident that good design will come from it.
Notes taken on the Ocelot change recommendations for if Archer gets through to Phase 3. For clarification "less powerful" means "lower attack", the intent being a sort of unlimited windfury against weak minions that could clear 2 or 3 of them on average. I tried balancing this based on Stampeding Kodo, which will usually trade against 2-3 weaker minions. Instead of 1 random on battlecry (breaking through divine shields, behind taunts, etc), you get a stealth-prepped targeted attack that is also useful to trade against most midrange minions or go for face.
Malory is indeed meant to be a bit bizarre (like the rest of the class - somewhat unpredictable), but may be pulling a bit too much flavor from her character to carry out in the game. Perhaps a more revised version of her will only destroy some of your minions and/or discard some of your hand (since we're not held to these specific card designs in later phases). Playing out her optimal play context though, using just the cards previewed, would help provide examples of the game changing mechanics of large scale card cost manipulation.
Overly contorted example with best case mulligan and turn 1 top decking, but indicative of the types of trade-offs this class will employ:
Build a deck with mostly large minions
Mulligan/draw in to a tactleneck on the coin
Turn 1: Top deck Malory. Coin to the tactleneck, reducing her to (2). End of round draw is potentially cost (0) if it was 1-4, depending on deck build.
Turn 2: If end of round from turn 1 cost (0), play it. Play Malory at (2), discarding the 2 cards you had drawn (end of turn 1, beginning of 2) and your 3 other starting cards. The end of round draws from here out are (5) and beginning of round draws are (3), unless otherwise affected. After turn 2, you have a 1/6 on the board, have discarded ~5 cards and have a (5) cost in your hand.
Turns 3 and 4: Play top decked card for (3), possibly well ahead of curve with a large minion heavy deck
Turn 5: Play one of the (5) draws from end of turns 2/3/4.
Turn 6: Double play the top decks from turn 5/6.
This is all ignoring the possibility that the (3) drops you are getting don't enable you to drop some of the others earlier, draw more cards, etc. With a deck of mostly large minions, you've now effectively done something akin to an ideal handlock with card loss instead of card gain, but also without the lost life and with the reduced cost of most of the rest of the deck. Situational and not for everyone? Absolutely. But hopefully this gives some further indication of flavor of the gameplay.
I find your hero and cards to be pretty interesting! However, I do see some issues with some cards that could be improved haha.
Hero Power: Overconfidence:
I feel that although your hero power seems to be balanced by itself, looking at games at a macro level, your hero's main weakness is that your cards WILL get milled very quickly, with the 10-card limit in your hand. In addition, with the constant 2-draws per turn, you will die to fatigue pretty quickly (The opponent just has to last until turn 13 before you reach fatigue.) By the looks of the cards you've displayed, other than discarding a random card, it seems like it will not be able to resolve the problems that easily :/
What I would suggest is to change your hero power to be active from passive instead! That would resolve quite a number of issues quickly, and allows you to make card draws early in the game. If it feels like it's going to be OP, I would suggest changing your hero power to cost 1 mana, and for the card drawn to cost 1 mana instead - that should balance things out.
Tactleneck: Theoretically, I feel that it's fine currently, going with how your hero power works~ Although, it could become quite OP if you are able to draw a lot of cards. Then again, some things have to be tried out before we can see how it goes~
Ocelot: Quite an interesting card. It seems geared towards anti-aggro, which is always great. I feel that it could benefit being a 4/4 so that it is able to deal with 3-mana costed minions as well. (creatures like Spider Tank.)
Malory: Oh dear. I feel that this card could become very problematic.
Let's analyse this a bit deeper -
At the start of turn 6, with your passive hero power, you would have drawn out essentially half of your deck from your hero power.
By having a Deathwing effect on yourself, your card's stats have to be good to compensate for it. A 1/6... isn't going to do much to defend against your opponent's turn 5/6 board.
Even if all the cards cost only 3, with your hero power, on Turn 7, you would have a 5-mana costed creature and a 3-mana costed creature. So, you can only play the 3-mana costed creature before you're able to play 2 minions from every turn.
