The thing about your comparison between this card and reliquary - reliquary is a 1 mana 5/5, which is bad in the long run but pretty good considering the mana cost. Sixth requires that you pay a total of 12 mana over 2 turns for that effect. I can still see your point in that it's strong though. It was originally "Give all friendly minions +6 Attack", how do you feel about that? It's still a powerful finisher but if you don't manage to win then it's still possible to deal with your board.
4 and 5 were switched, so now it's 4 mana draw 4 and 5 mana put 5 secrets onto the board. I think 4 is fine and serves as a good breaking point between "Here, have a very nice tempo effect" with the lower ones and "Time to make serious progress towards winning next turn" with 5 and 6.
Here are some sample results with the 5 secrets that I did with a random generator. I think it might be a bit strong, but it's not as overwhelmingly OP as I thought at first.
If any of these are too strong, there's also the possibility of nerfing Conductor's base body. Even though the cards were balanced numerically around conductor being a 6-drop with 5-drop stats, numbers don't always tell the whole story of how strong a card is. Although this alone wouldn't be enough to offset something as powerful as 6th.
And regarding Bard's playstyle - The idea is that it's a control class that uses token-like gameplay. Where you flood the board, but keep control of it rather than going face. Hence the melody mechanic which stresses having many minions that can attack, but not actually attacking with them.
My only concern is giving the Bard control-oriented tools, just to end up boosting a more aggresive gameplay. That's why I talked about the board pressence. Imagine if Paladin or Warlock had access to Bloodlust or Savage Roar, the win % would skyrocket because of how easy is for them to flood the board. I'm really on the fence with permanent AoE buffs because of this. I believe the only AoE buffs are just +1/+1 (only Quartermaster comes to mind but it has a condition). The fourth is a really strong card draw, and I believe you already had good card draw with the other classic cards (a weapon and a minion with Melody I believe?). And the fifth is such a wild card that may end up creating a really antifun gameplay for your opponent. You may get screwed with the secrets, but your opponent doesn't know that, and trying to play around EVERY secret is just insane.
I'd really like to help you out, but I can't see a way of not going overboard with the current build of The Conductor. It's a shame, though. Maybe someone else can share a different point of view on this.
All of the Symphonies are up for redesign. I just couldn't think of anything else that fit using only the numbers 4, 5, and 6 respectively. I'll try to do that now, but if you have any ideas, they would be greatly appreciated.
I think it's hard to get a pile of stats minion like this effective up at that cost. Good Arena card though.
I like the design on this one. Well done.
Seems fine. I'm not sure it's very playable.
Maybe a tad strong?
I think this fella is a bit on the OP side. I guess it depends on how you value Devour. I'd be more confortable if it was 4/2 though.
I think maybe, "After this minion takes damage, Give it Immune until the end of turn".
Sometimes being dead is better than zero attack. I think it would have to see some playtesting, but, it looks super strong to me.
Seems fine to me. I kinda wish it woudn't only trigger vs. minions though. Yeah, this could pretty easily be a finisher for a combo deck. Another that would probably need testing. But, I'm afraid this gets to huge amounts of damage pretty fast. Maybe if you said the effect can't stack?
Fine. I'd probably let it cost 2. But, I'm a guy that thinks the game overcosts healing in general.
Wrinkle in Time: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Clever!: This is similar to freezing a minion for a turn, plus you get to draw a card, since that isn’t a very powerful effect. Think of Frost Elemental’s effect and how it only seems to be worth 0.5 mana. Would probably be a useful stall card. (Probably going to cut this one)
Psychic Paper: I changed this one because people thought it was too good before. It now steal one secret for 2 mana, and draws a card. Is that too weak?
Play Back: This card just copies the effect of the last battlecry, not the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game. If there was no battlecry played this turn, you just can't play the card, similar to stuff like Cleave.
Plan Ahead:: This is the epitome of a Time Lord card. It’s basically a better Tracking. It no longer lets you order the next two cards, but once you draw the first one, you know exactly what you're drawing next, so I think it's still a good card.
Rewind: This is another versatile bouncing card. I made it more limiting because the original version was too powerful. It lets you set up for cards that depend on the top card of the deck for either side.
Aural Lockpick: This would be really useful for dealing with Taunt minions. It's effect is pretty narrow, though, so I think 3 mana 2/3 fits. Would a 2 mana 2/2 be better? Or something else? The attack is not really that important. Note the Silence happens as the attack begins, like Truesilver Champion.
Emo Statue: Like the Weeping Angels, it can't move and is invulnerable while someone is looking at it. What it means by there being a minion across the board is that, if you draw a line straight up from the center of the card, it will intersect another card. This was kinda a weird effect, so I'm not sure if I got it right, or if it's just bad.
Time Cop: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Alter Timeline: This would probably be a good control card. You don’t choose the damage target, but how much damage is done is based on a chosen friendly minion. To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a slightly random, high damage spell. With the downside that you return a card to hand.
Cyborg Man: I’m a little iffy on this card. It is kinda like Grim Patron in that it can keep making more of itself, but it has to kill something to do it.
Phase Calipers: This card is similar to Commanding Shout, on a weapon, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again. I raised the cost and lowered the durability. Now it's kinda like a 5 mana draw 3, so I think that's probably the right balance.
Digital Watch Dog: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. Lowered the stats a little. Is it still too good?
Odd Psychic: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Time Lord has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Ditty “Spoilers” Lake: I changed this card up because I got feedback that it was too weak. I think this is an even more powerful effect. I lowered the cost to make it more accessible and made the stat distribution better.
Total Recall: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive. Based on feedback, I lowered the cost.
Basic Set:
I changed up a number of cards. Some have new names or art or slight rewordings, so let me know what you think of those. Some I changed up significantly, like Psychic Paper and my legendary. Before, Ditty perpetually allowed you to see your top three cards. Now, you can see your top card, and you can play it like it was in your hand. At which point you have a new top card, and the same effect applies. I am probably going to cut Clever! from the set.
Whenever a minion is killed with Devour, Health is restore to your hero, equal to the health it was
Don't know which is better, but Dhole is a burrowing type monster thing. Any other ideas would be great, but I think, it should do something with Immune
Note: This can't actually kill anything! It just gets them to 0, pretty quick. Also can't attack face, like Avenging Wrath.
Acts as a pseudo Windfury, with a 2/2 buff. I've made a card with this effect before, and it was valued pretty cheap, so it's not too expensive.
Holy Wrath, but for the Heals
This is Cthulhu's prison type deal in the ocean, so it has to have a feel of major power, from the Earth, yet very chained up, you could say, from the Can't Attack. Will work well, with Taunt and Devour cards, but possibly OP with that
I just Ned feedback on these
Feedback:
Hastur - This is a broken card. The -3/-3 is instawin against aggro decks. Think about a Face Hunter decks. They literally cannot play minions while this is on the board. Even if they have something with more than 3 health, it will probably have no attack. You can’t make a minion like this that doesn’t even allow a deck to play it’s minions. It is insanely OP.
Necronomicon - The -3/-3 effect works in this form, because it is just for one turn.
Moon-Beast - Because of how gaining and losing maximum health works in Hearthstone, I think this would have weird effects. When something’s health is negatively impacted by an “enchantment” or losing one, it’s actual health does not decrease unless the maximum health is decreased below the current health. But, when this gains -3/+3, it would always have health restored. So, this minion is effectively healed for 3 mana every turn, which probably makes it more powerful than you anticipated.
Cull the Weak - This seems pretty powerful. I mean, you affect your own minions, but you will probably get healed out of it. I think it should be 4 mana.
Orryx’s Presence - I think this card is really weak. It gives you delayed healing, but you are really sacrificing board presence to play it. If you have a 1 attack minion out, that card is not stuck there with 0 attack.
Impenetrable Armor - First, the comma is unnecessary. I don’t really like this card. Are you really going to be healing so much that you need it to be armor? If yes, maybe Devour is too strong of an ability. If not, then this card is useless.
Star Vampire - This one is probably fine. Once again, you don’t need the comma in the text.
Dhole - I am not sure what the one on the left is trying to say. Is it the same as “If this minion survives damage, gain Immune until the end of the turn”? That ability seems kinda useless on a 3/2. The ability on the right doesn’t seem very useful either. I think you should take the one on the left and put it on a bigger minion. Say, a 4 mana 3/5.
