Bumping these cards to see if I can get any comments o.o
The idea is pretty straight-forward: a defensible minion that can produce more minions.
I would say it seems balanced. Scales up from Cult Master, just about, but with better defense. However, it seems a little complicated for a basic card. This feels like an expert card to me. The distinction about dying in combat is one that has never been made in Hearthstone before. Not that you can't do it, just seems a little heady for basic.
Can I just say how relieving it is that there's no real urgency this week. Normally for the competitions you want to get a card in sooner rather than later just in case someone else has the same idea and beats you to it, but now we can relax because we're only working with our own ideas.
Bumping these cards to see if I can get any comments o.o
The idea is pretty straight-forward: a defensible minion that can produce more minions.
I would say it seems balanced. Scales up from Cult Master, just about, but with better defense. However, it seems a little complicated for a basic card. This feels like an expert card to me. The distinction about dying in combat is one that has never been made in Hearthstone before. Not that you can't do it, just seems a little heady for basic.
I understand your point. Do you think I should leave it for later? It is an awesome and flavorful concept after all. But since you had that comment... I guess this one here is also too complicated for basic?
Yeah, I would probably say so. You should make up some simple cards for them, first. Like simple control spells and such that every class needs. After you have the bedrock of the class made, include some of these. You can always decide later which will be basic or expert, though.
Sorry for the radio silence, folks. Today was my first day of classes for the new semester, and I only just got back home. Now that I'm here, let me see if I can answer some question. Y'all let me know if I've missed anything!
In the submission topic it says that I should put my example cards horizontally so as to take less vertical space however I put quite a lot of effort into the flavor text on my cards and if they are placed horizontally I won't be able to attach a flavor text to each of them. What should I do?
From this point forward, Spoiler Blocks are kind of the answer to everything. "Can I include X?" "Spoiler it and sure." "What about Y?" "Spoiler it and sure." "And Z?" "Spoiler!". The onyl exception I can think of is including any material for future phases prematurely. That, don't do.
But really, the horizontal formatting is there as more of a suggestion to keep out unnecessary white space and to make your post more contained and concise so that the topic is easy to get through. Just use your best judgement. If it's going to make your submission long and obtrusive, don't do it. If you think you can do that and still keep the post looking tidy, then okay, let's see how it looks.
Like I mentioned above, Transform is part of a couple cards of my class. However it's already a mechanic in hearthstone without being a class mechanic. Does it means I can or not post Transform card in my basic?
Transform appears on many cards across many classes, including many basic class cards like Polymorph and Hex, so you're fine.
My Class included 2 keywords; [b]Boost[/b] and [b]Power-Up[/b]. Power-Up is technically just a tribe for a spell to trigger the Boost effect in the future, but it had to be formatted as a keyword to make sense. Can I use the keyword/tribe Power-Up for my spells? The whole Class concept is based on it and without it, it's like a mage without spells.
Hmm, well my first question is this: Will all of your class spells that can target a friendly minion have the Power-Up keyword? If so, and it sounds like so, then the Power Up spell tribe keyword is entirely unnecessary. The Boost keyword can just be defined as "Gains a bonus when targeted by a friendly spell.".
I'm a bit confused as to whether I read the rules for phase 2 properly. So if new keywords are not allowed to be used, and a fair few entries that made it to round 2 have their custom keywords in their hero power, are they allowed to completely change their hero power (as it's clearly not a minor alteration as allowed in the rules)?
We allow people to use their new class-exclusive keywords in their Hero Powers. Though we understand some folks might not agree with that from a perspective of realism, it came out of our first Class Creation Competition where hero powers were restriction to (2) mana and were not allowed to be Passive or Auto-Cast, so we wanted to at least give folks room to play around with keywords like Deathrattle, Silence, and Stealth, as well as newly invented keywords.