And that is IF you get 2 minions every turn. Thus, your deck has to be geared towards being a heavy control deck in order to benefit from the Aviana-like effect.
However... unlike Warrior, you wouldn't have the abilities to gain the armour in order to survive to that stage. So yeahhhh.
I do understand that the benefit of having all of your future cards cost 3 might seem powerful, but currently, the downsides of the card outweigh that single benefit. If I were playing your class, I wouldn't stick this card into this deck for now. A buff is needed to make it viable!
Perhaps removing the destroy all minions text and from discarding your whole hand to a few cards in your hand would make things better... Buffing the stats would definitely help too!
Just my two-cents~ Overall, I think that it's interesting, but it feels tough to win to play your class currently. Yep!
Edit: Seems like you made some comments above after I finished writing this post haha!
Ok, so, I'm nearly ready to post up my concept. I'm willing to drop a few comments for other concepts if requested.
Gun God
MLG360noscoper Hero - Yung Venuz
*note: I do not have a hero portrait I am satisfied with, but he is the standard 30 Health Hero.
Overview
Yung Venuz is a playable character from both Gun Godz and Nuclear Throne, games made by Vlambeer. I am focusing on his appearance in Nuclear Throne, a hectic top-down roguelike shooter.
Yung Venuz himself is a relatively easily unlocked secret character. His abilities and playstyle focus on offense over anything else. He has a higher rate of fire compared to all the other characters, or mutants, in Nuclear Throne. His active ability allows him to deal double damage at the cost of double the reload rate.
The Gun God is known for his excessive wealth and MLGskillz. He came to grace us with his presence just to "have a little fun", never forget that. Bow and worship him. Buy Doritos. Chug Mountain Dew.
Hero Power
Pop Pop explained:
Pop Pop is the name of Y.V.'s active ability in Nuclear Throne. An extremely powerful Hero Power, balanced against Guldan's. Mana-wise, it is perfectly balanced. Draw a card equals about 1 mana, and the tradeoff for a 1-mana Hero Power is to deal 2 damage to yourself. Dealing 2 damage is worth exactly 1 mana, so the trade-off is also dealing 2 damage to yourself. This sets up for an extremely offensive hero, yet there is a risk/reward factor. In Nuclear Throne, Y.V. plays very aggressively, but has no defense whatsoever. This is how I will translate this into Hearthstone. It is worthy to note that this Hero Power lacks some utility of Jaina's. You cannot damage friendly minions. Truly, this Hero Power is all about offense.
Class Cards
Ima Gun God explained:
Ima Gun God is one of Y.V.'s "Ultimates", or "Ultra Mutations". I wanted to put this at a higher rarity, but it is not wise to put AOE's at a high rarity, as they are often used. Though I was not thinking of it at first, Ima Gun God resembles Blade Flurry. It is a side-grade to it. Blade Flurry destroys your weapon, but can be cast at any time. Ima Gun God lets you keep your weapon, but requires at least two enemy minions. Either way, both can be powerful damage spells. Ima Gun God in Nuclear Throne grants Y.V. an even faster rate of fire, so I think this is represented well.
Snowbot explained:
It doesn't get any more cancerous than this. Always Huffer. Mech tag. There is a downside, true, but if you play this right, your board will not be affected. I've been thinking of knocking this to a 4/1. The Snowbot is an enemy in Nuclear Throne notorious for it's charge attack that deals 4 damage on contact.
I have not made the last card yet, but it will be a weapon showcasing the keyword. Since Nuclear Throne is all about weapons, the Gun God will have access to a wide variety of them, some of which are rather outrageous. The keyword is also based on weapons.
Okay, I've built something I can show. Having not found a better name, this is my take on a Horizon Walker.
A horizon walker is someone that has travelled all around the world, and not necessarily only his own. He absorbs all the knowledge of strange and far away lands, and of the creatures that inhabit them. That's why, when battling, he can recall and summon the things he has witnessed and felt in his own body, rather than casting magic, or facing enemies with a sword. He can recreate the harsh conditions of the places he has been, and call strange allies from strange worlds he has visited, all the while he endures, and ends on top.