He Awakens! - This is also insanely broken. You play this and your opponent’s board is now full of 0 attack minions that he can’t get rid of and are just taking up space. This ability just needs to be scrapped. It is too powerful, because you can insta-win by giving your opponent 7 0 attack minions.
Chained by Dreams - This isn’t clear. If the adjacent minions already attacked this turn, do they get to attack again? What if you play this on a minion, then on the minion next to it? That seems like it would create an infinite damage combo, where the minions keep causing each other to attack the same target indefinitely. You need to change it so that can’t happen.
Pages of the Mythos - Seems fine.
Ry’leh’s Curse - I don’t understand why you would want to fill your board with Can’t Attack minions?
Ookay, so unlike a lot of you, I have not planned too far ahead for my class and much of it is still TBD. Not that I haven't wanted to, just time is tight is all. XP
Anyway, stuff is starting to come together, but I wanted to get opinion on my Legendary that I'm currently working with. I present three different potential pieces of art, though they should all have the Alien minion type tag:
Indrid Cold is the name of a mysterious figure, said to be generally associated with the Men in Black and UFO phenomenon, and he is also known as The Grinning Man. He's most notable for being part of the Point Pleasant, West Virginia, "Mothman" occurrences leading up to the Silver Bridge collapse. The Mothman will also be featured in the Classic set.
The Cover Up keyword is basically "A Covered Up card is removed from the game, until a specific action occurs.". The most basic Cover Up card, for instance, will just be a spell that says "Cover Up a minion until your next turn.". The minion will be removed from the battlefield, and when your next turn rolls around, it'll reappear. If it can. If its side of the board is too full, for example, the minion will be lost. Another example is the Grey Liaison, a minion that I showed off in my Concept pitch with the card text "Battlecry: Cover Up 2 cards in your opponent's hand, until they use a Hero Power.". This functions like a hand attack and will "discard" two random cards from your opponent's hand. They can recover from it, though, by simply using their Hero Power, whereupon the cards will be returned to their hand. If they can. If their hand is too full, for example, the cards will be lost. Other potential ideas I'm throwing around involve covering up the highest-cost minion in your opponent's hand until they play a minion, or covering up the lowest-cost spell in your opponent's hand until they play a spell, or (as a penalty) covering up your Hero Power until your opponent uses a Hero Power, or covering up all legendary minions in your opponent's deck until they have 15 Health or less.
Anyway, Indrid Cold takes the concept to quite a far out degree, Covering Up high-cost cards in both decks until the late game. Formatting the wording and concept have been tricky, and I'm not 100% on it, but that's why I'd like to hear feedback. Basically, if you manage to draw and play him early on, Cold lets you manipulate your own deck to exclude cards you can't play yet. The penalty being, of course, that your opponent gets the same benefit. Aggro decks are barely affected, but if you're playing control against an aggro deck then you may be able to draw your lower-cost anti-aggro cards earlier. Tempo decks, whether playing with or against, would LOVE facing off against Indrid Cold as it would help them to more likely play on curve.
Side effects? If your opponent went first, then they can't get an on-curve 7-drop (unless they drew one before you dropped Cold), because the way it's worded depends on your own Mana Crystals. Druid heavy-ramp decks and especially Astral Communion decks end up particularly boned. I wanted to word it to depend on either player getting up to 7, but it came out clumsy and inelegant, and I'm not convinced that these side effects are problematic. The card being a unique form of anti-ramp tech can be considered a feature.
Aaanyway, that was quite a lot of rambling for just one card, huh? XP If you feel so inclined, though, I'd appreciate thoughts, not only on the mechanic in general but also on the art choice, as I'm having a difficult time choosing. >_<
Ookay, so unlike a lot of you, I have not planned too far ahead for my class and much of it is still TBD. Not that I haven't wanted to, just time is tight is all. XP
Anyway, stuff is starting to come together, but I wanted to get opinion on my Legendary that I'm currently working with. I present three different potential pieces of art, though they should all have the Alien minion type tag:
Indrid Cold is the name of a mysterious figure, said to be generally associated with the Men in Black and UFO phenomenon, and he is also known as The Grinning Man. He's most notable for being part of the Point Pleasant, West Virginia, "Mothman" occurrences leading up to the Silver Bridge collapse. The Mothman will also be featured in the Classic set.
The Cover Up keyword is basically "A Covered Up card is removed from the game, until a specific action occurs.". The most basic Cover Up card, for instance, will just be a spell that says "Cover Up a minion until your next turn.". The minion will be removed from the battlefield, and when your next turn rolls around, it'll reappear. If it can. If its side of the board is too full, for example, the minion will be lost. Another example is the Grey Liaison, a minion that I showed off in my Concept pitch with the card text "Battlecry: Cover Up 2 cards in your opponent's hand, until they use a Hero Power.". This functions like a hand attack and will "discard" two random cards from your opponent's hand. They can recover from it, though, by simply using their Hero Power, whereupon the cards will be returned to their hand. If they can. If their hand is too full, for example, the cards will be lost. Other potential ideas I'm throwing around involve covering up the highest-cost minion in your opponent's hand until they play a minion, or covering up the lowest-cost spell in your opponent's hand until they play a spell, or (as a penalty) covering up your Hero Power until your opponent uses a Hero Power, or covering up all legendary minions in your opponent's deck until they have 15 Health or less.
Anyway, Indrid Cold takes the concept to quite a far out degree, Covering Up high-cost cards in both decks until the late game. Formatting the wording and concept have been tricky, and I'm not 100% on it, but that's why I'd like to hear feedback. Basically, if you manage to draw and play him early on, Cold lets you manipulate your own deck to exclude cards you can't play yet. The penalty being, of course, that your opponent gets the same benefit. Aggro decks are barely affected, but if you're playing control against an aggro deck then you may be able to draw your lower-cost anti-aggro cards earlier. Tempo decks, whether playing with or against, would LOVE facing off against Indrid Cold as it would help them to more likely play on curve.
Side effects? If your opponent went first, then they can't get an on-curve 7-drop (unless they drew one before you dropped Cold), because the way it's worded depends on your own Mana Crystals. Druid heavy-ramp decks and especially Astral Communion decks end up particularly boned. I wanted to word it to depend on either player getting up to 7, but it came out clumsy and inelegant, and I'm not convinced that these side effects are problematic. The card being a unique form of anti-ramp tech can be considered a feature.
Aaanyway, that was quite a lot of rambling for just one card, huh? XP If you feel so inclined, though, I'd appreciate thoughts, not only on the mechanic in general but also on the art choice, as I'm having a difficult time choosing. >_<
The effect feels... useless? You said it yourself, against aggro decks it's worthless, against tempo, midrange and control decks helps them by not drawing dead cards before turn 7 (and we all know how important for them this is, especially midrange and control). Seems more like a tech card against standard ramp druids, because Astral Communion decks barely see play. Plus it's dead card turn 7+, so you HAVE to draw it early or it becomes as bad as a turn 10 Zombie Chow. Maybe make him like that Tavern Brawl that made you draw a 1-drop with 1 mana, 2-drop with 2 mana, etc. An ongoing effect, maybe not mirrored because it kinda loses it appeal, just making both players curve out perfectly feels bad, because control will probably always beat aggro that way.
The only part of the wording that feels weird is the (7+)-Cost part, there's nothing in-game like that so I'm not sure how could you get it better (the closest one being BGH).
About the art, I like the first one the most, goes well with the "Grinning Man" part, and overall feels like the most disturbing of the three.
Alright, here comes my early draft, stats might be adjusted, but overall I'm pleased with the effects. Remember, the Aftershock mechanic is a reverse combo: it triggers when you play a card after the Aftershock card, just once.
Adamant Resolve: it's a tool to stall for a turn, since ALL the armor you gain is lost (even by other cards). Combos really good with one of the Epics.
Dust to Dust: since your minions will have mostly high Health, it helps you to consolidate your armor (by sacrificing a minion).
Landslide Avatar: works somewhat like Lightspawn, if it's silenced or you play it with 0 Armor, it will die (just noticed the broken combo with Dust to Dust, you could have 10 armor, and destroy this guy for an extra 10, will fix).