It doesn't affect my class, but I'm asking in general because surely some entries are completely dead in the water right now (such as sashashepto's which is submitted on the first page) and I think it could be helpful if we get a strong confirmation of what they can and can't do to fix it, else people who didn't make it into phase 2 may feel hard done by if some entries are going to be kicked out off the bat anyway?
sashashepto (and I think a couple of other submissions, though I think that might be the only one that made it to Phase II, I'll have to double-check) is sort of in a bit of a unique situation because their Hero Power is actually entirely non-functional without their unique class-exclusive keyword around. We mods have discussed what to do about their entry and others like it extensively to figure out what would be the most fair, and we've sent them a message containing our proposals and suggestions. We will make these proposals and suggestions public at their discretion. =)
@Dracossack Hmm, I thought a bit and The Civil War is really good. I really thought about making the Frost Atronach a 3/2, but I swapped it for a 4/2 for no goddamn reason, but 3/2 still be OP? I think a 4-mana 2/2 would be really weak, its effect also affect your board, a minion oriented class. I liked the Draugr concept a lot, and I used it on the submission, I really ain't thinking about changing it. But maybe, if more people say he is OP, I change my mind.
@NotaGazella Thanks for the good feedback on the Starving Troll! The Frost Atronach would work as every other card with "at the end of your turn", just as Emperor Thaurissan. I will probaly change the Frost Atronach though.
After thinking about it, iv'e decided to add tribes to my cards. Since it was a world that I thought of when I was younger it was expressively seperated by good or evil. Here in hearthstone I want to represent it as Light and Shadow. Now every minion will either have the Light or Shadow as part of their tribe. if it doesn't than it's because they are considered as neutral beings that helps both sides. Anyways hopefully it works out. I've made changes from what I showed earlier. Please give me a review in the balancing of the cards and what you think and I'll do my best to do the same to y'all.
Class and Hero power under here:
As usual, class and hero power to help you understand where I am going with all this.
Aegis Dallaran, the Looter.
Basic Class cards here:
1234
5678
910
Here are my explanation in spoiler with the card number.
1.
Blast From The Past is the mass removal for the class. Still having a hard time balancing it considering I can't tell how many cards will be discarded through out the game. So I figured might as well have deal damage to your minions also. This way you can't have those big board swings in one players favor.
2.
Unsummon is basically a sap but that you can also do on your own minion. Don't think it needs much change...
3.
Mindreaver was in my spoilers in phase one and at the time it was a rare. So many people have been putting their 1 mana cost creature in basic that I figured I might as well do the same. I upped his health to 3 after a couple of people suggested it. Should be fine now. Also added the Shadow type as it is one of those dark beings, evil and whatnot.
4.
First Light type minion. Just a normal dude with taunt. Nothing flashy here.
5.
(Edit) Someone pointed out it should be written restore. You are right. I only want to restore health not give it!!!
First spell that interacts with Light type. Having a hard time figuring out the amount of healing it should give... Thing is it will only heal you if you have a Light Type otherwise it does nothing. So I compared it to shaman, priest, druid, paladin and I feel like this is good enough to play if you would ever face aggro.
6.
Now that is one of my personal favorite. Maybe the mana cost is still too low, im not sure but I love the ability. Gets you to draw one card, decide what your next draw will be and put one card in the discard for later on. Many choices and decision to be made with this one.
7.
I wanted a big dude that would be different from all the others. Maybe im doing this wrong...
8.
First minion that interacts with Shadow Type. I've compared him with War Horse Trainer. Think it should be fine.
9.
Got a lot of good reviews on this card. Still not thinking about changing it. Basically draw you one card and you get to discard what you dont like from your starting hand and maybe reuse it later.
10.
And finally the small removal for this class. Once again hard to judge this card. But cannot hit a player. Maybe still not costy enough.
Hope you guys like what you saw! Thanks in advance for your comments.
Bumping these cards to see if I can get any comments o.o
The idea is pretty straight-forward: a defensible minion that can produce more minions.
I think 2/2s, for every dead minion is pretty brutal. Especially if you have a few taunts you're hiding the Herald behind. Maybe make them 2/1s? Or even 1/1s. Even if they're the honored dead of Asgard, they're NOT gods. Think of Violet Teacher - 1/1s for a spellcast, and she's 5 mana.
One more mana for a giant pile of 2/2s if you boardclear with your minions? That's REALLY powerful for a legendary, let alone a basic card.
I think she might be better as a Taunt minion who summons minons on damage (like Imp Boss, but bigger). So people will be looking for a way to deal with her without hurting her...lest she call those minions.