Mechanically, this class will use spells that are related to natural phenomena, or the knowledge acquired from travelling, and minions that come from a wide variety of places. One of the key things of this class is it's ability to change his hero power, by changing the place where the battle takes place and the effects the contestants have to endure. This is illustrated in a new keyword, exclusive to this class.
What this keyword does is it changes what your hero power does. It does not change the hero power itself, you can't emulate the Hero Power->Justicar->Hero Power with this keyword, it only changes it's effect. Let's see an example for it, so that it becomes more clear.
Eruption is an epic spell with two effects. It deals 5 damage to a target of your choice, and then, because the place you are in has changed, it makes you endure different conditions, illustrated by your hero power's new effect. This effect is permanent, unless you play another card with the world keyworld. This allows the class to change it's playstyle very fluidly, and creates a new realm of possibilities with that tiny remark at the end of the new effect: "World: Fire". Why?
There will be several cards like this, which will benefit greatly if their world of preference is in effect. These are just examples, and I need to tweak them so that costs align and thinks like that, but my initial thoughts are that worlds that help control decks have their activation cards at a greater mana cost, and the minions affected them will be late game creatures, and lower costed worlds will generally favor midrange and aggro decks.
This is the general idea of my class. Maybe the mechanics are a bit complex, but I think it has a great deal of potential. What do you think about it?
Crescendo is waaaaaay overpowered. Think of it, each dreadsteed costs 4 mana, both tokens costs more than the legendary itself. And then you add a perfectly balanced sotrmwind champion to it (6 5/5 instead of 7 6/6, seems balanced). How is that balanced?
Maybe if you say "at the start of your turn, summon a dreadsteed"...
Is a legendary i can put like this? at the start of your turn, summon a dreadsteed. Your other minions have +1/+1.
I think it still is overpowered and now it can get out of control.You are summoning 4 mana, nigh unkillable minions, and giving them +1/+1. So much value for 6 mana. I'm curious about why an angel (or so it looks like) summons Dreadsteeds? I'm not a fan of summoning minions from another class too.
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 hero power: I like how it's made so you can use it when yo have 1 mana and reserve it for later, original and simple enough.
Unlicensed Thief: Balancing this card may be a little difficult, considering that you are sacrificing your own minion, but it acts like a conditioned Deathrattle, so if you give the coins a value of half a mana... it's ok. But other than that the card is original, it fits well and i like it.
Alchemists Guild: Same as the Thief, difficult to balance. But it deals damage to itself, so no problem for me.
The Librarian: Even with the explanation for the mon... sorry, ape's effect, i think you should change the wording to something like: "ALL other minions are Silenced" and then explain how this works. Battlecries seem affected? And Overload? And Combo?... It's original, but without a better explanation it's too complicated.
The problem with The Librarian's wording is that Silence is a keyword. I was thinking about making the exact text you are suggesting however when you mouse over it the pop up has to... sorry... pop up and tell you what "Silence" is. The interaction with Battlecry is obvious if you know the mechanics of the game, i.e. it goes like "Battlecry-Summon-Silence". There is no way I can avoid this little uncertainty with essentially an Aura of Silence. The interaction with Overload and Combo is the same.
Before posting my class idea on the submission thread, I would appreciate some feedback first. Especially for the third card - OP/Balanced/UP? :3
Basically, Touhou has invaded Hearthstone! (no, it's not an anime, yes, it's a bullet hell game.)
Lore:
In the isolated land of Gensokyo, its denizens faces a unique sort of "incident" - it wake up to find itself in the mysterious realm of Azeroth and that their danmaku failed to work! In exploring this realm, our heroines discovered that power is acknowledged through children card games instead! With all intents to win, our girls reach out to the youkai who is able to read others' minds...
Class: The Spellcaster!
The mind-reading Youkai agrees to help out the denizens of Gensokyo in fighting others in this card game! With their spellcards in preparation, will Satori be the push for them to be victorious in control over this card game amidst all...?
No, the Spellcaster class isn't just about spells alone. This class is all about Tempo/Control. Before diving into the core mechanics, here's Koishi's hero power!
