I've changed Seamstress so that she can actually attack. Current design promotes Tempo/Midrange decks. To a lesser extent Control.
It would be really nice to get some feedback on the Smuggler (mainly regarding its balance). I also have an idea about making a card that would draw cards for killing your opponent's minions. (it could be called Overcompetitive Merchant, so he would give you the bounty in a form of card draw for slaying his competition). Only one of them should go into the basic set. Which one? (the art is not final, if I find a better art I'll use it)
I think I will make the Ebony Cane promote more aggressive playstyle (by making it deal 1 more damage to the face).
Smuggler feels a bit slow for the effect, considering it comes down turn 5, it may be though to kill a minion at that point with 4 attack. The effect triggers if the Smuggler dies during the attack?
the OCM could be the next Gadgetzan Auctioneer if you have a powerful boardwipe in the set, so I would thread lightly there. Since you're going for the Tempo archetype, maybe add a The Coin to your hand instead of drawing a card? Seems fitting with the card theme too.
This is the idea I have revolving Armor usage. That's why the class has potentially better Armor gain than the Warrior. I'm not sure about the numbers, but since it can only target minions I think it's alright. This takes up to 5 Armor, which means if you have 3 Armor when you use it, you lose all 3 (you don't take an extra 2 damage) but it deals 3 damage instead of 5.
I think it is alright for the effect to be kinda slow. The fact that it can occur more than once compensates for that. Also that minion has soft taunt against Tempo/Midrange/Control decks and will be avoided as if it was fire by any Aggro/Token based deck (because killing it would require sacrificing 2-3 minions into it and if you will give your opponent the card draw anyway might as well cash in the damage). If the Smuggler dies during the attack you still draw a card.
There will be a relatively powerful boardwipe at some point. However it will be expensive. I'm planning to put a spell-AOE into the basic set. I think that it could be justified to reverse the stats of the OCM (from 4/6 to 6/4) so it can actually be taken out by spot removal or AOE effects. The issue with producing more Coins is that the mana ramping is supposed to be Druid's theme. Having a bit of it in a custom class is alright however overshadowing Druid is not. Also I need a card draw engine.
Onto your Shatter:
The idea is alright. It probably should cost 1 (like Shield Slam because it does pretty much the same job but with the random element involved AND with the cap of 5 armor that you also lose unlike with Shield Slam). The balance problems start when you put Bloodmage Thalnos in your deck and this thing deals 2 damage with 5 shots (so 10 damage total) that only hits minions. So essentially a board wipe for 4 mana if you have the armor to support it.
P.S. Does anyone else have problems with the site? (it says Origin Connection timed out or sometimes the site just crashes) It started yesterday evening and it is extremely annoying. Here is what the pop-up message asked me to write:
I think it should say lose up to 5 armor or something like that just to be precise.
The wording is on purpose, it's in line with Doomguard. It says "discard 2 cards", not "discard up to 2 cards". Adding the "up" it makes it feel like you can choose how many to discard.
Should Bohemian Seer be considered a rare? Im thinking it's got good value and the text is kinda complicated, maybe more in the scale of expert than Basic. If so is regrowth an ok card?
Reposting cause I haven't gotten any feedback. Should I just assume my stuff is fine?
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.
Same with those, no feedback. I guess maybe I should just go with my gut if noone replies xD
I never have such connection problem here in Hong Kong. Perhaps you want to check with your broadband.
Regard to your card drawing minions, I think Smuggler is balanced and Overly competitive Merchant is potentially op with its stats and a cheap aoe such as the Guild, but at least your guild kill things at the end of your turn.
Smuggler should be a better option for basic set. This card does not particularly excite me (which is not something that you need, especially as a basic card), therefore I am not in position to offer you more comment.
Should Bohemian Seer be considered a rare? Im thinking it's got good value and the text is kinda complicated, maybe more in the scale of expert than Basic. If so is regrowth an ok card?
Reposting cause I haven't gotten any feedback. Should I just assume my stuff is fine?
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.
Same with those, no feedback. I guess maybe I should just go with my gut if noone replies xD
I was pretty sure I quoted the one for the 10th spot when I was doing the 9-multiquote. Woops.
Bohemian Seer has extremely complex text.