Thanks to everyone who voted for me! Awesome to see that we're near the front of the pack! Long live Bard!
Alright, I'm going to try to put off my concerns about things from future sets to the future and just focus on the basic set for now.
I've got a pretty solid plan for 9 / 10 of the cards for the set and I'm just looking for answers to a few specific questions.
Minions
The idea for Spirit Dancer came when discussing a card (which has since been removed) that was a 2 mana give a minion +2/+2 but costed 1 less if you played a minion that turn. The joke of "Wisp in bard" was suggested because you could combo them on turn 1 for a 3/3. But I realized that Wisp actually had bard synergy beyond that single card. I really wanted Wisp in bard to become a thing, but unfortunately wisp is just a wasted card slot. We were designing 1 drops that weren't just 1 mana 1/3s and once I stumbled upon this I fell in love with it.
There are two things I don't like about this card. One, it's smacking you in the face with blatantly obvious tempo, but this is okay for the basic set. Two, because of the english word "cast" being both a present and past tense verb, the effect of this card is pretty ambiguous. Ideally, it should activate both if you've played a spell this turn and the next time you play a spell this turn, since that's how I designed the card and it makes sense for the ambiguity (if it could mean one or the other, why not just have it mean both). But I dunno, I just don't like having a card that isn't clear on what it does. Then again, Tunnel Trogg confused me for a similar reason for a while, so I guess it might be okay.
But for whatever reason, this art on a 3 mana 3/4 minion is just really attactive to me, and I feel it's a breath of fresh air to see tempo bard instead of token bard.
Spells - Getting the Tempo back
Something Bard has often been criticized for thus far is that it's a very snowbally class that is bad when behind. Thus, I present to you two (or at least one) cards that are designed at getting the tempo back.
=>
This card I really like, because of how well it accomplished all of the things I wanted it to. "I want a card called reverberate" "I want an AoE card that distinguishes itself from 6 mana deal 3 damage" "I want a card to get you back the tempo". The only thing I'm really looking for feedback on is the art choice. The art for reverb itself was very hard to find, and was the only one even close to the style I wanted it in, although the figure getting hit feels... out of place. As for echo, it was hard to find the "abstract ghost thing" that I was looking for, and that's what came the closest.
or
I'm still undecided on how I want to word this card. I'm feeling a bit too lazy to put in all the tokens but they're just a 2/2 with charge, a 2/2 with taunt, etc etc... It doesn't really get you the tempo back, and it is probably a weak card, but I feel like it can function similarly to north sea kraken because of the 2/2 with charge. Just looking for feedback on the wording.
Spells - Token synergy
This song is the absolute defining characteristic of token Bard as opposed to other aggressive decks, no questions asked. It's the idea that you are buffing friendly minions health and allowing them to survive and use their melody effects rather than just going for damage, damage, damage. Playtesting with this card has been pretty successful, despite that it's rather strong and has a ridiculous combo. The only reason it didn't make it into the 3 showcase cards in place of Choir was that it was just a bit too bland, especially considering that there were so many simple cards displayed. No feedback needed, but it's welcome anyway.
Not much to say.
Spells - Misc
It's possibly a bit weak, but it's a nice and simple card that fits with bard flavor. If anyone has a strong opinion on whether this card is playable or not, I'd love to hear it.
My only real worry with this card is with Otto Tune's future being uncertain, I'm scared that there aren't enough powerful melodies to make this card usable. I feel like it'll never see play, which is sad considering how central it is to bard. It's pointless with angelcaller, you might as well just run a different card rather than get card draw, and it's not reliable with Otto Tune.
Bard's multi-card draw. It fits the flavor from the simplistic lore that I made up quite nicely. I think it's also a pretty good usage of this art, as well as a pretty solid card design. My only worry is that Bard has so much card draw from other cards that use card draw in a REALLY cool way (You will start to see some of this in the next set with my all-time favorite card) that it might have to disappear from the card that just use it in a normal way.
