I think I'm done with my basic set. Not sure about the balance of "Enhancement". 0 mana +2/+2 seems is very strong, but it's limited to Mech (although most class minions will be mech) and 0 mana +1/+1 is almost weak. 1 mana +1/+1 is UP and 1 mana +2/+2 that is limited to Mech is on the weak side as well (compared to mark of the wild, which gives +2/+2 AND taunt for 2 mana).
Feel free to give any feedback. Will do the same if you have your set already complete.
Class: Robot Hero Power:
It stacks until you attack.
Minions:
Pretty basic minions. Seeing them next to each other, I might swap one for something a bit more fancy.
Weapons:
Energy Sword needs your hero power to go along with it (since 0 attack characters can't attack), so it's 6 mana in total + face damage for 2 removals spread across 2-3 turns.
Spells:
Overcharge is either a damage boost for lethal (if the minion can survive 4 damage) or some sort of soft removal to your opponents minions, unless he has a way to boost its health over 4 (via heal, buffs etc). Repair can be targeted on a minion for the first part of the effect. Your hero will always gain the armor.
I just wanted to say that I really like your design. It's a shame that it seems it will be limited to mechs mostly, bur nevertheless I'm relly digging the flavor. I'm fiddling with a similar idea like your Repair card.
I'd really love to see the class finished, even if you don't make it to the finals (which by the amount of votes, I don't think that would be the case lol).
Review for your cards below. First some comments about your input. First off, of course it's greatly appreciated. Thank you.
I had Transform-R as a 3 mana version before but it felt way too weak in either circumstance. 2 Mana feels actually good, but maybe I'm missing something. Spending 2 mana for a 4/4 transform effect doesn't seem all that strong, even on a 1 mana minion. The range where you can effectively trade up and then use it is very limited and even then it's a 2 card 3 mana combo for a 4/4. Buffing a nerubian is actually way better and also gives some sort of deterrence against board clears. On your enemy minions it's better imo, but still leaves a 4/4 behind, so in some scenarios it's just a -x/-x debuff, in others it's just a silence and a +-x/+-x. Still unsure. Altering it to 3/4 or something, would maybe make it too strong in this case, since you can trade more effectively.
Overcharge triggering afterwards makes it way, way, WAY worse than Corruption actually, if you think about it, so it needs to happen before. 4 damage is also very deliberately, since I still plan to include my Quickkill in some form or another, since it's another card that has direct synergy with my hero power (and I love these kind of cards):
I need to be careful with buffs. Maybe I even make it a non-mech to avoid cheesy Enhancement OTKs. As for Enhancement itself, I can see why 0 mana is a problem. I will probably change it to 1 mana. This way it's a botched up turn 2 if you buff your 1 drop or you need to coin it out. Making it +0/+1 extra if it's a mech feels too weak imo.
4 mana basic cards? Senjin and Yeti and this one is a combination of both. ^^ I actually plan to introduce Mk 0 and Mk 2 at some point, which will all be fairly simple cards with different mana costs (0 costs less mana, 2 more). I will consider your feedback. 5 mana would translate to 4/7 with taunt (making druids jelly). Dunno how to feel about that yet.
Your feedback:
Soul Extraction
Seems balanced compared to Hex, but I would like to see your other idea.
Fairy Leader I think Fairly Leader might be a bit too weak compared to Stormwind Champion. It's a class card after all and only provides +1 Attack to fairies. Unless you have something in your class that can summon them on-mass, I think it could be slightly buffed. (for instance +1 to ALL friendly fairies (including itself))
Gaia Fairy This could end up being rather good considering your hero power. But then again, it requires you to actually hoard those, which means they cost more mana. Stat-wise it's already punished for it, so it's ok. This is one of these cases which would need to see some test play to see how often you end up with cheap spells in your hand and a board full of fairies.
Sol Summoning (typo?) This cards power level itself is balanced, but you need to always consider this card when you include other cards with fairy-synergies. Could be dangerously easy to push over the top.