Sandstorm: weaker consecration, but if you trigger the Aftershock, your hero gets Stealth. Not sure about the Stealth part, suggestions are welcome.
Sand Dweller: shown in Phase I, simple enough.
Telluric Currents: you can lose up to 3 Armor with this, if you lose 2, you only buff them with 2 Health.
Animate Stone: summons the tokens, if you trigger the Aftershock, they get the Elusive effect as well.
Clay Golem: it's not like Grim Patron, don't worry, it copies the minion as it ends after the attack. This mean that if the minions dies (takes 4+ damage) it summons a 4/0 minion. Could potentially be broken with static Health buffs (like the Stoneshield Colossus from the Basics).
Earthen Adept: your weapon is active during your opponent's turn, meaning they take damage if they attack you. Probably make him a 3/2 for easier removal.
Seismic Sense: the Aftershock works like Headcrack.
Skittish Beetle: it's an ongoing effect like Flametongue Totem, it's easy to remove because of this (almost any AoE with the Aftershock effect).
Living Armor: you lose ALL current Armor, works really good with Adamant Resolve.
Mole Claws: can't target heroes because the Aftershock is really strong, would be abusable as a SMOrc mechanic.
Shockwave: Cleave effect like Foe Reaper 4000 for your weapon.
Gaius: probably broken AF, but I wanted to do something like this, may lower him to a 7/7 (still in range of BGH), but I'm not sure.
Shameless bump. Got feedback only on the legendary (will adjust the stats accordingly).
Ookay, so unlike a lot of you, I have not planned too far ahead for my class and much of it is still TBD. Not that I haven't wanted to, just time is tight is all. XP
Anyway, stuff is starting to come together, but I wanted to get opinion on my Legendary that I'm currently working with. I present three different potential pieces of art, though they should all have the Alien minion type tag:
Indrid Cold is the name of a mysterious figure, said to be generally associated with the Men in Black and UFO phenomenon, and he is also known as The Grinning Man. He's most notable for being part of the Point Pleasant, West Virginia, "Mothman" occurrences leading up to the Silver Bridge collapse. The Mothman will also be featured in the Classic set.
The Cover Up keyword is basically "A Covered Up card is removed from the game, until a specific action occurs.". The most basic Cover Up card, for instance, will just be a spell that says "Cover Up a minion until your next turn.". The minion will be removed from the battlefield, and when your next turn rolls around, it'll reappear. If it can. If its side of the board is too full, for example, the minion will be lost. Another example is the Grey Liaison, a minion that I showed off in my Concept pitch with the card text "Battlecry: Cover Up 2 cards in your opponent's hand, until they use a Hero Power.". This functions like a hand attack and will "discard" two random cards from your opponent's hand. They can recover from it, though, by simply using their Hero Power, whereupon the cards will be returned to their hand. If they can. If their hand is too full, for example, the cards will be lost. Other potential ideas I'm throwing around involve covering up the highest-cost minion in your opponent's hand until they play a minion, or covering up the lowest-cost spell in your opponent's hand until they play a spell, or (as a penalty) covering up your Hero Power until your opponent uses a Hero Power, or covering up all legendary minions in your opponent's deck until they have 15 Health or less.
Anyway, Indrid Cold takes the concept to quite a far out degree, Covering Up high-cost cards in both decks until the late game. Formatting the wording and concept have been tricky, and I'm not 100% on it, but that's why I'd like to hear feedback. Basically, if you manage to draw and play him early on, Cold lets you manipulate your own deck to exclude cards you can't play yet. The penalty being, of course, that your opponent gets the same benefit. Aggro decks are barely affected, but if you're playing control against an aggro deck then you may be able to draw your lower-cost anti-aggro cards earlier. Tempo decks, whether playing with or against, would LOVE facing off against Indrid Cold as it would help them to more likely play on curve.
Side effects? If your opponent went first, then they can't get an on-curve 7-drop (unless they drew one before you dropped Cold), because the way it's worded depends on your own Mana Crystals. Druid heavy-ramp decks and especially Astral Communion decks end up particularly boned. I wanted to word it to depend on either player getting up to 7, but it came out clumsy and inelegant, and I'm not convinced that these side effects are problematic. The card being a unique form of anti-ramp tech can be considered a feature.
Aaanyway, that was quite a lot of rambling for just one card, huh? XP If you feel so inclined, though, I'd appreciate thoughts, not only on the mechanic in general but also on the art choice, as I'm having a difficult time choosing. >_<
I like the second artwork the best!
I think the effect is pretty cool... but I don't think it would do much to impact play, and I currently it as a vanilla 2/3 minion. As Gomelus mentioned, the card is quite dead after turn 7 has passed, and for a Class Legendary, it should be something that can impact the board at anytime in the game once it's able to be summoned.
The thing about most decks in Hearthstone is that at most, even for Control Archetypes, they use a maximum of 5 7+ minions (and it could be lesser). If your class is planning to be Control-heavy...
Let's say you are going 2nd and until turn 2, your hand consisted of only 7-mana and less cards and you managed to play this minion on turn 2...
Comparing it with the odds of NOT playing the legendary, here's the chances you WON'T get a 7-mana and below card.
On Turn 3, without playing your legendary, the chances of you obtaining a card of 6 cost and less would be around 19/24 - which is around 80%. That's quite high.
On Turn 4, 18/23 - 78%
On Turn 5, 17/22 - 77.2%
On Turn 6, 16/21 - 76.1%
Finally, on Turn 7, all your 7-mana cost cards come back.
Now, I'm not a Math Major, so my formula might be a bit wrong, but by multiplying those probabilities, the chances of you obtaining NO 7-mana and most costed minions from turns 3 to 6 would be about 36.7%.
Thus, the question would be - is it meaningful to have a legendary that covers up 7-mana minions 2/3rds of the time or not? I'm not sure about that to be honest, it feels like you're playing with randomness, such as Shaman cards to dictate the power of the card. :<
If your effect were to cover 6-mana creatures as well, would it be more meaningful? Since a majority of Tempo/Control decks play more 6-mana creatures, it might have a lower probability of getting 6-mana cards that way.
Also, once the cover-up cards appear back in the deck, will they be reshuffled, or will they appear back in the same order as they came in by? Just wondering.
Alright, here comes my early draft, stats might be adjusted, but overall I'm pleased with the effects. Remember, the Aftershock mechanic is a reverse combo: it triggers when you play a card after the Aftershock card, just once.
Adamant Resolve: it's a tool to stall for a turn, since ALL the armor you gain is lost (even by other cards). Combos really good with one of the Epics.
Dust to Dust: since your minions will have mostly high Health, it helps you to consolidate your armor (by sacrificing a minion).
Landslide Avatar: works somewhat like Lightspawn, if it's silenced or you play it with 0 Armor, it will die (just noticed the broken combo with Dust to Dust, you could have 10 armor, and destroy this guy for an extra 10, will fix).
Sandstorm: weaker consecration, but if you trigger the Aftershock, your hero gets Stealth. Not sure about the Stealth part, suggestions are welcome.
Sand Dweller: shown in Phase I, simple enough.
Telluric Currents: you can lose up to 3 Armor with this, if you lose 2, you only buff them with 2 Health.
Animate Stone: summons the tokens, if you trigger the Aftershock, they get the Elusive effect as well.
Clay Golem: it's not like Grim Patron, don't worry, it copies the minion as it ends after the attack. This mean that if the minions dies (takes 4+ damage) it summons a 4/0 minion. Could potentially be broken with static Health buffs (like the Stoneshield Colossus from the Basics).
Earthen Adept: your weapon is active during your opponent's turn, meaning they take damage if they attack you. Probably make him a 3/2 for easier removal.
Seismic Sense: the Aftershock works like Headcrack.
Skittish Beetle: it's an ongoing effect like Flametongue Totem, it's easy to remove because of this (almost any AoE with the Aftershock effect).
Living Armor: you lose ALL current Armor, works really good with Adamant Resolve.
Mole Claws: can't target heroes because the Aftershock is really strong, would be abusable as a SMOrc mechanic.
Shockwave: Cleave effect like Foe Reaper 4000 for your weapon.
Gaius: probably broken AF, but I wanted to do something like this, may lower him to a 7/7 (still in range of BGH), but I'm not sure.