As stated above, the core keyword for this class is the Spellcard keyword. How this mechanic is worded is as such -
Spellcard (X): <Effect>
The X refers to the additional mana that has to be paid on top of the 1-mana from the hero power in order to activate the Spellcard effect. So, when a minion with Spellcard(1) is targeted by the Spellcast hero power, in total, 2 mana (1 from hero power + 1 from spellcard) is used up!
In addition, a minion can only either attack OR play their Spellcard effect in a turn. This also means that you can't activate the Spellcard effect twice, after attacking, or immediately after playing the minion! (In essence, it's like tapping a card in Yu-Gi-Oh or Duel Masters.)
Of course, as a Hero Power, you can only cast this once a turn. Not to worry though, there's a way to activate multiple Spellcard effects in one turn!
Before heading to the second half of the hero power's text, a demonstration of how the Spellcard mechanic works...
Card #1: Cirno! (Minion)
("When it comes to me, I am the strongest!" - Cirno)
So over here, when you play Cirno on Turn 1, you can't activate her spellcard yet. But on turn 2, you can cast your hero power on her to activate the Spellcard effect for 1-mana (1+0) to freeze a minion. After that, you have 1-mana left to do whatever you want~
Now, for the second part of the hero power, what happens when you cast the hero power on yourself? Well, you get a Spellbook!
Card #2: Spellbook. (Hero Token/Spell)
(Taken from the libraries of the Scarlet Devil Mansion. I'm sure Patchouli wouldn't notice a tome or two missing...)
This functions as a way to activate multiple spellcards from multiple characters in future turns! However, if the spellcard effect is not available because somebody silenced your minions or you have no minions on board, you can use this as a 1-turn Whirling Blades instead for that 1 more damage against your opponent's minions.
Finally, as we round up the whole class, we have our main heroine joining us to showcase her abilities if you are able to maintain board control...
Being the Boundary expert, Reimu is able to divert all the danm- I mean, damage to various characters on the board if she's able to cast her spellcard!
That be all for now! Do feedback about how it is. I'll post the actual one in the submission trap probably a day or two later after working out a bit of issues on the cards~
FAQs: Contains reasonings and lore explanations.
Reasoning for cards:
Currently, most hero powers in Hearthstone don't exactly reward the players for playing Control, even with the Justicar upgrades. I wanted to create a class that does that and is able to interact with the minions on board to be able to have more versatility, yet being appropriately balanced by the additional cost, so I figured this would be a good way to do it!
Even if the hero power might seem useless to other classes if their Finley it, however, the hero power is able to produce token spell cards that they could use. It depends on how you see it~
Spellbook and Spellcast are at 1-mana each to prevent miracle/inspire spams from happening lol.
In addition, if players are able to keep their minions alive after the summoning phase, I wanted to reward them for doing so, but in a way that doesn't force them to attack. Think of it like the tap ability in Duel Masters - that minion doesn't attack, but an effect happens. So, there would be a deliberation between using your minion to attack or using it to cast a spell instead.
Q: Why was Satori chosen as main heroine instead of Reimu/Marisa/Sanae/(...)?
A: As Satori belongs to the species of Youkai that is able to read human thoughts, she is perfect for taking on card games! Also, her abilities allow her to copy spells from other beings in Gensokyo, so this provides a wide range of spellcards to choose for spells from the Touhou-verse.
Patchouli Knowledge is another option I considered, but I figured of incorporating her as a legendary some other day~
Besides, the challenge of incorporating each character's famous spellcards into a single effect is interesting :3 I look forward to it.
Remade one of the Jedi heropower secrets. This is kind of like deflecting a blaster shot that then bounces to a friendly minion, so the spell is cast on it instead. If you have no minions on the board, nothing happens. I'm not entirely sure about its balance, though.
I think that it's balanced, it's like a Misdirection. But as Misdirection it may only activate/work if you are going to be killed by that spell.
By the way imagine a lightsword reflecting a Pyroblast O_o
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.
Sorry to ask the same question again, but I think this post just got lost in the discussion a while ago.
It may be a bit overpowered. Maybe a drawback could balance it out, like, the next card you play costs 1 more, or something like that. Or deal 1 damage to a random friendly character. Not sure about what it could be, but something like that might balance it out.