Water / Blue Fairy Indirect Hero Power Interaction, which I like, but 2/1 is a fairly poor stat-line tho, but I can see how you can't alter the stats much around without changing the effect. It's balanced, but I'm not sure if it's too viable. Weak turn 1 and an even weaker turn 3. An alternate solution would be to make it a 2+ mana minion of some sort.
Further feedback:
Transform-R: Yeah, I can see what you mean by that. Especially since when you transform a minion of your side, you can't use the minion immediately unlike how the opponent is able to. I think that this card need to be tested a bit to see it's full effects, though you can see the flavour behind it.
For Quickkill, perhaps a "Can't be targeted by Spells" might help? It both solves the problem of buffs (other than your Hero Power) and allows it to stick on the board for a little bit longer as your opponent can't remove it by spells.
Druids have the benefit of Versatility already. :P Some might mind, but I think a 4/7 Taunt is fine if you feel that way haha.
My Cards:
For Soul Extraction 's alternative, I might not make it for the Basic Set, since it's a bit wordy, but the gist of it is that it transforms an enemy minion that does something bad to you if you were to use spells to destroy it, say, a 3-mana spell that transforms a minion into a 1/3 minion with the effect, "Whenever your opponent casts a spell, deal 1 damage to all enemies." (Whenever is chosen so that it doesn't proc as you cast the spell first.)
So, the card can be used by you to becomes an anti-spell against your opponent, or you would have to be careful in dealing with it if you were to cast it on an enemy minion.
Fairy Leader - I wouldn't compare it to Stormwind Champion per se, because it is a Battlecry that grants currrent minions a permament attack buff, even when it is killed. Though I agree that it can be buffed a bit, so I might make it either a 6/6 or a 5/7.
Gaia Fairy - One key consideration is that I probably won't be creating any 1-mana spells (maybe 1 - there's already Spare Parts which synergises well with my class), since the Hero Power does that for you, so it's a bit more balanced out in that sense.
Sol Summoning - Not a typo when I first typed it, just wanted to name something unique. :P The main consideration for this card is that though value is justified (3 mana for 2/2's is fine) it will synergise with existing spell effect cards, since the Spell triggers first before the After Spell effect comes into play.
Water Fairy - I'll probably push this card for the Basic Set, since it's intended to teach players about the various ways that Spells can be used to buff minions, while providing a small card for them to use at the start. I do agree that it is weak though, so I might do a different version of this in the future sets that makes it better. :3
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List:(With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
I need to screencap the current result standings for the next time somebody suggests the formula too severely punishes entries on pages with multiple outstanding entries. The top 3 classes right now are all on the same page. XD
I need to screencap the current result standings for the next time somebody suggests the formula too severely punishes entries on pages with multiple outstanding entries. The top 3 classes right now are all on the same page. XD
I firmly Believe that the second card is way more overpowered than the first. Considering that you play a card every turn, This is basically a guaranteed 2/3 and a Mech with no downsides. Even if you hero power it will be a 2/3. In either case, i think stats should be 1/2 for the effects, considering that they are also mechs, and the mech tag is pretty valuable and takes up some of the class specific bonus. Since the attack gain is only for 1 attack, it's slightly less valuable, but Idk if that justifies everything else.
BTW Here are some prototypes for the basic cards I'll be using, If I make it through round 1 anyways. Just let me know if these cards are overpowered.
Your cards aren't showing sadly.
Well the downside is that it's always just a 1/3 on your opponents turn, so it doesn't offer much fighting power when your opponent trade with it. So it's pretty weak to "just play" onto an established board. You can't Mana Wyrm, Coin, Spell for a permanent 3/3. I'd argue it's weaker than Wyrm, but has the benefit of being a Mech in return to even the power a bit.
I just wanted to say that I really like your design. It's a shame that it seems it will be limited to mechs mostly, bur nevertheless I'm relly digging the flavor. I'm fiddling with a similar idea like your Repair card.
I'd really love to see the class finished, even if you don't make it to the finals (which by the amount of votes, I don't think that would be the case lol).