Shameless bump. Got feedback only on the legendary (will adjust the stats accordingly).
Common Cards - My only concern is Landslide Avatar, if i remember, your class gains armor very easily and with this card, would it not enable some OTK potential? High health + Crazed Alchemist
Rare Cards - Clay Golem could be 6 mana and I would change text like Grim Patron otherwise even if you kill it, it always comes back !
Epic Cards - I would honestly try to get a better art for Mole Claws :P doesn't fit with the other cards you have.
New Mechanic: RollOver X is the new Mechanic I'll be introducing for my class. How it works is that the X will have some value between 1 and 19 and a random number between 1 and 20 is created via 'die roll'. IF the die roll is higher than the X value then whatever condition that follows takes place. Basically, it gives you a random chance for an event to occur in 5% increments. Why not just say, '35% chance to avoid damage' instead of RollOver 13? Because Dungeon Master's Hero Power synergizes with RollOver X. If your Hero Power is charged when a RollOver X check is made you roll a 20. Unlike other uses of the Hero Power this can even take place on your opponent's turn.
Proactive Tech: A theme for the Dungeon Master class will be what I call Proactive Tech. These are tech cards that you put into play before the situation that they are teching against is on the board, making your opponent have awkward plays on his turn. Most tech in the game is reactive, for instance, all the anti-Weapon tech is reactive, you have to wait until the weapon you want to destroy is in play before you use the tech card. A good example of a Proactive Tech card currently in the game is Counterspell.
Dungeon Footpad: This card showcases both of the themes of this phase. RollOver and Proactive Tech. This little Thief is adept and finding and removing traps (Secrets). In a matchup vs. a Hero with no Secrets he still functions as a Jungle Panther minus the Beast tag. But, he really shines when facing a Secret deck. Note: The Secret would be destroyed before activating.
Rust Monster: The Rust Monster is the bane of Fighters in D&D. Remember that magic Sword? That shiny suit of magic armor? Not anymore. This little fella is a Proactive Tech version of Acidic Swamp Ooze. Due to the fact that death is the last thing the game checks for, nothing less than a 4 attack weapon is strong enough to kill the Rust Monster. He hungers for your Fiery War Axe. You coin this out on turn 1 and an opposing weapon class has some very awkward plays to make.
Wish: I'm just bringing the fun with this spell. You might be invincible, you might get cursed, you might join the ranks of the undead, you might even wish for more wishes. This card is designed for folks who are more concerned about the experience of the game than winning consistently. Sometimes you play a game to have fun. Well, maybe not you, but some freaks out there.
Wish List:
The Rest of the Cards:
Commons:
Magic Missile: Magic Missile is a staple spell for every D&D Mage. It damages everything reliably and scales quite well for a 1st level spell. You can also use it to either attack multiple weak targets or one single large target. It's a very versatile spell. And I've tried to capture that here. If you pay 2 mana this gives you an average of 3 damage, the same as Darkbomb. The random nature of the damage makes it a bit worse though. If you use your Hero Power you can get a guaranteed 5 damage for 4 mana. Making comparable, if inferior, to Fireball. If you cast this when you have 6 mana you get an average of 6 damage for 6 mana. If you cast this at 8 mana you get a guaranteed 5 plus an average 3, so 8 damage for 8. If you have 10 mana you can get 3 missiles off for an average of 9 damage making it an inferior Pyroblast. If you get more than 1 missile each one is cast separately, so you get to choose a new target each time and trigger any effects as a result of casting a spell each tim. It's never as efficient as it's Mage counterparts, but I believe the versatility makes up for it.
Locathah Priestess: I wanted a Murloc card in my class and this was it. Pretty basic, but, it will synergize with your Hero Power to get you the best possible Murloc if you pay an extra 2. I compare this card with Tuskar Totemic.
Troll: They are big, green, and very hard to kill. Check, check, and check. It's Dreadsteed's supersize sibling. Easier to deal with than Dreadsteed though because even a Rusty Horn will Silence this guy. Utilizes the RollOver mechanic. Could use your hero power to guarantee regeneration, but, might not be worth the cost with a standard 75% rate as it is. This card might be a little OP, it's on the Nerf watch.
Cat's Grace: It's your basic minion buff. Showcases the ability of the RollOver mechanic to be used on Spells. Good synergy with the hero power. Compares quite closely with Seal of Champions.
Sleep: I tried to model this card as closely as possible on the Sleep spell in D&D. That spell can only affect up to 4HD monsters and waking them up takes an action. So, with this spell I replaced HD with Mana Cost and tried to simulate the sleeping and subsequent waking of minions with the return to hand and cheap casting. This spell reminds me a bit of Shadow Word: Pain. It gives you an advantage over the smaller minions in the game. If you opponent has more than 2 minions this effects you even get a Tempo gain to go with the hopeful initiative you received to begin with.
Rares:
Djinni of the Lamp: Remember all those Wishes from the Wish spell? Well they see double duty here. The idea is that you get an overstated Minion with a drawback. It may not be overstatted enough. I'll have to think about buffing it a bit. But, maybe not too much because shuffling a card into a deck is a rather small effect and if you can protect this a bit on your opponent's turn you can use the effect as a bonus instead of a drawback. It's a pretty fun card but might need a little tweaking. I would guess Ancient Shade is the closest comp.
Dispacer Beast: Kinda plain compared to most of these cards. Displacer Beast is just a cool D&D monster that I wanted to include. It has the same 30% chance to avoid damage as in D&D. I might get away with making this a 5/3. Feedback wanted. Makes use of the RollOver mechanic. Not sure the best comp, Silvermoon Guardian perhaps?
Prayer: Hearthstone could use global enchantments, but, until that time this mechanic will suffice. Compares with The Mistcaller.
Prismatic Spray: It's a random mass removal. It casts a random spell on each opponent (from a list, below). Each spell is cast as if you cast it from your hand, so if it calls for Overload, or Discard, or Draw, or whatever the whole thing happens. It can be very good like killing a minion with Starfire and drawing a card or very bad like casting Gang Up on an opposing Healing Totem.
Moonfire Naturalize Starfire Mulch Recycle Arcane Shot Cobra Shot Kill Command Quick Shot Fireball Polymorph Dragon's Breath Flame Lance Ice Lance Polymorph Boar Arcane Blast Pyroblast Hammer of Wrath Humility Holy Smite Entomb Inner Fire Silence Convert Holy Fire Assassinate Sap Betrayal Eviscerate Shiv Gang Up Frost Shock Hex Crackle Earth Shock Lightning Bolt Lava Burst Drain Life Shadow Bolt Corruption Darkbomb Mortal Coil Soulfire Fist of Jaraxxus Imp-losion Siphon Soul DemonHeart Bash Inner Rage Slam Mortal Strike
Epics:
Lich: One of the Wishes turns you into a Lich. This is that Lich. If you get turned into a Lich you have 15 Health, a 2/8 weapon, and Wild Magic for a hero power. This card is pretty fun on its own though, giving you a mini-Ysera that you can run 2 copies.
Gate: This is a pretty cool conversion of a D&D spell if you ask me. In D&D you open up a gate for minons to come to your aid, but, you don't really know what will step though that gate. Just like this spell. I think Dungeon Master has a lot of minions that will work well with Gate, not many crucial Battlecry minions to lower the value. Compares with Varian Wrynn
Legendary:
Ivan the Abjurer: Another card that fills the double roll of showcasing RollOver and Proactive Tech. Ivan the Abjurer is very difficult for your opponent to kill with spells. It will often take a sacrificial spell to take off the hero power protection followed with the 'real' damage spell. Best comp is probably Troggzor the Earthinator which tries to fill a role of anti-spell tech but fails.
Alright, here comes my early draft, stats might be adjusted, but overall I'm pleased with the effects. Remember, the Aftershock mechanic is a reverse combo: it triggers when you play a card after the Aftershock card, just once.
Adamant Resolve: it's a tool to stall for a turn, since ALL the armor you gain is lost (even by other cards). Combos really good with one of the Epics.
Dust to Dust: since your minions will have mostly high Health, it helps you to consolidate your armor (by sacrificing a minion).