I'd like this wording on the Regrowth: Choose a card you discarded this game, return it to your hand. Alternatively it could be: Choose a card you discarded this game, add it to your hand
The Blast from the Past is a mirrored effect that you have to pay for. Moreover you have to get the setup for it by discarding cards. Hellfire costs 4 to deal 3 damage to ALL characters. So for your card to be mana efficient you need to discard 5 cards. So to get the value on curve you need to discard a card per turn (on average). I am not sure about its cost.
The wording "Gain 10 health" will increase the maximum health of your hero. So if you play Reno Jackson afterwards you will be at 40. Is it the way you want it to work?
Wandering Giant is unplayable. You would much rather run Boulderfist Ogre. Discarding cards is a very severe downside.
From the Nether is a spot removal that scales into the later stages of the game. It is however a relatively poor anti-aggro tool. Even if you managed to use Overflowing Thoughts on turn 1 it would still not kill the Mechwarper which means that you will get overrun.
Ehh... I cannot give you comment because I am not excited with your cards.
One noticeable problem is some of them are too complicated, not only the card text, also the effect, which stop me from imagining.
I am not meant to be negative/ offensive, it just my honest thought, I hope you find these few words have some minimal use.
Thank you for your comments, I can't do much for the excitement part, I guess it's just my class theme but hopefully it ain't like that for everyone. I'll try to figure out a way to minimize the wording on my card, just got to figure out a way to talk about the discard zone more easily I guess...
@layrit
Thank you for the rewording on regrowth, ill look into that.
Ill think more about the cost of Blast from the past but getting cards discarded shouldn't be a problem.
I edited in my first post about Light of Avalon and yes it should be restore 10 health and not gain.
I have no clue what to do about Wandering Giant, might have to do a complete do over. But what would stats be to discard to card and get a big minion.
I don't think I can change From the Nether to only cost 1 mana though.. I'll think a bit more about it but I don't think it matters much to have a removal that can't do 3 damage on turn 2. Ill think about it though.
Ehh... I cannot give you comment because I am not excited with your cards.
One noticeable problem is some of them are too complicated, not only the card text, also the effect, which stop me from imagining.
I am not meant to be negative/ offensive, it just my honest thought, I hope you find these few words have some minimal use.
Thank you for your comments, I can't do much for the excitement part, I guess it's just my class theme but hopefully it ain't like that for everyone. I'll try to figure out a way to minimize the wording on my card, just got to figure out a way to talk about the discard zone more easily I guess...
It's not about the discard mechanic, it is about how you present them.
For example, "Randomly draw 2 cards that you have discarded" is a easy, understandable yet effective and unique much needed card drawing power, you really need something like that imho
Before you reply me let me elaborate more.
The card you discarded is something that you don't need when you discard (dump sentence, ahhh), but it is something that you want later (eg: a big minion)
This spell at early stage is underwhelming because it does not cycle your deck + you are drawing from the card that you surely do not need. However, if you only discarded 2 cards, this spell draw you exactly that 2 cards and you can plan around it accordingly. On the other hand, the more you discard (while cycling the deck with your hero power), the more uncertainty it brings, it provide a very meaningful decision for the player to make while playing! (Do I use hero power for now or save it for the certainty?)
Your mechanic itself is already very interesting, you don't need a complicated way to present them.
In Chinese we have a idiom known as "Draw legs for a snake", you are doing exactly that!
Ehh... I cannot give you comment because I am not excited with your cards.
One noticeable problem is some of them are too complicated, not only the card text, also the effect, which stop me from imagining.
I am not meant to be negative/ offensive, it just my honest thought, I hope you find these few words have some minimal use.
Thank you for your comments, I can't do much for the excitement part, I guess it's just my class theme but hopefully it ain't like that for everyone. I'll try to figure out a way to minimize the wording on my card, just got to figure out a way to talk about the discard zone more easily I guess...
It's not about the discard mechanic, it is about how you present them.
For example, "Randomly draw 2 cards that you have discarded" is a easy, understandable yet effective and unique much needed card drawing power, you really need something like that imho
Well see I can't use my class mechanic in the Basic set, but all the cards that you discard are never lost because of my Flashback mechanic which allows you to play spells that you discarded before, or creature. But I'll think about some cards that gives just straight up drawing power.
I've changed Seamstress so that she can actually attack. Current design promotes Tempo/Midrange decks. To a lesser extent Control.