Thanks. It will be Mechs mostly, but not exclusivly. In the basic card set, you have merely 1 "Mech" synergy card. I plan to make it similar to Warlock, where you have mostly demons, but not exclusively and non-demon-centric decks still work.
@Sylicas The two new cards are fine, but I fear that Aura Blast might become a bit too good with Spell Damage, so be careful with that.
You want it to be control but I think it is pure aggro, just look at it you can add loads of charge cards and even cards that boost with battlecry, you can use multiple deathrattles of Leper gnome and you boost your 1/2 while doing that. you can use vortex as win condition and if you need some time to draw/ re draw your damage cards you just for 6 mana restart.
Like it or not this would be new cancer hunter/shaman
Which post are you responding to? The one I made over a week ago where I posted all of my cards? You are talking about Revert, right? You realize it costs 8 mana, right? That is way too expensive to be running in a cancer aggro deck. If you played it as soon as you could (without getting lucky) it takes you back to turn 7. And it takes you back to the beginning of turn 7. It doesn't restore your hand, so anything you played on turn 7 or 8 is just gone. You might get stuff back you had on turn 6, but only if your opponent didn't kill it. How would you use that for aggro? You wouldn't get back any Charge minions when you use it, unless your opponent let them stay on the board. And it restores the heroes' health, so any damage you've done since the beginning of your last turn is undone. That is the opposite of an aggro deck.
Overcharge, if used as removal, is pretty strong. Like, really strong. Practically 1 mana 4 damage removal. If the enemy minion only has 4 Health remaining, then it's pretty much dealt with (it's like the playable version of Corruption in that sense).
Overcharge, if used as a friendly buff, is really weak. Like, supremely unplayable. It could easily be give a minion +4 attack and deal 2 damage to it per attack for the same mana cost.
Look at Blessing of Might. 1 Mana +3 Attack with no downside.
Look at Power Overwhelming. 1 Mana +4/+4 until end of turn (when the chosen minion dies).
Your card is basically power overwhelming but it can only really be used on minions with big Health already (unlike Power Overwhelming which is can be applied to any minion, but mostly used on small minions like imps).
Why are the votes decreasing so fast after page 1 & 2 ? There are some great class concepts with like only 8 up votes. :/
People get bored quickly reading this much information, it's normal. Still sucks for people like you say that have great ideas but few votes, good thing they have Wild Cards.
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Why are the votes decreasing so fast after page 1 & 2 ? There are some great class concepts with like only 8 up votes. :/
Even just reading through 1 page is exhausting, it takes a good 10 minutes to scroll through it. By page 3 or 4, no one has the willpower to keep looking.
Balanced against Frost shock, which freezes and does damage, frost nova, which hits EVERYTHING, and cleave, which does four damage, but ONLY if there's two minions. I feel it's most like cleave, but since it's NOT removal, I'm not sure if this is worth 1 mana or two. It's certainly a card you would want to save for late game most of the time, so...2 seems okay.
Would love help with the next ones:
Trick or Treat: 2(?) mana, deal 1 damage to enemy minons, any minions damaged by this spell lose stealth. Not sure how to word this and make it make sense, but if it's Fall, and the enemy play puts a bunch of minions down to be stealthed until their next turn, this spell will remove stealth from them, but ONLY if they take damage from it (a minion with divine shield like Silent Knight would remain stealthed).
Harvest: 1 mana, Destroy a FRIENDLY minion with taunt, draw 2 cards. Comparing it to ansestral knowledge, and Inspiration and eye of Kilrogg, I think saccing a taunt for 1 mana is worth 2 cards, even if it's a crap taunt that would die next turn. It also gives Ideas of March the ability to draw two cards for 1 extra mana. But if you think that's too over powered, it could be a 2 mana spell...I'm just trying to make an interesting choice for card drawing. (plus, you know, stuff gets planted in spring and then you harvest it...)
Okay so some rebalanced cards, edited some spelling/term mistakes:
Heal and deal damage for three if you time it right, for 4 if you time it wrong. (implying you would have the change the season to get the full effect)
Hard removal and self-heal for 5, or 6 if you time it wrong. (weighted against the Warlock card with similar effect)
AOE board clear/debuff. Weighted against Consecration.