Landslide Avatar: works somewhat like Lightspawn, if it's silenced or you play it with 0 Armor, it will die (just noticed the broken combo with Dust to Dust, you could have 10 armor, and destroy this guy for an extra 10, will fix).
Sandstorm: weaker consecration, but if you trigger the Aftershock, your hero gets Stealth. Not sure about the Stealth part, suggestions are welcome.
Sand Dweller: shown in Phase I, simple enough.
Telluric Currents: you can lose up to 3 Armor with this, if you lose 2, you only buff them with 2 Health.
Animate Stone: summons the tokens, if you trigger the Aftershock, they get the Elusive effect as well.
Clay Golem: it's not like Grim Patron, don't worry, it copies the minion as it ends after the attack. This mean that if the minions dies (takes 4+ damage) it summons a 4/0 minion. Could potentially be broken with static Health buffs (like the Stoneshield Colossus from the Basics).
Earthen Adept: your weapon is active during your opponent's turn, meaning they take damage if they attack you. Probably make him a 3/2 for easier removal.
Seismic Sense: the Aftershock works like Headcrack.
Skittish Beetle: it's an ongoing effect like Flametongue Totem, it's easy to remove because of this (almost any AoE with the Aftershock effect).
Living Armor: you lose ALL current Armor, works really good with Adamant Resolve.
Mole Claws: can't target heroes because the Aftershock is really strong, would be abusable as a SMOrc mechanic.
Shockwave: Cleave effect like Foe Reaper 4000 for your weapon.
Gaius: probably broken AF, but I wanted to do something like this, may lower him to a 7/7 (still in range of BGH), but I'm not sure.
Shameless bump. Got feedback only on the legendary (will adjust the stats accordingly).
Common Cards - My only concern is Landslide Avatar, if i remember, your class gains armor very easily and with this card, would it not enable some OTK potential? High health + Crazed Alchemist
Rare Cards - Clay Golem could be 6 mana and I would change text like Grim Patron otherwise even if you kill it, it always comes back !
Epic Cards - I would honestly try to get a better art for Mole Claws :P doesn't fit with the other cards you have.
Btw I like the idea of your Legendary.
Thanks! I didn't consider the play with Crazed Alchemist, but I feel it's the same thing as using Confuse or Divine Spirit / Inner Fire: an unreliable combo. I don't really have a way to give him charge, giving you a whole turn to respond, plus it dies from silence. I will take it into consideration though. About Clay Golem, that's why I made the clarification about the "final" state of the minion after an attack. For example, Acolyte of Pain takes 3 damage (becoming a 1/0), it draws you a card and dies. Clay Golem takes 4 damage and summons an EXACT copy of the minion. Since the current minion is a 4/0 (it took lethal damage), it WILL summon a 4/0 copy and just die as well. And yeah, it doesn't work that well the Mole Claws art lol, but it's the one I found, will keep searching, hopefully I find something less "toony".
The effect feels... useless? You said it yourself, against aggro decks it's worthless
Huh? No, it's against aggro decks that it's good. They don't benefit at all while you're more likely to draw your low-cost cards, the answers you need to their plays.
The only part of the wording that feels weird is the (7+)-Cost part, there's nothing in-game like that so I'm not sure how could you get it better (the closest one being BGH).
Yeah, Legendaries often have somewhat different wording than other cards, and this really is the least clunky way I could word it that I found. For an existing example, look at Prophet Velen, which uses the term "heal" rather than "restore Health" like the vast majority of other cards in the game. I think Northshire Cleric is the only other one.
As Gomelus mentioned, the card is quite dead after turn 7 has passed, and for a Class Legendary, it should be something that can impact the board at anytime in the game once it's able to be summoned.
Hmm... That is worth considering...
If your effect were to cover 6-mana creatures as well, would it be more meaningful? Since a majority of Tempo/Control decks play more 6-mana creatures, it might have a lower probability of getting 6-mana cards that way.
You're probably right, 6+ seems fair enough. Do you think that I could get away with making it a non-symmetrical effect? I'm really worried about trying to do that and it ending up being WAY too good in a tempo deck. =/
Also, once the cover-up cards appear back in the deck, will they be reshuffled, or will they appear back in the same order as they came in by? Just wondering.
Covered Up stuff comes back right were it left from. If it was on the battlefield, then the same position on the board (like, between the same minions), if it was in your hand then the same place in your hand, if it was in your deck then the same place in your deck. I'm still wrestling with how it might be represented visually for convenient and intuitive UI purposes, but I'm thinking dark, ghosted-out versions of whatever's covered up (sort of like what you see in the crafting screen) stay behind with reminders of what you need to do to bring it back. That only applies to stuff you could see before, though. If anything in your deck gets Covered Up, the latter half of your deck just appears half-dark-ghostly. This runs into potential UI problems since covered up stuff doesn't count against your battlefield minion limit or your hand size limit, though. Basically, I'ms till working on the finer details. =)
Why isnt submission topic for Custom Class Competition pinned up with the rest of them? Seems like something u would want (new) ppl to see right away, not have them look for it or not knowing that the contest is (still) live ;-) I get u dont want to have too many pinned topics, but this one should be there in my opinion ;-)
New Mechanic: RollOver X is the new Mechanic I'll be introducing for my class. How it works is that the X will have some value between 1 and 19 and a random number between 1 and 20 is created via 'die roll'. IF the die roll is higher than the X value then whatever condition that follows takes place. Basically, it gives you a random chance for an event to occur in 5% increments. Why not just say, '35% chance to avoid damage' instead of RollOver 13? Because Dungeon Master's Hero Power synergizes with RollOver X. If your Hero Power is charged when a RollOver X check is made you roll a 20. Unlike other uses of the Hero Power this can even take place on your opponent's turn.
Proactive Tech: A theme for the Dungeon Master class will be what I call Proactive Tech. These are tech cards that you put into play before the situation that they are teching against is on the board, making your opponent have awkward plays on his turn. Most tech in the game is reactive, for instance, all the anti-Weapon tech is reactive, you have to wait until the weapon you want to destroy is in play before you use the tech card. A good example of a proactive tech card currently in the game is Counterspell.
Dungeon Footpad: This card showcases both of the themes of this phase. RollOver and Proactive Tech. This little Thief is adept and finding and removing traps (Secrets). In a matchup vs. a Hero with no Secrets he still functions as a Jungle Panther minus the Beast tag. But, he really shines when facing a Secret deck. Note: The Secret would be destroyed before activating.
Rust Monster: The Rust Monster is the bane of Fighters in D&D. Remember that magic Sword? That shiny suit of magic armor? Not anymore. This little fella is a Proactive Tech version of Acidic Swamp Ooze. Due to the fact that death is the last thing the game checks for, nothing less than a 4 attack weapon is strong enough to kill the Rust Monster. He hungers for your Fiery War Axe. You coin this out on turn 1 and an opposing weapon class has some very awkward plays to make.
Wish: I'm just bringing the fun with this spell. You might get cursed, you might be invincible, you may join the ranks of the undead, you might even wish for more wishes. This card is designed for folks who are more concerned about the experience of the game than winning consistently. Sometimes you play a game to have fun. Well, maybe not you, but, some freaks out there.
Commons -------------------
Rogues are gonna fucking hate you with Rust Monster lol. I would rephrase it like this: Whenever this minion attacks a hero, destroy their weapon... I know you talked about proactive tech, but it seems too punishing against weapon classes in it's current state, because they can't trade with the minion without losing their weapon. At least changing "damages" for "attacks" gives the opponent some leeway to play against it.
Magic missile would cast again on the same target? Like using targeted battlecries with Brann on the board. Feels really weak if you use the 4 mana crystals, it's always a better play casting it without the added cost. I mean, it could potentially be a Pyroblast for 6 mana, but it could also be a Holy Smite for 6. The average play would be dealing 5 damage for 6 mana, it's a worse Lava Burst.
New Mechanic: RollOver X is the new Mechanic I'll be introducing for my class. How it works is that the X will have some value between 1 and 19 and a random number between 1 and 20 is created via 'die roll'. IF the die roll is higher than the X value then whatever condition that follows takes place. Basically, it gives you a random chance for an event to occur in 5% increments. Why not just say, '35% chance to avoid damage' instead of RollOver 13? Because Dungeon Master's Hero Power synergizes with RollOver X. If your Hero Power is charged when a RollOver X check is made you roll a 20. Unlike other uses of the Hero Power this can even take place on your opponent's turn.