It would be really nice to get some feedback on the Smuggler (mainly regarding its balance). I also have an idea about making a card that would draw cards for killing your opponent's minions. (it could be called Overcompetitive Merchant, so he would give you the bounty in a form of card draw for slaying his competition). Only one of them should go into the basic set. Which one? (the art is not final, if I find a better art I'll use it)
I think I will make the Ebony Cane promote more aggressive playstyle (by making it deal 1 more damage to the face).
Smuggler feels a bit slow for the effect, considering it comes down turn 5, it may be though to kill a minion at that point with 4 attack. The effect triggers if the Smuggler dies during the attack?
the OCM could be the next Gadgetzan Auctioneer if you have a powerful boardwipe in the set, so I would thread lightly there. Since you're going for the Tempo archetype, maybe add a The Coin to your hand instead of drawing a card? Seems fitting with the card theme too.
This is the idea I have revolving Armor usage. That's why the class has potentially better Armor gain than the Warrior. I'm not sure about the numbers, but since it can only target minions I think it's alright. This takes up to 5 Armor, which means if you have 3 Armor when you use it, you lose all 3 (you don't take an extra 2 damage) but it deals 3 damage instead of 5.
I think it is alright for the effect to be kinda slow. The fact that it can occur more than once compensates for that. Also that minion has soft taunt against Tempo/Midrange/Control decks and will be avoided as if it was fire by any Aggro/Token based deck (because killing it would require sacrificing 2-3 minions into it and if you will give your opponent the card draw anyway might as well cash in the damage). If the Smuggler dies during the attack you still draw a card.
There will be a relatively powerful boardwipe at some point. However it will be expensive. I'm planning to put a spell-AOE into the basic set. I think that it could be justified to reverse the stats of the OCM (from 4/6 to 6/4) so it can actually be taken out by spot removal or AOE effects. The issue with producing more Coins is that the mana ramping is supposed to be Druid's theme. Having a bit of it in a custom class is alright however overshadowing Druid is not. Also I need a card draw engine.
Onto your Shatter:
The idea is alright. It probably should cost 1 (like Shield Slam because it does pretty much the same job but with the random element involved AND with the cap of 5 armor that you also lose unlike with Shield Slam). The balance problems start when you put Bloodmage Thalnos in your deck and this thing deals 2 damage with 5 shots (so 10 damage total) that only hits minions. So essentially a board wipe for 4 mana if you have the armor to support it.
P.S. Does anyone else have problems with the site? (it says Origin Connection timed out or sometimes the site just crashes) It started yesterday evening and it is extremely annoying. Here is what the pop-up message asked me to write:
Taunting up the Smuggler would be pretty much an autowin against aggro decks probably. Do you really need 2 draw mechanics in your basic set? Or you're deciding for one of the 2?
Smuggler stats are worth 4 mana (see Yeti) plus a card draw is 1,5 I believe. The only time you lose mana is if it gets premium removed. Otherwise you're getting really good value.
That's one of the reasons I didn't put Shatter at 1 mana, with spellpower it could get out of hand with a few targets, but for it to be a boardwipe , it would mean the minions had 2 health or less each (and 5 at most on the board), which at that point is a worse consecration because it costs you 2 cards, 5 armor and deals no face damage.
Ehh... I cannot give you comment because I am not excited with your cards.
One noticeable problem is some of them are too complicated, not only the card text, also the effect, which stop me from imagining.
I am not meant to be negative/ offensive, it just my honest thought, I hope you find these few words have some minimal use.
Thank you for your comments, I can't do much for the excitement part, I guess it's just my class theme but hopefully it ain't like that for everyone. I'll try to figure out a way to minimize the wording on my card, just got to figure out a way to talk about the discard zone more easily I guess...
It's not about the discard mechanic, it is about how you present them.
For example, "Randomly draw 2 cards that you have discarded" is a easy, understandable yet effective and unique much needed card drawing power, you really need something like that imho
Well see I can't use my class mechanic in the Basic set, but all the cards that you discard are never lost because of my Flashback mechanic which allows you to play spells that you discarded before, or creature. But I'll think about some cards that gives just straight up drawing power.
You don't even need the flashback mechanic to make your concept works.
In case you missed, I have elaborated on my previous comment.