So that's the 9 cards. The last spot used to be:
But we felt that it was just too much blatantly obvious "play tempo bard god dammit!" in combination with Wandering Bard. So I removed it. I think that the last spot should probably be a weapon, since all weapon classes have at least 1 in the basic set. The problem is, the entire reason Bard has weapons is for interesting Melody interactions, but Melody can't be used in the basic set. Does this mean I should create a weapon that's untrue to bard's concept of Melody weapons only, or should I go against hearthstone's design standard of weapon variety and having one in the basic set? I'm not sure.
Anyway, regarding what I said about giving feedback of my own, I'll probably start after round 2. It's impossible for me to give any meaningful feedback to 70+ concepts, so I want to wait until there are fewer and talk about what people are missing and where they should be headed for the next phase.
@linkofthepast I would only change Life of Avalon's text. It ain't clear. Your hero gain 10 health, shouldn't it restore health instead? Or can you target in on a minion and give it 10 health? That would be a bit OP. Just try to clarify the text :) Unsummon is a bit better than Sap, but I guess it is just fine, we play in a world with Quick Shot vs. Dark Bomb.
Thanks to everyone who voted for me! Awesome to see that we're near the front of the pack! Long live Bard!
Alright, I'm going to try to put off my concerns about things from future sets to the future and just focus on the basic set for now.
I've got a pretty solid plan for 9 / 10 of the cards for the set and I'm just looking for answers to a few specific questions.
Minions
The idea for Spirit Dancer came when discussing a card (which has since been removed) that was a 2 mana give a minion +2/+2 but costed 1 less if you played a minion that turn. The joke of "Wisp in bard" was suggested because you could combo them on turn 1 for a 3/3. But I realized that Wisp actually had bard synergy beyond that single card. I really wanted Wisp in bard to become a thing, but unfortunately wisp is just a wasted card slot. We were designing 1 drops that weren't just 1 mana 1/3s and once I stumbled upon this I fell in love with it.
There are two things I don't like about this card. One, it's smacking you in the face with blatantly obvious tempo, but this is okay for the basic set. Two, because of the english word "cast" being both a present and past tense verb, the effect of this card is pretty ambiguous. Ideally, it should activate both if you've played a spell this turn and the next time you play a spell this turn, since that's how I designed the card and it makes sense for the ambiguity (if it could mean one or the other, why not just have it mean both). But I dunno, I just don't like having a card that isn't clear on what it does. Then again, Tunnel Trogg confused me for a similar reason for a while, so I guess it might be okay.
But for whatever reason, this art on a 3 mana 3/4 minion is just really attactive to me, and I feel it's a breath of fresh air to see tempo bard instead of token bard.
Spells - Getting the Tempo back
Something Bard has often been criticized for thus far is that it's a very snowbally class that is bad when behind. Thus, I present to you two (or at least one) cards that are designed at getting the tempo back.
=>
This card I really like, because of how well it accomplished all of the things I wanted it to. "I want a card called reverberate" "I want an AoE card that distinguishes itself from 6 mana deal 3 damage" "I want a card to get you back the tempo". The only thing I'm really looking for feedback on is the art choice. The art for reverb itself was very hard to find, and was the only one even close to the style I wanted it in, although the figure getting hit feels... out of place. As for echo, it was hard to find the "abstract ghost thing" that I was looking for, and that's what came the closest.
or
I'm still undecided on how I want to word this card. I'm feeling a bit too lazy to put in all the tokens but they're just a 2/2 with charge, a 2/2 with taunt, etc etc... It doesn't really get you the tempo back, and it is probably a weak card, but I feel like it can function similarly to north sea kraken because of the 2/2 with charge. Just looking for feedback on the wording.
Spells - Token synergy
This song is the absolute defining characteristic of token Bard as opposed to other aggressive decks, no questions asked. It's the idea that you are buffing friendly minions health and allowing them to survive and use their melody effects rather than just going for damage, damage, damage. Playtesting with this card has been pretty successful, despite that it's rather strong and has a ridiculous combo. The only reason it didn't make it into the 3 showcase cards in place of Choir was that it was just a bit too bland, especially considering that there were so many simple cards displayed. No feedback needed, but it's welcome anyway.
Not much to say.
Spells - Misc
It's possibly a bit weak, but it's a nice and simple card that fits with bard flavor. If anyone has a strong opinion on whether this card is playable or not, I'd love to hear it.