Proactive Tech: A theme for the Dungeon Master class will be what I call Proactive Tech. These are tech cards that you put into play before the situation that they are teching against is on the board, making your opponent have awkward plays on his turn. Most tech in the game is reactive, for instance, all the anti-Weapon tech is reactive, you have to wait until the weapon you want to destroy is in play before you use the tech card. A good example of a proactive tech card currently in the game is Counterspell.
Dungeon Footpad: This card showcases both of the themes of this phase. RollOver and Proactive Tech. This little Thief is adept and finding and removing traps (Secrets). In a matchup vs. a Hero with no Secrets he still functions as a Jungle Panther minus the Beast tag. But, he really shines when facing a Secret deck. Note: The Secret would be destroyed before activating.
Rust Monster: The Rust Monster is the bane of Fighters in D&D. Remember that magic Sword? That shiny suit of magic armor? Not anymore. This little fella is a Proactive Tech version of Acidic Swamp Ooze. Due to the fact that death is the last thing the game checks for, nothing less than a 4 attack weapon is strong enough to kill the Rust Monster. He hungers for your Fiery War Axe. You coin this out on turn 1 and an opposing weapon class has some very awkward plays to make.
Wish: I'm just bringing the fun with this spell. You might get cursed, you might be invincible, you may join the ranks of the undead, you might even wish for more wishes. This card is designed for folks who are more concerned about the experience of the game than winning consistently. Sometimes you play a game to have fun. Well, maybe not you, but, some freaks out there.
Commons -------------------
Rogues are gonna fucking hate you with Rust Monster lol. I would rephrase it like this: Whenever this minion attacks a hero, destroy their weapon... I know you talked about proactive tech, but it seems too punishing against weapon classes in it's current state, because they can't trade with the minion without losing their weapon. At least changing "damages" for "attacks" gives the opponent some leeway to play against it.
Magic missile would cast again on the same target? Like using targeted battlecries with Brann on the board. Feels really weak if you use the 4 mana crystals, it's always a better play casting it without the added cost. I mean, it could potentially be a Pyroblast for 6 mana, but it could also be a Holy Smite for 6. The average play would be dealing 5 damage for 6 mana, it's a worse Lava Burst.
Eh, Rogues have plenty of tools to deal with it besides weapons. Backstab, Evicerate, and SI7, remove it nicely. Not to mention just having a 2 drop. Or most 1 drops. I'm not too worried for them, they will mostly likely have a counter play that isn't a weapon.
Magic Missile is a versatile card. I think it'll be more clear when I explain it later. But, early on it's about a Dark Bomb. Mid game it's a poor man's fireball. Late game it's a poor man's Pyroblast. You have to play it with a bit of planning is all. It's just a card that is always useful and you are never sorry to draw. Oh, and the 2nd or 3rd copy is cast, so you get to choose the target for each one, unlike Brann.
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set? - Post the entire 15 card set (optionally with explanation) - Post your class name and Hero Power again - Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies - PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback. Not necessarily just with me, others could sign up as well and find partners on their own.
The bonus attack isn't active on your hero on your opponents turn (just like weapons).
Basic cards
Minions:
Quickkill is intended to be similar to Frothing Berserker, except less crazy. It's lethal and trade potential exponentially grows with buffs on your turn, but it trades weakly on your opponents turn. It's a threat for your opponent that he needs to remove. Synergy with Hero Power.
Striker is just a solid minion. Again, it's way more effective on your turn. Stats suffer due to its effect. I think it's balanced, but I'm not sure if I'm missing something.
Laser Turret will probably be never played, but I like how the idea of a "turret" would work in Hearthstone.
Combat Engineer is also just a solid minion. The effect won't be very crazy too often and if it is, it means your enemy has 7 minions or something anyway.
I'm quite unsure how to balance The Terminator. At the moment it feels "alright", but can easily get out of control quickly. There is a bit of play room obviously, but I feel "at the start of your turn" lacks the oomph a class legendary should have. I can alter the stats and mana cost, but 1 attack feels underwhelming, which leaves basically the health and mana cost left or alternatively scrapping the design altogether (initially I played around the same concept with a 0 attack minion, but that was an too easy combo piece). You can combo Abusive Seargent, Lance or Enhancement and Overcharge from my basic cards with it , for basically a Flame strike (2 card 8 - 10 mana combo tho) or with the hero power for a turn 10 3 damage clear. While strong, it also has very low attack itself and thus isn't a huge threat to push for lethal, but it's certainly a strong control card to keep the board in your favor.
Weapons
Basically, you deal 2 damage to a minion if it attacks your hero. This has direct synergy with the hero power, but that also means it increases the cost of the effect indirectly. Essentially this is a tempo card since you can translate the effect to "attack more than once", but since the effect is entirely passive it's up to your opponent to play around or into it.
Spells
Acquire Target is basically a worse Hunter's Mark if you think about it. It allows for efficient trades. There are some fringe cases where it could be better (like against Wrathguard or some future minions).
Cool Down is pretty straight forward, but I love the flexibility of the effect.
Reboot needs probably rewording, but I don't know how to write it. The card resets all minions to how they appear on the card itself. So essentially it removes any buffs (like Velen's Chosen or Defender of Argus), and de-silences minions with effect that were silenced. A silenced Void Caller with would regain its Deathrattle. A silence Taunt minion whose attack was also set to 1 by Peackeeper would regain its original attack and gain its taunt back. A Twilight Drake would be set to 4/1 (since that is what's on the card). You can use the card to remove buffs on your opponents minions or de-silence your minions. It has many situational applications.
Scrap Junk can be used to get more bang for your buck from a damaged minion, as last resort removal, but is primarily intended as finisher. For instance, with Leeroy + Hero Power it's a 2 card 10 mana 12 damage combo from hand, similar to other classes. With abusive a 3 card 9 mana 14 damage combo. I hope I haven't overlooked any shenanigans that makes this card broken.
Virus destroys the highest Attack minion on the board, meaning it can also kill yours. If there are more than one minion with the same highest attack, it will destroy all of them. e.g. If both have a Dr. Boom on the field, it'll destroy both. This allows for synergies with Attack buffs (like the Hero Power), so you can kill 2 for one or to only kill your opponents card instead of yours.
Rocket Punch is the first direct damage spell of the class. Those will remain to be a rare sight.
Armor Plating is similar to Frost Nova with ad- and disadvantages. While you still can receive damage (tho not much), you can also make use of it to during your turn to attack with your hero for reduced damage. Anti aggression/lethal card and can help to buy time to turn things around. It's pretty useless if you are leading tho.
Power Surge is a pretty unique draw. 3 cards for 3 mana is very undecosted, but it's pretty bad if you are late into the game and you top deck it. It's yields insane value if you can spend your mana before tho.
Core Upgrade just makes your big minion even bigger. Loses much tempo if silenced / destroyed. Has its situation, but I don't expect it to be all that playable, which is honestly fine.
Which cards need to be balanced? Is anything off or missing? Which cards are the most interesting and should be presented in the 5 card preview?
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set? - Post the entire 15 card set (optionally with explanation) - Post your class name and Hero Power again - Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies - PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback. Not necessarily just with me, others could sign up as well and find partners on their own.
The bonus attack isn't active on your hero on your opponents turn (just like weapons).
Basic cards
Minions:
Quickkill is intended to be similar to Frothing Berserker, except less crazy. It's lethal and trade potential exponentially grows with buffs on your turn, but it trades weakly on your opponents turn. It's a threat for your opponent that he needs to remove. Synergy with Hero Power.
Striker is just a solid minion. Again, it's way more effective on your turn. Stats suffer due to its effect. I think it's balanced, but I'm not sure if I'm missing something.
Laser Turret will probably be never played, but I like how the idea of a "turret" would work in Hearthstone.
Combat Engineer is also just a solid minion. The effect won't be very crazy too often and if it is, it means your enemy has 7 minions or something anyway.