Reweighted. Ultimately it's to make always starting in Winter less painful, and what little use it has in the early to mid game would not be game breaking most times. Since it ONLY restores the text on the card (minus battlecry), I don't see it being too over the top. After all, silence itself (from a priest) is a 0 cost ability.
The big card. Still unchanged, effectively summons a 6/3 and 1/3 with taunt. Not sure if that's too powerful for 8 mana, but 8 seems reasonable to me.
Assault Droid definitively needs to be a 1/2. Think how for 1 mana you get a reverse mech Wolfrider. Gnomeregan Infantry gets 1 more health and taunt for 2 more mana. Druid of the Saber is a Bluegill Warrior but beast instead of murloc. It should be just a better version of Stonetusk Boar, not of 2 mana chargers. 2/10
Defendor Mk.1 is a beast, but as we have Fierce Monkey, we can say this card is perfectly ok. 7/10
Energy Sword is a cool design, I like it. At first sight I thought "this can be so broken...", then I saw the only way to buff it is Hero Power, so I came to the conclussion is a really smart design.It's actually my favorite card of the set.10/10
Pneumatic Hammer is too strong. Maybe rework it so it only buffs that turn? 3/10
Enhance is a tough card, because most of the times your class will heavily depend on mechs, so mech restriction is not that big of a deal. Still, it's just a tick f Iron Sensei buff, so it might be okay around 1 mana. 5/10
Laser Cannon... once upon a time, Backstab was a 0 mana deal 2 damage to a minion. Then, hearthstone devs noticed it was broken, so they added the "undamaged" thing on it. You could either do that, or make it point a random minion, like a 1 mana Flamecannon. 4/10
Overcharge is a really cool card. I'm not sure if it triggers before or after the attack (my two cents are on "before the attack"), in either case, is a curious buff (or curse), wich can be very interesting to work with. 9/10
Repair is a nice card. Nothing fancy, just something useful, wich you can work with in a sort of control/reno deck. 7/10
Transform-R is a card I find a bit strange. The Twilight's Hammer class had a 2 mana card, Curse of Flesh, wich turned the minion into a 2/3 Trogg. However, if this is more intended to enhance minions, I'm still unsure about it. Anyways, I suppouse you are giving this the right cost, and thus I'm giving a 7/10
Outburst, well, it's quite simple, a Consecration on steroids. It's a 7/10.
And now talking about other things. How does someone put a spoiler tag? I might repost my basic set, in order to see if I need to edit it if something happens and I get to the second phase.
Please repost your set + HP and I will review them. You can spoiler tag with the "!" in the menu bar.
Thanks for your feedback. Greatly appreciated.
Pneumatic Hammer is too strong how? It gives on average (balancing around 2 targets like always) 2 Stats + a 3/2 weapon. Compared to Powermace, which yields 4 stats, it's actually weaker. Although it has the benefit of giving the boost right away (which can also be a negative thing, since you already need a board when you play the weapon), but isn't limited to Mechs. Still, +1 Attack shouldn't be worth much. Are you really sure that it's "too strong"?
Laser Cannon is good, no question, but I don't think it's more than "pushing it". You have plenty 1 mana deal 2 damage spells, that can be cast on the hero as well and even a 0 mana deal 2 damage to undamaged minion. How about "to a non-Mech minion"? Would that balance it? Would it be too weak (considering Shredder Exist)?
Overcharge, if used as removal, is pretty strong. Like, really strong. Practically 1 mana 4 damage removal. If the enemy minion only has 4 Health remaining, then it's pretty much dealt with (it's like the playable version of Corruption in that sense).
Overcharge, if used as a friendly buff, is really weak. Like, supremely unplayable. It could easily be give a minion +4 attack and deal 2 damage to it per attack for the same mana cost.
Look at Blessing of Might. 1 Mana +3 Attack with no downside.