My only real worry with this card is with Otto Tune's future being uncertain, I'm scared that there aren't enough powerful melodies to make this card usable. I feel like it'll never see play, which is sad considering how central it is to bard. It's pointless with angelcaller, you might as well just run a different card rather than get card draw, and it's not reliable with Otto Tune.
Bard's multi-card draw. It fits the flavor from the simplistic lore that I made up quite nicely. I think it's also a pretty good usage of this art, as well as a pretty solid card design. My only worry is that Bard has so much card draw from other cards that use card draw in a REALLY cool way (You will start to see some of this in the next set with my all-time favorite card) that it might have to disappear from the card that just use it in a normal way.
So that's the 9 cards. The last spot used to be:
But we felt that it was just too much blatantly obvious "play tempo bard god dammit!" in combination with Wandering Bard. So I removed it. I think that the last spot should probably be a weapon, since all weapon classes have at least 1 in the basic set. The problem is, the entire reason Bard has weapons is for interesting Melody interactions, but Melody can't be used in the basic set. Does this mean I should create a weapon that's untrue to bard's concept of Melody weapons only, or should I go against hearthstone's design standard of weapon variety and having one in the basic set? I'm not sure.
Anyway, regarding what I said about giving feedback of my own, I'll probably start after round 2. It's impossible for me to give any meaningful feedback to 70+ concepts, so I want to wait until there are fewer and talk about what people are missing and where they should be headed for the next phase.
I can already tell you that you will definitely have my vote. Detailed feedback later. as shown below:-
Sprit Dancer: Yeah, you don't want your 1 drop being a 1/3, then I have not much to add on. Your card (Song mainly) does benefit from wisp and this will bring good synergy (OR Tinyfin, can't wait for a Murloc Musican mrglmrglrmglr)
Wandering Bard: With a Coin it is a 4/5 in turn 2. Giving more stats to a minion that already having a good stats? I doubt. At least it should be a 3/3
Reverberate: Good card design. Love this card.
Orchestra: I don't like this card. Just personal issue, I can't actually tell you why. As some legendary card does not tell you what exactly the token does, I think it is fine to say summon 4 members.
Song - Discussed before
Choir - Suite your class style, balance wise I think it is ok
High Note: Slightly underwhelming removal/control card, but it is okay, you can have a UP card that will eventually outshined by other cards, it is basic set after all.
Debut - Actually have some utility. Support melody, of course, it also allow some surprise charge cobra as a removal. Insofar you don't have much removal. Being a 1 cost card it has niche.
Peace & Harmony - Control oriented card. I think it should be a 3 costs card, if you find 3 cost for 3 card is too op, heal more for your opponent.
Ceremonial Flute: Errr, I don't know, I don't like this card as much.
@linkofthepast I would only change Life of Avalon's text. It ain't clear. Your hero gain 10 health, shouldn't it restore health instead? Or can you target in on a minion and give it 10 health? That would be a bit OP. Just try to clarify the text :) Unsummon is a bit better than Sap, but I guess it is just fine, we play in a world with Quick Shot vs. Dark Bomb.
THANKS FOR THE REMARK on Life of Avalon!!! Yes I only wanted it to restore health!
@Dracossack Hmm, I thought a bit and The Civil War is really good. I really thought about making the Frost Atronach a 3/2, but I swapped it for a 4/2 for no goddamn reason, but 3/2 still be OP? I think a 4-mana 2/2 would be really weak, its effect also affect your board, a minion oriented class. I liked the Draugr concept a lot, and I used it on the submission, I really ain't thinking about changing it. But maybe, if more people say he is OP, I change my mind.
It's not the stats which make Frost Atronach ridiculous, that effect is just inherently broken. The only way that effect could be "acceptable" would be on a Legendary minion and higher cost, I'd say at least 7 but even then it's a very "un-fun" mechanic. You do realise it may as well say "Other minions without Charge can't attack". Even if "it's a minion oriented class" was an acceptable argument (it isn't, Hearthstone is a minion oriented game) your class is less "minion oriented" than most because it has weapons.
I didn't say anything about Draugr's concept just his stats are too high. Like I said, you could probably keep the same minion but just drop 1 stat (my suggestion is 2/3) and it should be fine.