A big minion like "Now you draw from your discarded pool instead" is another simple but unique way to present your mechanic. Just be brave to do it in simple way.
I've changed Seamstress so that she can actually attack. Current design promotes Tempo/Midrange decks. To a lesser extent Control.
It would be really nice to get some feedback on the Smuggler (mainly regarding its balance). I also have an idea about making a card that would draw cards for killing your opponent's minions. (it could be called Overcompetitive Merchant, so he would give you the bounty in a form of card draw for slaying his competition). Only one of them should go into the basic set. Which one? (the art is not final, if I find a better art I'll use it)
I think I will make the Ebony Cane promote more aggressive playstyle (by making it deal 1 more damage to the face).
Smuggler feels a bit slow for the effect, considering it comes down turn 5, it may be though to kill a minion at that point with 4 attack. The effect triggers if the Smuggler dies during the attack?
the OCM could be the next Gadgetzan Auctioneer if you have a powerful boardwipe in the set, so I would thread lightly there. Since you're going for the Tempo archetype, maybe add a The Coin to your hand instead of drawing a card? Seems fitting with the card theme too.
This is the idea I have revolving Armor usage. That's why the class has potentially better Armor gain than the Warrior. I'm not sure about the numbers, but since it can only target minions I think it's alright. This takes up to 5 Armor, which means if you have 3 Armor when you use it, you lose all 3 (you don't take an extra 2 damage) but it deals 3 damage instead of 5.
I think it is alright for the effect to be kinda slow. The fact that it can occur more than once compensates for that. Also that minion has soft taunt against Tempo/Midrange/Control decks and will be avoided as if it was fire by any Aggro/Token based deck (because killing it would require sacrificing 2-3 minions into it and if you will give your opponent the card draw anyway might as well cash in the damage). If the Smuggler dies during the attack you still draw a card.
There will be a relatively powerful boardwipe at some point. However it will be expensive. I'm planning to put a spell-AOE into the basic set. I think that it could be justified to reverse the stats of the OCM (from 4/6 to 6/4) so it can actually be taken out by spot removal or AOE effects. The issue with producing more Coins is that the mana ramping is supposed to be Druid's theme. Having a bit of it in a custom class is alright however overshadowing Druid is not. Also I need a card draw engine.
Onto your Shatter:
The idea is alright. It probably should cost 1 (like Shield Slam because it does pretty much the same job but with the random element involved AND with the cap of 5 armor that you also lose unlike with Shield Slam). The balance problems start when you put Bloodmage Thalnos in your deck and this thing deals 2 damage with 5 shots (so 10 damage total) that only hits minions. So essentially a board wipe for 4 mana if you have the armor to support it.
P.S. Does anyone else have problems with the site? (it says Origin Connection timed out or sometimes the site just crashes) It started yesterday evening and it is extremely annoying. Here is what the pop-up message asked me to write:
Taunting up the Smuggler would be pretty much an autowin against aggro decks probably. Do you really need 2 draw mechanics in your basic set? Or you're deciding for one of the 2?
Smuggler stats are worth 4 mana (see Yeti) plus a card draw is 1,5 I believe. The only time you lose mana is if it gets premium removed. Otherwise you're getting really good value.
That's one of the reasons I didn't put Shatter at 1 mana, with spellpower it could get out of hand with a few targets, but for it to be a boardwipe , it would mean the minions had 2 health or less each (and 5 at most on the board), which at that point is a worst consecration because it costs you 2 cards, 5 armor and deals no face damage.
As a person who has Golden Hunter I will tell you that having a hand full of cards doesn't actually guarantee the victory.
I will have 2 draw engines. One is more Tempo oriented (comes with the minion, most likely Smuggler) while the other will be a spell that gives you raw card draw and is generally more Control/Combo oriented. Smuggler can also die during the trade and draw you a grand total of 0 cards. It can be silenced, it can be removed by hard/spot removal. The card draw is not guaranteed.
Current wording on Shatter is very similar to the one on Arcane Missiles and that one can hit a minion multiple times. Because the spell can't hit face it will deal 10 damage if you have 1 SPD on board. Unless used as AOE Shatter is a very bad Shield Slam.
Are we allowed to carry on our custom class on separate / other existing post?