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@Asylum_Rhapsody
Let assume that we both play Tempo oriented decks.
So we BOTH curve as 1-2-3-4-5-6.
Now you play your Cover Up and you've just won the game because I suffer a significant tempo loss because I am FORCED to heropower. You ruined my mana curve without any actual effort. It was fun for me to play minion after minion and trade them but I was unable to do it.
I think the stats on the card with such mechanic should be lower than the stats on the vanilla minion of the same cost. This way YOU suffer a minor tempo loss for a chance to cause me a major tempo loss.
The only reason Argent Lance isn't played is because Paladins got A TON of help with their early game to the point where they don't even look for 2mana weapons. The major part of it is Muster for Battle because it means that there is no reason to have a 3durability weapon for 2 mana if on turn3 you will destroy it yourself.
Still if your class has no other cheap anti-aggro options it is alright even tho I believe it is a bit over the top. F.e. if you had this weapon and your turn2 would be something like Shielded Minibot then I'd say your early game is WAY too strong.
P.S. Saying that a card is no less anti-fun than Loatheb isn't really saying much because Loatheb IS anti-fun. It totally ruins the gameplan of spell-based decks without cause any tempo loss for having what should have been a tech card. The similar reason why BGH is anti-fun, having a 3mana 4/2 if there are no targets isn't terrible.
P.P.S. I'd greatly appreciate feedback on my class.
New card and remake
Feedback?
Overall I think that putting a card that might screw your opponent over if the stars align should be a strategic decision as opposed to "Well, its a better Bloodfen Raptor/Yeti/Ogre, so I take it".
Power: It does something if already used the heroic power before
Kinda mix for combo and inspire (Power for possible can ative multiple times)
Thanks for the feedback. I'm glad you find the hero power interesting. To your concern over drawing dead on 9/10 mana cards due to the increase, there will be other spells and minions that lower (and raise) the cost of cards already in your hand, next card(s) to be played, etc. One of the challenges in the future design phases will be maintaining a proper risk/reward balance. The goal is to create a class where you may lose a good card but at the benefit of being able to use other cards ahead of curve. There's precedent for this design philosophy already set with warlock discards on above curve cards, so I'm confident that good design will come from it.
Notes taken on the Ocelot change recommendations for if Archer gets through to Phase 3. For clarification "less powerful" means "lower attack", the intent being a sort of unlimited windfury against weak minions that could clear 2 or 3 of them on average. I tried balancing this based on Stampeding Kodo, which will usually trade against 2-3 weaker minions. Instead of 1 random on battlecry (breaking through divine shields, behind taunts, etc), you get a stealth-prepped targeted attack that is also useful to trade against most midrange minions or go for face.
Malory is indeed meant to be a bit bizarre (like the rest of the class - somewhat unpredictable), but may be pulling a bit too much flavor from her character to carry out in the game. Perhaps a more revised version of her will only destroy some of your minions and/or discard some of your hand (since we're not held to these specific card designs in later phases). Playing out her optimal play context though, using just the cards previewed, would help provide examples of the game changing mechanics of large scale card cost manipulation.
Overly contorted example with best case mulligan and turn 1 top decking, but indicative of the types of trade-offs this class will employ:
After turn 2, you have a 1/6 on the board, have discarded ~5 cards and have a (5) cost in your hand.
This is all ignoring the possibility that the (3) drops you are getting don't enable you to drop some of the others earlier, draw more cards, etc. With a deck of mostly large minions, you've now effectively done something akin to an ideal handlock with card loss instead of card gain, but also without the lost life and with the reduced cost of most of the rest of the deck. Situational and not for everyone? Absolutely. But hopefully this gives some further indication of flavor of the gameplay.
@_Jorad
I find your hero and cards to be pretty interesting! However, I do see some issues with some cards that could be improved haha.