Bread is Pain is a pun using the French word for bread, pain. Flavour: In more than one way, it seems. Pan of Limitless Power is ironic. Flavour: The rune is glow-in-the-dark paint. Tell no one. Supernatural Spinach is a reference to Popeye. Flavour: So, how does a potato eat spinach and turn into a sailor?
Any balancing issues here? The weapon might be a bit strong, but then Truesilver and Death's Bite exist, so.
I think that the last spot should probably be a weapon, since all weapon classes have at least 1 in the basic set. The problem is, the entire reason Bard has weapons is for interesting Melody interactions, but Melody can't be used in the basic set. Does this mean I should create a weapon that's untrue to bard's concept of Melody weapons only, or should I go against hearthstone's design standard of weapon variety and having one in the basic set? I'm not sure.
I have exactly the same problem. I intend to include weapons in the Oracle class, however I intended for them all use a new keyword to heavily slim down text since they're more "equipment" with special effects. I wasn't intending to include any weapons that's primary use is attacking for damage. I did just check though and you're wrong, Shaman doesn't have any basic weapons. So it should be OK to not have any in the basic set if you can't design an appropriate one.
I think that the last spot should probably be a weapon, since all weapon classes have at least 1 in the basic set. The problem is, the entire reason Bard has weapons is for interesting Melody interactions, but Melody can't be used in the basic set. Does this mean I should create a weapon that's untrue to bard's concept of Melody weapons only, or should I go against hearthstone's design standard of weapon variety and having one in the basic set? I'm not sure.
I have exactly the same problem. I intend to include weapons in the Oracle class, however I intended for them all use a new keyword to heavily slim down text since they're more "equipment" with special effects. I wasn't intending to include any weapons that's primary use is attacking for damage. I did just check though and you're wrong, Shaman doesn't have any basic weapons. So it should be OK to not have any in the basic set if you can't design an appropriate one.
Just give something like a light justice, not everyfin need to be awesome.
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How in the world did I end up 1st...? Thanks for the support.
Question. Not sure if it was asked, but are there any rules regarding tokens for phase 2?
Bumping these cards to see if I can get any comments o.o
The idea is pretty straight-forward: a defensible minion that can produce more minions.
"Not all those who wander are lost."
- Velen R. R. Tolkien
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Can I just say how relieving it is that there's no real urgency this week. Normally for the competitions you want to get a card in sooner rather than later just in case someone else has the same idea and beats you to it, but now we can relax because we're only working with our own ideas.
"Not all those who wander are lost."
- Velen R. R. Tolkien
Yeah, I would probably say so. You should make up some simple cards for them, first. Like simple control spells and such that every class needs. After you have the bedrock of the class made, include some of these. You can always decide later which will be basic or expert, though.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Sorry for the radio silence, folks. Today was my first day of classes for the new semester, and I only just got back home. Now that I'm here, let me see if I can answer some question. Y'all let me know if I've missed anything!
We allow people to use their new class-exclusive keywords in their Hero Powers. Though we understand some folks might not agree with that from a perspective of realism, it came out of our first Class Creation Competition where hero powers were restriction to (2) mana and were not allowed to be Passive or Auto-Cast, so we wanted to at least give folks room to play around with keywords like Deathrattle, Silence, and Stealth, as well as newly invented keywords.
ASylum - have the wildcards been picked yet? Just so I know. The submission post isn't clear if they're up there yet.
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
@Dracossack Hmm, I thought a bit and The Civil War is really good. I really thought about making the Frost Atronach a 3/2, but I swapped it for a 4/2 for no goddamn reason, but 3/2 still be OP? I think a 4-mana 2/2 would be really weak, its effect also affect your board, a minion oriented class. I liked the Draugr concept a lot, and I used it on the submission, I really ain't thinking about changing it. But maybe, if more people say he is OP, I change my mind.
@NotaGazella Thanks for the good feedback on the Starving Troll! The Frost Atronach would work as every other card with "at the end of your turn", just as Emperor Thaurissan. I will probaly change the Frost Atronach though.