You mean like still continue with your class creation even if it's no longer part of the competition? Sure! =)
We had a bunch of people do that for the first CCC as well. As your class is no longer part of the competition, you're totally free to make your own general forum topic for it if you want.
Are we allowed to carry on our custom class on separate / other existing post?
You mean like still continue with your class creation even if it's no longer part of the competition? Sure! =)
We had a bunch of people do that for the first CCC as well. As your class is no longer part of the competition, you're totally free to make your own general forum topic for it if you want.
Thanks for the clarification.
Since it is almost 12 hours already, I will assume that I am not nominated as a wild card.
I've changed Seamstress so that she can actually attack. Current design promotes Tempo/Midrange decks. To a lesser extent Control.
It would be really nice to get some feedback on the Smuggler (mainly regarding its balance). I also have an idea about making a card that would draw cards for killing your opponent's minions. (it could be called Overcompetitive Merchant, so he would give you the bounty in a form of card draw for slaying his competition). Only one of them should go into the basic set. Which one? (the art is not final, if I find a better art I'll use it)
I think I will make the Ebony Cane promote more aggressive playstyle (by making it deal 1 more damage to the face).
Smuggler feels a bit slow for the effect, considering it comes down turn 5, it may be though to kill a minion at that point with 4 attack. The effect triggers if the Smuggler dies during the attack?
the OCM could be the next Gadgetzan Auctioneer if you have a powerful boardwipe in the set, so I would thread lightly there. Since you're going for the Tempo archetype, maybe add a The Coin to your hand instead of drawing a card? Seems fitting with the card theme too.
This is the idea I have revolving Armor usage. That's why the class has potentially better Armor gain than the Warrior. I'm not sure about the numbers, but since it can only target minions I think it's alright. This takes up to 5 Armor, which means if you have 3 Armor when you use it, you lose all 3 (you don't take an extra 2 damage) but it deals 3 damage instead of 5.
I think it is alright for the effect to be kinda slow. The fact that it can occur more than once compensates for that. Also that minion has soft taunt against Tempo/Midrange/Control decks and will be avoided as if it was fire by any Aggro/Token based deck (because killing it would require sacrificing 2-3 minions into it and if you will give your opponent the card draw anyway might as well cash in the damage). If the Smuggler dies during the attack you still draw a card.
There will be a relatively powerful boardwipe at some point. However it will be expensive. I'm planning to put a spell-AOE into the basic set. I think that it could be justified to reverse the stats of the OCM (from 4/6 to 6/4) so it can actually be taken out by spot removal or AOE effects. The issue with producing more Coins is that the mana ramping is supposed to be Druid's theme. Having a bit of it in a custom class is alright however overshadowing Druid is not. Also I need a card draw engine.
Onto your Shatter:
The idea is alright. It probably should cost 1 (like Shield Slam because it does pretty much the same job but with the random element involved AND with the cap of 5 armor that you also lose unlike with Shield Slam). The balance problems start when you put Bloodmage Thalnos in your deck and this thing deals 2 damage with 5 shots (so 10 damage total) that only hits minions. So essentially a board wipe for 4 mana if you have the armor to support it.
P.S. Does anyone else have problems with the site? (it says Origin Connection timed out or sometimes the site just crashes) It started yesterday evening and it is extremely annoying. Here is what the pop-up message asked me to write:
Taunting up the Smuggler would be pretty much an autowin against aggro decks probably. Do you really need 2 draw mechanics in your basic set? Or you're deciding for one of the 2?
Smuggler stats are worth 4 mana (see Yeti) plus a card draw is 1,5 I believe. The only time you lose mana is if it gets premium removed. Otherwise you're getting really good value.
That's one of the reasons I didn't put Shatter at 1 mana, with spellpower it could get out of hand with a few targets, but for it to be a boardwipe , it would mean the minions had 2 health or less each (and 5 at most on the board), which at that point is a worst consecration because it costs you 2 cards, 5 armor and deals no face damage.
As a person who has Golden Hunter I will tell you that having a hand full of cards doesn't actually guarantee the victory.
I will have 2 draw engines. One is more Tempo oriented (comes with the minion, most likely Smuggler) while the other will be a spell that gives you raw card draw and is generally more Control/Combo oriented. Smuggler can also die during the trade and draw you a grand total of 0 cards. It can be silenced, it can be removed by hard/spot removal. The card draw is not guaranteed.