Look at Power Overwhelming. 1 Mana +4/+4 until end of turn (when the chosen minion dies).
Your card is basically power overwhelming but it can only really be used on minions with big Health already (unlike Power Overwhelming which is can be applied to any minion, but mostly used on small minions like imps).
It is fully intended like that. It has a upside compared to Corruption, in that it kills the minion before it is able to attack if it is below threshold. However, the downside is that it doesn't stop minions with more than 4 health and your opponent has ways to play around it by simply not attacking with it: silence, giving it taunt, buffing / healing the health above 4, soaking up a "random target"-spell etc. The +2 Attack part is mostly for instances where it enables you to uptrade or to get lethal (as noted it has insane potential with the Quickkill 42b minion, which has exactly 4 health). I could increase the Attack, but I fear that makes it too strong considering Quickkill will exist, and you can buff its health.
Review for your cards below. First some comments about your input. First off, of course it's greatly appreciated. Thank you.
I had Transform-R as a 3 mana version before but it felt way too weak in either circumstance. 2 Mana feels actually good, but maybe I'm missing something. Spending 2 mana for a 4/4 transform effect doesn't seem all that strong, even on a 1 mana minion. The range where you can effectively trade up and then use it is very limited and even then it's a 2 card 3 mana combo for a 4/4. Buffing a nerubian is actually way better and also gives some sort of deterrence against board clears. On your enemy minions it's better imo, but still leaves a 4/4 behind, so in some scenarios it's just a -x/-x debuff, in others it's just a silence and a +-x/+-x. Still unsure. Altering it to 3/4 or something, would maybe make it too strong in this case, since you can trade more effectively.
Overcharge triggering afterwards makes it way, way, WAY worse than Corruption actually, if you think about it, so it needs to happen before. 4 damage is also very deliberately, since I still plan to include my Quickkill in some form or another, since it's another card that has direct synergy with my hero power (and I love these kind of cards):
I need to be careful with buffs. Maybe I even make it a non-mech to avoid cheesy Enhancement OTKs. As for Enhancement itself, I can see why 0 mana is a problem. I will probably change it to 1 mana. This way it's a botched up turn 2 if you buff your 1 drop or you need to coin it out. Making it +0/+1 extra if it's a mech feels too weak imo.
4 mana basic cards? Senjin and Yeti and this one is a combination of both. ^^ I actually plan to introduce Mk 0 and Mk 2 at some point, which will all be fairly simple cards with different mana costs (0 costs less mana, 2 more). I will consider your feedback. 5 mana would translate to 4/7 with taunt (making druids jelly). Dunno how to feel about that yet.
Your feedback:
Soul Extraction
Seems balanced compared to Hex, but I would like to see your other idea.
Fairy Leader I think Fairly Leader might be a bit too weak compared to Stormwind Champion. It's a class card after all and only provides +1 Attack to fairies. Unless you have something in your class that can summon them on-mass, I think it could be slightly buffed. (for instance +1 to ALL friendly fairies (including itself))
Gaia Fairy This could end up being rather good considering your hero power. But then again, it requires you to actually hoard those, which means they cost more mana. Stat-wise it's already punished for it, so it's ok. This is one of these cases which would need to see some test play to see how often you end up with cheap spells in your hand and a board full of fairies.
Sol Summoning (typo?) This cards power level itself is balanced, but you need to always consider this card when you include other cards with fairy-synergies. Could be dangerously easy to push over the top.
Water / Blue Fairy Indirect Hero Power Interaction, which I like, but 2/1 is a fairly poor stat-line tho, but I can see how you can't alter the stats much around without changing the effect. It's balanced, but I'm not sure if it's too viable. Weak turn 1 and an even weaker turn 3. An alternate solution would be to make it a 2+ mana minion of some sort.
Further feedback:
Transform-R: Yeah, I can see what you mean by that. Especially since when you transform a minion of your side, you can't use the minion immediately unlike how the opponent is able to. I think that this card need to be tested a bit to see it's full effects, though you can see the flavour behind it.