Highlighted cards:
After thinking about it, iv'e decided to add tribes to my cards. Since it was a world that I thought of when I was younger it was expressively seperated by good or evil. Here in hearthstone I want to represent it as Light and Shadow. Now every minion will either have the Light or Shadow as part of their tribe. if it doesn't than it's because they are considered as neutral beings that helps both sides. Anyways hopefully it works out. I've made changes from what I showed earlier. Please give me a review in the balancing of the cards and what you think and I'll do my best to do the same to y'all.
Class and Hero power under here:
As usual, class and hero power to help you understand where I am going with all this.
Aegis Dallaran, the Looter.
Basic Class cards here:
1234
5678
910
Here are my explanation in spoiler with the card number.
1.
Blast From The Past is the mass removal for the class. Still having a hard time balancing it considering I can't tell how many cards will be discarded through out the game. So I figured might as well have deal damage to your minions also. This way you can't have those big board swings in one players favor.
2.
Unsummon is basically a sap but that you can also do on your own minion. Don't think it needs much change...
3.
Mindreaver was in my spoilers in phase one and at the time it was a rare. So many people have been putting their 1 mana cost creature in basic that I figured I might as well do the same. I upped his health to 3 after a couple of people suggested it. Should be fine now. Also added the Shadow type as it is one of those dark beings, evil and whatnot.
4.
First Light type minion. Just a normal dude with taunt. Nothing flashy here.
5.
(Edit) Someone pointed out it should be written restore. You are right. I only want to restore health not give it!!!
First spell that interacts with Light type. Having a hard time figuring out the amount of healing it should give... Thing is it will only heal you if you have a Light Type otherwise it does nothing. So I compared it to shaman, priest, druid, paladin and I feel like this is good enough to play if you would ever face aggro.
6.
Now that is one of my personal favorite. Maybe the mana cost is still too low, im not sure but I love the ability. Gets you to draw one card, decide what your next draw will be and put one card in the discard for later on. Many choices and decision to be made with this one.
7.
I wanted a big dude that would be different from all the others. Maybe im doing this wrong...
8.
First minion that interacts with Shadow Type. I've compared him with War Horse Trainer. Think it should be fine.
9.
Got a lot of good reviews on this card. Still not thinking about changing it. Basically draw you one card and you get to discard what you dont like from your starting hand and maybe reuse it later.
10.
And finally the small removal for this class. Once again hard to judge this card. But cannot hit a player. Maybe still not costy enough.
Hope you guys like what you saw! Thanks in advance for your comments.
One more mana for a giant pile of 2/2s if you boardclear with your minions? That's REALLY powerful for a legendary, let alone a basic card.
I think she might be better as a Taunt minion who summons minons on damage (like Imp Boss, but bigger). So people will be looking for a way to deal with her without hurting her...lest she call those minions.
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
Thanks to everyone who voted for me! Awesome to see that we're near the front of the pack! Long live Bard!
Alright, I'm going to try to put off my concerns about things from future sets to the future and just focus on the basic set for now.
I've got a pretty solid plan for 9 / 10 of the cards for the set and I'm just looking for answers to a few specific questions.
Minions
The idea for Spirit Dancer came when discussing a card (which has since been removed) that was a 2 mana give a minion +2/+2 but costed 1 less if you played a minion that turn. The joke of "Wisp in bard" was suggested because you could combo them on turn 1 for a 3/3. But I realized that Wisp actually had bard synergy beyond that single card. I really wanted Wisp in bard to become a thing, but unfortunately wisp is just a wasted card slot. We were designing 1 drops that weren't just 1 mana 1/3s and once I stumbled upon this I fell in love with it.
There are two things I don't like about this card. One, it's smacking you in the face with blatantly obvious tempo, but this is okay for the basic set. Two, because of the english word "cast" being both a present and past tense verb, the effect of this card is pretty ambiguous. Ideally, it should activate both if you've played a spell this turn and the next time you play a spell this turn, since that's how I designed the card and it makes sense for the ambiguity (if it could mean one or the other, why not just have it mean both). But I dunno, I just don't like having a card that isn't clear on what it does. Then again, Tunnel Trogg confused me for a similar reason for a while, so I guess it might be okay.
But for whatever reason, this art on a 3 mana 3/4 minion is just really attactive to me, and I feel it's a breath of fresh air to see tempo bard instead of token bard.