I'm quite unsure how to balance The Terminator. At the moment it feels "alright", but can easily get out of control quickly. There is a bit of play room obviously, but I feel "at the start of your turn" lacks the oomph a class legendary should have. I can alter the stats and mana cost, but 1 attack feels underwhelming, which leaves basically the health and mana cost left or alternatively scrapping the design altogether (initially I played around the same concept with a 0 attack minion, but that was an too easy combo piece). You can combo Abusive Seargent, Lance or Enhancement and Overcharge from my basic cards with it , for basically a Flame strike (2 card 8 - 10 mana combo tho) or with the hero power for a turn 10 3 damage clear. While strong, it also has very low attack itself and thus isn't a huge threat to push for lethal, but it's certainly a strong control card to keep the board in your favor.
Weapons
Basically, you deal 2 damage to a minion if it attacks your hero. This has direct synergy with the hero power, but that also means it increases the cost of the effect indirectly. Essentially this is a tempo card since you can translate the effect to "attack more than once", but since the effect is entirely passive it's up to your opponent to play around or into it.
Spells
Acquire Target is basically a worse Hunter's Mark if you think about it. It allows for efficient trades. There are some fringe cases where it could be better (like against Wrathguard or some future minions).
Cool Down is pretty straight forward, but I love the flexibility of the effect.
Reboot needs probably rewording, but I don't know how to write it. The card resets all minions to how they appear on the card itself. So essentially it removes any buffs (like Velen's Chosen or Defender of Argus), and de-silences minions with effect that were silenced. A silenced Void Caller with would regain its Deathrattle. A silence Taunt minion whose attack was also set to 1 by Peackeeper would regain its original attack and gain its taunt back. A Twilight Drake would be set to 4/1 (since that is what's on the card). You can use the card to remove buffs on your opponents minions or de-silence your minions. It has many situational applications.
Scrap Junk can be used to get more bang for your buck from a damaged minion, as last resort removal, but is primarily intended as finisher. For instance, with Leeroy + Hero Power it's a 2 card 10 mana 12 damage combo from hand, similar to other classes. With abusive a 3 card 9 mana 14 damage combo. I hope I haven't overlooked any shenanigans that makes this card broken.
Virus destroys the highest Attack minion on the board, meaning it can also kill yours. If there are more than one minion with the same highest attack, it will destroy all of them. e.g. If both have a Dr. Boom on the field, it'll destroy both. This allows for synergies with Attack buffs (like the Hero Power), so you can kill 2 for one or to only kill your opponents card instead of yours.
Rocket Punch is the first direct damage spell of the class. Those will remain to be a rare sight.
Armor Plating is similar to Frost Nova with ad- and disadvantages. While you still can receive damage (tho not much), you can also make use of it to during your turn to attack with your hero for reduced damage. Anti aggression/lethal card and can help to buy time to turn things around. It's pretty useless if you are leading tho.
Power Surge is a pretty unique draw. 3 cards for 3 mana is very undecosted, but it's pretty bad if you are late into the game and you top deck it. It's yields insane value if you can spend your mana before tho.
Core Upgrade just makes your big minion even bigger. Loses much tempo if silenced / destroyed. Has its situation, but I don't expect it to be all that playable, which is honestly fine.
Which cards need to be balanced? Is anything off or missing? Which cards are the most interesting and should be presented in the 5 card preview?
I'm game. I'm a bit busy ATM, so I'll post my entire set and review yours tomorrow, That's ok with you?
Galavant Animation
Okay, I've updated my set:
Expert cards:
Explanations:
Wrinkle in Time: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Clever!: This is similar to freezing a minion for a turn, plus you get to draw a card, since that isn’t a very powerful effect. Think of Frost Elemental’s effect and how it only seems to be worth 0.5 mana. Would probably be a useful stall card. (Probably going to cut this one)
Psychic Paper: I changed this one because people thought it was too good before. It now steal one secret for 2 mana, and draws a card. Is that too weak?
Play Back: This card just copies the effect of the last battlecry, not the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game. If there was no battlecry played this turn, you just can't play the card, similar to stuff like Cleave.
Plan Ahead:: This is the epitome of a Time Lord card. It’s basically a better Tracking. It no longer lets you order the next two cards, but once you draw the first one, you know exactly what you're drawing next, so I think it's still a good card.
Rewind: This is another versatile bouncing card. I made it more limiting because the original version was too powerful. It lets you set up for cards that depend on the top card of the deck for either side.
Aural Lockpick: This would be really useful for dealing with Taunt minions. It's effect is pretty narrow, though, so I think 3 mana 2/3 fits. Would a 2 mana 2/2 be better? Or something else? The attack is not really that important. Note the Silence happens as the attack begins, like Truesilver Champion.
Emo Statue: Like the Weeping Angels, it can't move and is invulnerable while someone is looking at it. What it means by there being a minion across the board is that, if you draw a line straight up from the center of the card, it will intersect another card. This was kinda a weird effect, so I'm not sure if I got it right, or if it's just bad.
Time Cop: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Alter Timeline: This would probably be a good control card. You don’t choose the damage target, but how much damage is done is based on a chosen friendly minion. To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a slightly random, high damage spell. With the downside that you return a card to hand.
Cyborg Man: I’m a little iffy on this card. It is kinda like Grim Patron in that it can keep making more of itself, but it has to kill something to do it.
Phase Calipers: This card is similar to Commanding Shout, on a weapon, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again. I raised the cost and lowered the durability. Now it's kinda like a 5 mana draw 3, so I think that's probably the right balance.
Digital Watch Dog: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. Lowered the stats a little. Is it still too good?
Odd Psychic: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Time Lord has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Ditty “Spoilers” Lake: I changed this card up because I got feedback that it was too weak. I think this is an even more powerful effect. I lowered the cost to make it more accessible and made the stat distribution better.
Total Recall: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive. Based on feedback, I lowered the cost.
I changed up a number of cards. Some have new names or art or slight rewordings, so let me know what you think of those. Some I changed up significantly, like Psychic Paper and my legendary. Before, Ditty perpetually allowed you to see your top three cards. Now, you can see your top card, and you can play it like it was in your hand. At which point you have a new top card, and the same effect applies. I am probably going to cut Clever! from the set.
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Hastur - This is a broken card. The -3/-3 is instawin against aggro decks. Think about a Face Hunter decks. They literally cannot play minions while this is on the board. Even if they have something with more than 3 health, it will probably have no attack. You can’t make a minion like this that doesn’t even allow a deck to play it’s minions. It is insanely OP.
Necronomicon - The -3/-3 effect works in this form, because it is just for one turn.
Moon-Beast - Because of how gaining and losing maximum health works in Hearthstone, I think this would have weird effects. When something’s health is negatively impacted by an “enchantment” or losing one, it’s actual health does not decrease unless the maximum health is decreased below the current health. But, when this gains -3/+3, it would always have health restored. So, this minion is effectively healed for 3 mana every turn, which probably makes it more powerful than you anticipated.
Cull the Weak - This seems pretty powerful. I mean, you affect your own minions, but you will probably get healed out of it. I think it should be 4 mana.
Orryx’s Presence - I think this card is really weak. It gives you delayed healing, but you are really sacrificing board presence to play it. If you have a 1 attack minion out, that card is not stuck there with 0 attack.
Impenetrable Armor - First, the comma is unnecessary. I don’t really like this card. Are you really going to be healing so much that you need it to be armor? If yes, maybe Devour is too strong of an ability. If not, then this card is useless.
Star Vampire - This one is probably fine. Once again, you don’t need the comma in the text.
Dhole - I am not sure what the one on the left is trying to say. Is it the same as “If this minion survives damage, gain Immune until the end of the turn”? That ability seems kinda useless on a 3/2. The ability on the right doesn’t seem very useful either. I think you should take the one on the left and put it on a bigger minion. Say, a 4 mana 3/5.
He Awakens! - This is also insanely broken. You play this and your opponent’s board is now full of 0 attack minions that he can’t get rid of and are just taking up space. This ability just needs to be scrapped. It is too powerful, because you can insta-win by giving your opponent 7 0 attack minions.
Chained by Dreams - This isn’t clear. If the adjacent minions already attacked this turn, do they get to attack again? What if you play this on a minion, then on the minion next to it? That seems like it would create an infinite damage combo, where the minions keep causing each other to attack the same target indefinitely. You need to change it so that can’t happen.
Pages of the Mythos - Seems fine.
Ry’leh’s Curse - I don’t understand why you would want to fill your board with Can’t Attack minions?