Hero Power: Overconfidence:
I feel that although your hero power seems to be balanced by itself, looking at games at a macro level, your hero's main weakness is that your cards WILL get milled very quickly, with the 10-card limit in your hand. In addition, with the constant 2-draws per turn, you will die to fatigue pretty quickly (The opponent just has to last until turn 13 before you reach fatigue.) By the looks of the cards you've displayed, other than discarding a random card, it seems like it will not be able to resolve the problems that easily :/
What I would suggest is to change your hero power to be active from passive instead! That would resolve quite a number of issues quickly, and allows you to make card draws early in the game. If it feels like it's going to be OP, I would suggest changing your hero power to cost 1 mana, and for the card drawn to cost 1 mana instead - that should balance things out.
Tactleneck: Theoretically, I feel that it's fine currently, going with how your hero power works~ Although, it could become quite OP if you are able to draw a lot of cards. Then again, some things have to be tried out before we can see how it goes~
Ocelot: Quite an interesting card. It seems geared towards anti-aggro, which is always great. I feel that it could benefit being a 4/4 so that it is able to deal with 3-mana costed minions as well. (creatures like Spider Tank.)
Malory: Oh dear. I feel that this card could become very problematic.
Let's analyse this a bit deeper -
At the start of turn 6, with your passive hero power, you would have drawn out essentially half of your deck from your hero power.
By having a Deathwing effect on yourself, your card's stats have to be good to compensate for it. A 1/6... isn't going to do much to defend against your opponent's turn 5/6 board.
Even if all the cards cost only 3, with your hero power, on Turn 7, you would have a 5-mana costed creature and a 3-mana costed creature. So, you can only play the 3-mana costed creature before you're able to play 2 minions from every turn.
And that is IF you get 2 minions every turn. Thus, your deck has to be geared towards being a heavy control deck in order to benefit from the Aviana-like effect.
However... unlike Warrior, you wouldn't have the abilities to gain the armour in order to survive to that stage. So yeahhhh.
I do understand that the benefit of having all of your future cards cost 3 might seem powerful, but currently, the downsides of the card outweigh that single benefit. If I were playing your class, I wouldn't stick this card into this deck for now. A buff is needed to make it viable!
Perhaps removing the destroy all minions text and from discarding your whole hand to a few cards in your hand would make things better... Buffing the stats would definitely help too!
Just my two-cents~ Overall, I think that it's interesting, but it feels tough to win to play your class currently. Yep!
Edit: Seems like you made some comments above after I finished writing this post haha!
Ok, so, I'm nearly ready to post up my concept. I'm willing to drop a few comments for other concepts if requested.
Gun God
MLG360noscoperHero - Yung Venuz*note: I do not have a hero portrait I am satisfied with, but he is the standard 30 Health Hero.
Overview
Yung Venuz is a playable character from both Gun Godz and Nuclear Throne, games made by Vlambeer. I am focusing on his appearance in Nuclear Throne, a hectic top-down roguelike shooter.
Yung Venuz himself is a relatively easily unlocked secret character. His abilities and playstyle focus on offense over anything else. He has a higher rate of fire compared to all the other characters, or mutants, in Nuclear Throne. His active ability allows him to deal double damage at the cost of double the reload rate.
The Gun God is known for his excessive wealth and MLGskillz. He came to grace us with his presence just to "have a little fun", never forget that. Bow and worship him. Buy Doritos. Chug Mountain Dew.
Hero Power
Pop Pop explained:
Pop Pop is the name of Y.V.'s active ability in Nuclear Throne. An extremely powerful Hero Power, balanced against Guldan's. Mana-wise, it is perfectly balanced. Draw a card equals about 1 mana, and the tradeoff for a 1-mana Hero Power is to deal 2 damage to yourself. Dealing 2 damage is worth exactly 1 mana, so the trade-off is also dealing 2 damage to yourself. This sets up for an extremely offensive hero, yet there is a risk/reward factor. In Nuclear Throne, Y.V. plays very aggressively, but has no defense whatsoever. This is how I will translate this into Hearthstone. It is worthy to note that this Hero Power lacks some utility of Jaina's. You cannot damage friendly minions. Truly, this Hero Power is all about offense.