Spells - Getting the Tempo back
Something Bard has often been criticized for thus far is that it's a very snowbally class that is bad when behind. Thus, I present to you two (or at least one) cards that are designed at getting the tempo back.
=>
This card I really like, because of how well it accomplished all of the things I wanted it to. "I want a card called reverberate" "I want an AoE card that distinguishes itself from 6 mana deal 3 damage" "I want a card to get you back the tempo". The only thing I'm really looking for feedback on is the art choice. The art for reverb itself was very hard to find, and was the only one even close to the style I wanted it in, although the figure getting hit feels... out of place. As for echo, it was hard to find the "abstract ghost thing" that I was looking for, and that's what came the closest.
or
I'm still undecided on how I want to word this card. I'm feeling a bit too lazy to put in all the tokens but they're just a 2/2 with charge, a 2/2 with taunt, etc etc... It doesn't really get you the tempo back, and it is probably a weak card, but I feel like it can function similarly to north sea kraken because of the 2/2 with charge. Just looking for feedback on the wording.
Spells - Token synergy
This song is the absolute defining characteristic of token Bard as opposed to other aggressive decks, no questions asked. It's the idea that you are buffing friendly minions health and allowing them to survive and use their melody effects rather than just going for damage, damage, damage. Playtesting with this card has been pretty successful, despite that it's rather strong and has a ridiculous combo. The only reason it didn't make it into the 3 showcase cards in place of Choir was that it was just a bit too bland, especially considering that there were so many simple cards displayed. No feedback needed, but it's welcome anyway.
Not much to say.
Spells - Misc
It's possibly a bit weak, but it's a nice and simple card that fits with bard flavor. If anyone has a strong opinion on whether this card is playable or not, I'd love to hear it.
My only real worry with this card is with Otto Tune's future being uncertain, I'm scared that there aren't enough powerful melodies to make this card usable. I feel like it'll never see play, which is sad considering how central it is to bard. It's pointless with angelcaller, you might as well just run a different card rather than get card draw, and it's not reliable with Otto Tune.
Bard's multi-card draw. It fits the flavor from the simplistic lore that I made up quite nicely. I think it's also a pretty good usage of this art, as well as a pretty solid card design. My only worry is that Bard has so much card draw from other cards that use card draw in a REALLY cool way (You will start to see some of this in the next set with my all-time favorite card) that it might have to disappear from the card that just use it in a normal way.
So that's the 9 cards. The last spot used to be:
But we felt that it was just too much blatantly obvious "play tempo bard god dammit!" in combination with Wandering Bard. So I removed it. I think that the last spot should probably be a weapon, since all weapon classes have at least 1 in the basic set. The problem is, the entire reason Bard has weapons is for interesting Melody interactions, but Melody can't be used in the basic set. Does this mean I should create a weapon that's untrue to bard's concept of Melody weapons only, or should I go against hearthstone's design standard of weapon variety and having one in the basic set? I'm not sure.
Anyway, regarding what I said about giving feedback of my own, I'll probably start after round 2. It's impossible for me to give any meaningful feedback to 70+ concepts, so I want to wait until there are fewer and talk about what people are missing and where they should be headed for the next phase.
@linkofthepast
I would only change Life of Avalon's text. It ain't clear. Your hero gain 10 health, shouldn't it restore health instead? Or can you target in on a minion and give it 10 health? That would be a bit OP. Just try to clarify the text :)
Unsummon is a bit better than Sap, but I guess it is just fine, we play in a world with Quick Shot vs. Dark Bomb.
feedback later.as shown below:-I didn't say anything about Draugr's concept just his stats are too high. Like I said, you could probably keep the same minion but just drop 1 stat (my suggestion is 2/3) and it should be fine.
Got a few of my cards done, have a look-see.
Bread is Pain is a pun using the French word for bread, pain. Flavour: In more than one way, it seems.
Pan of Limitless Power is ironic. Flavour: The rune is glow-in-the-dark paint. Tell no one.
Supernatural Spinach is a reference to Popeye. Flavour: So, how does a potato eat spinach and turn into a sailor?
Any balancing issues here? The weapon might be a bit strong, but then Truesilver and Death's Bite exist, so.
Just give something like a light justice, not everyfin need to be awesome.