Current wording on Shatter is very similar to the one on Arcane Missiles and that one can hit a minion multiple times. Because the spell can't hit face it will deal 10 damage if you have 1 SPD on board. Unless used as AOE Shatter is a very bad Shield Slam.
Holy shit this is getting long, lol. I'm pretty sure you said that even if it dies in a trade, it still gives you a card, so in a 1-by-1 situation it would be a mana advantage. About the 2 draw engines it's alright then, just remember to balance the merchant around Auctioneer.
The wording in Shatter is the same as Arcane Missiles because my intention was that, to hit several minions with it. And the SPD problem is the reason I made it not to hit face. On an empty board it would be 2-mana Pyroblast. On a single minion, is a worse Shield Slam, that's true.
These would be all my cards. Do you guys like them ?
P.
->
Here's my hero
P
I really like the flavor of the cards. Smuggler could be REALLY strong in control matchups, could be even a better entomb since it costs 1 less, it doesn't shuffle it into your deck and you get a 3/4 body, but you don't get to pick... See Sap vs Freezing Trap. I think the pros surpass the cons here.
Deadly contract is a better Consecration, you may want to adjust the mana cost to 6.
BTW, I just noticed this... the Battlecries on your Hero Power's weapons would trigger when you use it, right?
Sorry for submitting first before asking this. Well, I will introduce a new mechanic for the class? Is it fine with the rules?
Introducing a new mechanic is fine, as the phase one submission was just an overview of what the class might look like. However, it looks like you've introduced a new keyword, which isn't allowed on basic cards.
@TheFelix87 Companion feels way too strong, it can snowball ridiculously fast. If the opponent can't deal right away with it and has no silence/hex, it will simply be unkillable. Should be "Whenever a friendly character attack", what do you think?
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If the Smuggler dies during the attack you still draw a card.
The balance problems start when you put Bloodmage Thalnos in your deck and this thing deals 2 damage with 5 shots (so 10 damage total) that only hits minions. So essentially a board wipe for 4 mana if you have the armor to support it.
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The wording is on purpose, it's in line with Doomguard. It says "discard 2 cards", not "discard up to 2 cards". Adding the "up" it makes it feel like you can choose how many to discard.
Siras Terra, the Geomancer
@Layrit
I never have such connection problem here in Hong Kong. Perhaps you want to check with your broadband.
Regard to your card drawing minions, I think Smuggler is balanced and Overly competitive Merchant is potentially op with its stats and a cheap aoe such as the Guild, but at least your guild kill things at the end of your turn.
Smuggler should be a better option for basic set. This card does not particularly excite me (which is not something that you need, especially as a basic card), therefore I am not in position to offer you more comment.
@linkofthepast
Ehh... I cannot give you comment because I am not excited with your cards.
One noticeable problem is some of them are too complicated, not only the card text, also the effect, which stop me from imagining.
I am not meant to be negative/ offensive, it just my honest thought, I hope you find these few words have some minimal use.
Alternatively it could be: Choose a card you discarded this game, add it to your hand
Siras Terra, the Geomancer
Smuggler can also die during the trade and draw you a grand total of 0 cards. It can be silenced, it can be removed by hard/spot removal. The card draw is not guaranteed.
Unless used as AOE Shatter is a very bad Shield Slam.
These are the cards for my Deadpool class I'm the most unsure about.
Yay! Imma wild card! Gonna do some housework real quick, but then I'll be back with my card list.
Thanks guys!
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
Holy shit this is getting long, lol. I'm pretty sure you said that even if it dies in a trade, it still gives you a card, so in a 1-by-1 situation it would be a mana advantage. About the 2 draw engines it's alright then, just remember to balance the merchant around Auctioneer.
The wording in Shatter is the same as Arcane Missiles because my intention was that, to hit several minions with it. And the SPD problem is the reason I made it not to hit face. On an empty board it would be 2-mana Pyroblast. On a single minion, is a worse Shield Slam, that's true.
Siras Terra, the Geomancer
Siras Terra, the Geomancer
@TheFelix87 Companion feels way too strong, it can snowball ridiculously fast. If the opponent can't deal right away with it and has no silence/hex, it will simply be unkillable. Should be "Whenever a friendly character attack", what do you think?