Class Cards
Ima Gun God explained:
Ima Gun God is one of Y.V.'s "Ultimates", or "Ultra Mutations". I wanted to put this at a higher rarity, but it is not wise to put AOE's at a high rarity, as they are often used. Though I was not thinking of it at first, Ima Gun God resembles Blade Flurry. It is a side-grade to it. Blade Flurry destroys your weapon, but can be cast at any time. Ima Gun God lets you keep your weapon, but requires at least two enemy minions. Either way, both can be powerful damage spells. Ima Gun God in Nuclear Throne grants Y.V. an even faster rate of fire, so I think this is represented well.
Snowbot explained:
It doesn't get any more cancerous than this. Always Huffer. Mech tag. There is a downside, true, but if you play this right, your board will not be affected. I've been thinking of knocking this to a 4/1. The Snowbot is an enemy in Nuclear Throne notorious for it's charge attack that deals 4 damage on contact.
I have not made the last card yet, but it will be a weapon showcasing the keyword. Since Nuclear Throne is all about weapons, the Gun God will have access to a wide variety of them, some of which are rather outrageous. The keyword is also based on weapons.
Okay, I've built something I can show. Having not found a better name, this is my take on a Horizon Walker.
A horizon walker is someone that has travelled all around the world, and not necessarily only his own. He absorbs all the knowledge of strange and far away lands, and of the creatures that inhabit them. That's why, when battling, he can recall and summon the things he has witnessed and felt in his own body, rather than casting magic, or facing enemies with a sword. He can recreate the harsh conditions of the places he has been, and call strange allies from strange worlds he has visited, all the while he endures, and ends on top.
Mechanically, this class will use spells that are related to natural phenomena, or the knowledge acquired from travelling, and minions that come from a wide variety of places. One of the key things of this class is it's ability to change his hero power, by changing the place where the battle takes place and the effects the contestants have to endure. This is illustrated in a new keyword, exclusive to this class.
What this keyword does is it changes what your hero power does. It does not change the hero power itself, you can't emulate the Hero Power->Justicar->Hero Power with this keyword, it only changes it's effect. Let's see an example for it, so that it becomes more clear.
Eruption is an epic spell with two effects. It deals 5 damage to a target of your choice, and then, because the place you are in has changed, it makes you endure different conditions, illustrated by your hero power's new effect. This effect is permanent, unless you play another card with the world keyworld. This allows the class to change it's playstyle very fluidly, and creates a new realm of possibilities with that tiny remark at the end of the new effect: "World: Fire". Why?
There will be several cards like this, which will benefit greatly if their world of preference is in effect. These are just examples, and I need to tweak them so that costs align and thinks like that, but my initial thoughts are that worlds that help control decks have their activation cards at a greater mana cost, and the minions affected them will be late game creatures, and lower costed worlds will generally favor midrange and aggro decks.
This is the general idea of my class. Maybe the mechanics are a bit complex, but I think it has a great deal of potential. What do you think about it?
Click to see my Hearthstone projects:
Is a legendary i can put like this? at the start of your turn, summon a dreadsteed. Your other minions have +1/+1.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Is kinda a tribute for crescendo1909 From this and Battlecry based in this
BTY i need balance but still have at the "start of your turn, summon a dreadsteed.(or summon 2 dreadsteed) Your other minions have +1/+1."
Thx for the feedback.
The problem with The Librarian's wording is that Silence is a keyword. I was thinking about making the exact text you are suggesting however when you mouse over it the pop up has to... sorry... pop up and tell you what "Silence" is.
The interaction with Battlecry is obvious if you know the mechanics of the game, i.e. it goes like "Battlecry-Summon-Silence". There is no way I can avoid this little uncertainty with essentially an Aura of Silence. The interaction with Overload and Combo is the same.
Before posting my class idea on the submission thread, I would appreciate some feedback first. Especially for the third card - OP/Balanced/UP? :3
Basically, Touhou has invaded Hearthstone! (no, it's not an anime, yes, it's a bullet hell game.)
Lore:
In the isolated land of Gensokyo, its denizens faces a unique sort of "incident" - it wake up to find itself in the mysterious realm of Azeroth and that their danmaku failed to work! In exploring this realm, our heroines discovered that power is acknowledged through children card games instead! With all intents to win, our girls reach out to the youkai who is able to read others' minds...