For Quickkill, perhaps a "Can't be targeted by Spells" might help? It both solves the problem of buffs (other than your Hero Power) and allows it to stick on the board for a little bit longer as your opponent can't remove it by spells.
Druids have the benefit of Versatility already. :P Some might mind, but I think a 4/7 Taunt is fine if you feel that way haha.
My Cards:
For Soul Extraction 's alternative, I might not make it for the Basic Set, since it's a bit wordy, but the gist of it is that it transforms an enemy minion that does something bad to you if you were to use spells to destroy it, say, a 3-mana spell that transforms a minion into a 1/3 minion with the effect, "Whenever your opponent casts a spell, deal 1 damage to all enemies." (Whenever is chosen so that it doesn't proc as you cast the spell first.)
So, the card can be used by you to becomes an anti-spell against your opponent, or you would have to be careful in dealing with it if you were to cast it on an enemy minion.
Fairy Leader - I wouldn't compare it to Stormwind Champion per se, because it is a Battlecry that grants currrent minions a permament attack buff, even when it is killed. Though I agree that it can be buffed a bit, so I might make it either a 6/6 or a 5/7.
Gaia Fairy - One key consideration is that I probably won't be creating any 1-mana spells (maybe 1 - there's already Spare Parts which synergises well with my class), since the Hero Power does that for you, so it's a bit more balanced out in that sense.
Sol Summoning - Not a typo when I first typed it, just wanted to name something unique. :P The main consideration for this card is that though value is justified (3 mana for 2/2's is fine) it will synergise with existing spell effect cards, since the Spell triggers first before the After Spell effect comes into play.
Water Fairy - I'll probably push this card for the Basic Set, since it's intended to teach players about the various ways that Spells can be used to buff minions, while providing a small card for them to use at the start. I do agree that it is weak though, so I might do a different version of this in the future sets that makes it better. :3
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List:(With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
Aura Blast is great. If used by itself it is generally a weaker Consecration however the way it synergizes with the SPD minions and spell-synergy overall makes it simple and good.
Air Fairy is a bigger Kobold Geomancer which is alright. By having it you essentially show that your class specializes in spells thus that is its main strength (and its main weakness as well).
I am actually unsure if the Battlecry of Fairy Leader will actually work on itself (because of the hearthstone mechanics). I am almost sure that it won't and I also know that I am at fault for the current wording.
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Eager Conscript CANNOT be a basic card because of the keyword. IT should probably come in the expert set. Also you should be careful with designing orders not to make us another Undertaker.
In the wording of Infiltration I'd probably use "gain" instead of "have"
People are voting for a lot of Hero concepts that really don't look like they can be fleshed out into a full class. Like the one right before mine. All three example cards have to do with "Can't Attack" minions. How is that a good class concept? You can't build a good set of 48 cards with just that.
BTW Kai - Kiritsugu is a fave of mine. X3 I love you idea for him.
Part of me thinks that it would be fun if he had the ability to overload the other player's mana (Shammy self-inflicted ability).
Thanx! Hey, that's a cool way to implement that effect! I had several ideas but that might be the way to go since it's so simple. Originally I was thinking about an effect that deals damage for each empty Mana Crystal the enemy has at the start of their next turn. There's just so many ways to think about an effect that in the anime, killed people for using their powers :P
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Siras Terra, the Geomancer
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List: (With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
I need to screencap the current result standings for the next time somebody suggests the formula too severely punishes entries on pages with multiple outstanding entries. The top 3 classes right now are all on the same page. XD
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
Looking for some C+C on my Hero class basic cards.
Hero Power Recap:
Basic Spells:
Basic Minions:
The two new cards are fine, but I fear that Aura Blast might become a bit too good with Spell Damage, so be careful with that.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@ Zukuu ,
Overcharge, if used as removal, is pretty strong. Like, really strong. Practically 1 mana 4 damage removal. If the enemy minion only has 4 Health remaining, then it's pretty much dealt with (it's like the playable version of Corruption in that sense).