Class: The Spellcaster!
The mind-reading Youkai agrees to help out the denizens of Gensokyo in fighting others in this card game! With their spellcards in preparation, will Satori be the push for them to be victorious in control over this card game amidst all...?
No, the Spellcaster class isn't just about spells alone. This class is all about Tempo/Control. Before diving into the core mechanics, here's Koishi's hero power!
As stated above, the core keyword for this class is the Spellcard keyword. How this mechanic is worded is as such -
Spellcard (X): <Effect>
The X refers to the additional mana that has to be paid on top of the 1-mana from the hero power in order to activate the Spellcard effect. So, when a minion with Spellcard(1) is targeted by the Spellcast hero power, in total, 2 mana (1 from hero power + 1 from spellcard) is used up!
In addition, a minion can only either attack OR play their Spellcard effect in a turn. This also means that you can't activate the Spellcard effect twice, after attacking, or immediately after playing the minion! (In essence, it's like tapping a card in Yu-Gi-Oh or Duel Masters.)
Of course, as a Hero Power, you can only cast this once a turn. Not to worry though, there's a way to activate multiple Spellcard effects in one turn!
Before heading to the second half of the hero power's text, a demonstration of how the Spellcard mechanic works...
Card #1: Cirno! (Minion)
("When it comes to me, I am the strongest!" - Cirno)
So over here, when you play Cirno on Turn 1, you can't activate her spellcard yet. But on turn 2, you can cast your hero power on her to activate the Spellcard effect for 1-mana (1+0) to freeze a minion. After that, you have 1-mana left to do whatever you want~
Now, for the second part of the hero power, what happens when you cast the hero power on yourself? Well, you get a Spellbook!
Card #2: Spellbook. (Hero Token/Spell)
(Taken from the libraries of the Scarlet Devil Mansion. I'm sure Patchouli wouldn't notice a tome or two missing...)
This functions as a way to activate multiple spellcards from multiple characters in future turns! However, if the spellcard effect is not available because somebody silenced your minions or you have no minions on board, you can use this as a 1-turn Whirling Blades instead for that 1 more damage against your opponent's minions.
Finally, as we round up the whole class, we have our main heroine joining us to showcase her abilities if you are able to maintain board control...
("Whatever, I won't lose! Let's go!" - Reimu)
Spellcard Inspiration: https://youtu.be/2mx84JhzMUo
Being the Boundary expert, Reimu is able to divert all the danm- I mean, damage to various characters on the board if she's able to cast her spellcard!
That be all for now! Do feedback about how it is. I'll post the actual one in the submission trap probably a day or two later after working out a bit of issues on the cards~
FAQs: Contains reasonings and lore explanations.
Reasoning for cards:
Currently, most hero powers in Hearthstone don't exactly reward the players for playing Control, even with the Justicar upgrades. I wanted to create a class that does that and is able to interact with the minions on board to be able to have more versatility, yet being appropriately balanced by the additional cost, so I figured this would be a good way to do it!
Even if the hero power might seem useless to other classes if their Finley it, however, the hero power is able to produce token spell cards that they could use. It depends on how you see it~
Spellbook and Spellcast are at 1-mana each to prevent miracle/inspire spams from happening lol.
In addition, if players are able to keep their minions alive after the summoning phase, I wanted to reward them for doing so, but in a way that doesn't force them to attack. Think of it like the tap ability in Duel Masters - that minion doesn't attack, but an effect happens. So, there would be a deliberation between using your minion to attack or using it to cast a spell instead.
Q: Why was Satori chosen as main heroine instead of Reimu/Marisa/Sanae/(...)?
A: As Satori belongs to the species of Youkai that is able to read human thoughts, she is perfect for taking on card games! Also, her abilities allow her to copy spells from other beings in Gensokyo, so this provides a wide range of spellcards to choose for spells from the Touhou-verse.
Patchouli Knowledge is another option I considered, but I figured of incorporating her as a legendary some other day~
Besides, the challenge of incorporating each character's famous spellcards into a single effect is interesting :3 I look forward to it.