Overcharge, if used as a friendly buff, is really weak. Like, supremely unplayable. It could easily be give a minion +4 attack and deal 2 damage to it per attack for the same mana cost.
Look at Blessing of Might. 1 Mana +3 Attack with no downside.
Look at Power Overwhelming. 1 Mana +4/+4 until end of turn (when the chosen minion dies).
Your card is basically power overwhelming but it can only really be used on minions with big Health already (unlike Power Overwhelming which is can be applied to any minion, but mostly used on small minions like imps).
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Click to see my Hearthstone projects:
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
New cards up for review:
Balanced against Frost shock, which freezes and does damage, frost nova, which hits EVERYTHING, and cleave, which does four damage, but ONLY if there's two minions. I feel it's most like cleave, but since it's NOT removal, I'm not sure if this is worth 1 mana or two. It's certainly a card you would want to save for late game most of the time, so...2 seems okay.
Would love help with the next ones:
Trick or Treat: 2(?) mana, deal 1 damage to enemy minons, any minions damaged by this spell lose stealth. Not sure how to word this and make it make sense, but if it's Fall, and the enemy play puts a bunch of minions down to be stealthed until their next turn, this spell will remove stealth from them, but ONLY if they take damage from it (a minion with divine shield like Silent Knight would remain stealthed).
Harvest: 1 mana, Destroy a FRIENDLY minion with taunt, draw 2 cards. Comparing it to ansestral knowledge, and Inspiration and eye of Kilrogg, I think saccing a taunt for 1 mana is worth 2 cards, even if it's a crap taunt that would die next turn. It also gives Ideas of March the ability to draw two cards for 1 extra mana. But if you think that's too over powered, it could be a 2 mana spell...I'm just trying to make an interesting choice for card drawing. (plus, you know, stuff gets planted in spring and then you harvest it...)
Okay so some rebalanced cards, edited some spelling/term mistakes:
Heal and deal damage for three if you time it right, for 4 if you time it wrong. (implying you would have the change the season to get the full effect)
Hard removal and self-heal for 5, or 6 if you time it wrong. (weighted against the Warlock card with similar effect)
AOE board clear/debuff. Weighted against Consecration.
Reweighted. Ultimately it's to make always starting in Winter less painful, and what little use it has in the early to mid game would not be game breaking most times. Since it ONLY restores the text on the card (minus battlecry), I don't see it being too over the top. After all, silence itself (from a priest) is a 0 cost ability.
The big card. Still unchanged, effectively summons a 6/3 and 1/3 with taunt. Not sure if that's too powerful for 8 mana, but 8 seems reasonable to me.
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
Laser Cannon is good, no question, but I don't think it's more than "pushing it". You have plenty 1 mana deal 2 damage spells, that can be cast on the hero as well and even a 0 mana deal 2 damage to undamaged minion. How about "to a non-Mech minion"? Would that balance it? Would it be too weak (considering Shredder Exist)?
Yes, Overcharge deals damage before.
It is fully intended like that. It has a upside compared to Corruption, in that it kills the minion before it is able to attack if it is below threshold. However, the downside is that it doesn't stop minions with more than 4 health and your opponent has ways to play around it by simply not attacking with it: silence, giving it taunt, buffing / healing the health above 4, soaking up a "random target"-spell etc. The +2 Attack part is mostly for instances where it enables you to uptrade or to get lethal (as noted it has insane potential with the Quickkill 42b minion, which has exactly 4 health). I could increase the Attack, but I fear that makes it too strong considering Quickkill will exist, and you can buff its health.
People are voting for a lot of Hero concepts that really don't look like they can be fleshed out into a full class. Like the one right before mine. All three example cards have to do with "Can't Attack" minions. How is that a good class concept? You can't build a good set of 48 cards with just that.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Oh . . . Well, let's fix that. I guess the solution is to just put everything in an imgur album for easy access.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
BTW Kai - Kiritsugu is a fave of mine. X3 I love you idea for him.
Part of me thinks that it would be fun if he had the ability to overload the other player's mana (Shammy self-inflicted ability).
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Thanks!
Galavant Animation