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Ookay, so unlike a lot of you, I have not planned too far ahead for my class and much of it is still TBD. Not that I haven't wanted to, just time is tight is all. XP
Anyway, stuff is starting to come together, but I wanted to get opinion on my Legendary that I'm currently working with. I present three different potential pieces of art, though they should all have the Alien minion type tag:
Indrid Cold is the name of a mysterious figure, said to be generally associated with the Men in Black and UFO phenomenon, and he is also known as The Grinning Man. He's most notable for being part of the Point Pleasant, West Virginia, "Mothman" occurrences leading up to the Silver Bridge collapse. The Mothman will also be featured in the Classic set.
The Cover Up keyword is basically "A Covered Up card is removed from the game, until a specific action occurs.". The most basic Cover Up card, for instance, will just be a spell that says "Cover Up a minion until your next turn.". The minion will be removed from the battlefield, and when your next turn rolls around, it'll reappear. If it can. If its side of the board is too full, for example, the minion will be lost. Another example is the Grey Liaison, a minion that I showed off in my Concept pitch with the card text "Battlecry: Cover Up 2 cards in your opponent's hand, until they use a Hero Power.". This functions like a hand attack and will "discard" two random cards from your opponent's hand. They can recover from it, though, by simply using their Hero Power, whereupon the cards will be returned to their hand. If they can. If their hand is too full, for example, the cards will be lost. Other potential ideas I'm throwing around involve covering up the highest-cost minion in your opponent's hand until they play a minion, or covering up the lowest-cost spell in your opponent's hand until they play a spell, or (as a penalty) covering up your Hero Power until your opponent uses a Hero Power, or covering up all legendary minions in your opponent's deck until they have 15 Health or less.
Anyway, Indrid Cold takes the concept to quite a far out degree, Covering Up high-cost cards in both decks until the late game. Formatting the wording and concept have been tricky, and I'm not 100% on it, but that's why I'd like to hear feedback. Basically, if you manage to draw and play him early on, Cold lets you manipulate your own deck to exclude cards you can't play yet. The penalty being, of course, that your opponent gets the same benefit. Aggro decks are barely affected, but if you're playing control against an aggro deck then you may be able to draw your lower-cost anti-aggro cards earlier. Tempo decks, whether playing with or against, would LOVE facing off against Indrid Cold as it would help them to more likely play on curve.
Side effects? If your opponent went first, then they can't get an on-curve 7-drop (unless they drew one before you dropped Cold), because the way it's worded depends on your own Mana Crystals. Druid heavy-ramp decks and especially Astral Communion decks end up particularly boned. I wanted to word it to depend on either player getting up to 7, but it came out clumsy and inelegant, and I'm not convinced that these side effects are problematic. The card being a unique form of anti-ramp tech can be considered a feature.
Aaanyway, that was quite a lot of rambling for just one card, huh? XP
If you feel so inclined, though, I'd appreciate thoughts, not only on the mechanic in general but also on the art choice, as I'm having a difficult time choosing. >_<
The effect feels... useless? You said it yourself, against aggro decks it's worthless, against tempo, midrange and control decks helps them by not drawing dead cards before turn 7 (and we all know how important for them this is, especially midrange and control). Seems more like a tech card against standard ramp druids, because Astral Communion decks barely see play. Plus it's dead card turn 7+, so you HAVE to draw it early or it becomes as bad as a turn 10 Zombie Chow. Maybe make him like that Tavern Brawl that made you draw a 1-drop with 1 mana, 2-drop with 2 mana, etc. An ongoing effect, maybe not mirrored because it kinda loses it appeal, just making both players curve out perfectly feels bad, because control will probably always beat aggro that way.
The only part of the wording that feels weird is the (7+)-Cost part, there's nothing in-game like that so I'm not sure how could you get it better (the closest one being BGH).
About the art, I like the first one the most, goes well with the "Grinning Man" part, and overall feels like the most disturbing of the three.
Siras Terra, the Geomancer
Siras Terra, the Geomancer
I like the second artwork the best!
I think the effect is pretty cool... but I don't think it would do much to impact play, and I currently it as a vanilla 2/3 minion. As Gomelus mentioned, the card is quite dead after turn 7 has passed, and for a Class Legendary, it should be something that can impact the board at anytime in the game once it's able to be summoned.
The thing about most decks in Hearthstone is that at most, even for Control Archetypes, they use a maximum of 5 7+ minions (and it could be lesser). If your class is planning to be Control-heavy...
Let's say you are going 2nd and until turn 2, your hand consisted of only 7-mana and less cards and you managed to play this minion on turn 2...
Comparing it with the odds of NOT playing the legendary, here's the chances you WON'T get a 7-mana and below card.
On Turn 3, without playing your legendary, the chances of you obtaining a card of 6 cost and less would be around 19/24 - which is around 80%. That's quite high.
On Turn 4, 18/23 - 78%
On Turn 5, 17/22 - 77.2%
On Turn 6, 16/21 - 76.1%
Finally, on Turn 7, all your 7-mana cost cards come back.
Now, I'm not a Math Major, so my formula might be a bit wrong, but by multiplying those probabilities, the chances of you obtaining NO 7-mana and most costed minions from turns 3 to 6 would be about 36.7%.
Thus, the question would be - is it meaningful to have a legendary that covers up 7-mana minions 2/3rds of the time or not? I'm not sure about that to be honest, it feels like you're playing with randomness, such as Shaman cards to dictate the power of the card. :<
If your effect were to cover 6-mana creatures as well, would it be more meaningful? Since a majority of Tempo/Control decks play more 6-mana creatures, it might have a lower probability of getting 6-mana cards that way.
Also, once the cover-up cards appear back in the deck, will they be reshuffled, or will they appear back in the same order as they came in by? Just wondering.
Rough Draft. Work in progress.
Class: Gygaxian Horde -- Hero: Dungeon Master -- Mileau: Dungeons and Dragons
New Mechanic: RollOver X is the new Mechanic I'll be introducing for my class. How it works is that the X will have some value between 1 and 19 and a random number between 1 and 20 is created via 'die roll'. IF the die roll is higher than the X value then whatever condition that follows takes place. Basically, it gives you a random chance for an event to occur in 5% increments. Why not just say, '35% chance to avoid damage' instead of RollOver 13? Because Dungeon Master's Hero Power synergizes with RollOver X. If your Hero Power is charged when a RollOver X check is made you roll a 20. Unlike other uses of the Hero Power this can even take place on your opponent's turn.
Proactive Tech: A theme for the Dungeon Master class will be what I call Proactive Tech. These are tech cards that you put into play before the situation that they are teching against is on the board, making your opponent have awkward plays on his turn. Most tech in the game is reactive, for instance, all the anti-Weapon tech is reactive, you have to wait until the weapon you want to destroy is in play before you use the tech card. A good example of a Proactive Tech card currently in the game is Counterspell.
Dungeon Footpad: This card showcases both of the themes of this phase. RollOver and Proactive Tech. This little Thief is adept and finding and removing traps (Secrets). In a matchup vs. a Hero with no Secrets he still functions as a Jungle Panther minus the Beast tag. But, he really shines when facing a Secret deck. Note: The Secret would be destroyed before activating.
Rust Monster: The Rust Monster is the bane of Fighters in D&D. Remember that magic Sword? That shiny suit of magic armor? Not anymore. This little fella is a Proactive Tech version of Acidic Swamp Ooze. Due to the fact that death is the last thing the game checks for, nothing less than a 4 attack weapon is strong enough to kill the Rust Monster. He hungers for your Fiery War Axe. You coin this out on turn 1 and an opposing weapon class has some very awkward plays to make.
Wish: I'm just bringing the fun with this spell. You might be invincible, you might get cursed, you might join the ranks of the undead, you might even wish for more wishes. This card is designed for folks who are more concerned about the experience of the game than winning consistently. Sometimes you play a game to have fun. Well, maybe not you, but some freaks out there.
Wish List:
The Rest of the Cards:
Commons:
Magic Missile: Magic Missile is a staple spell for every D&D Mage. It damages everything reliably and scales quite well for a 1st level spell. You can also use it to either attack multiple weak targets or one single large target. It's a very versatile spell. And I've tried to capture that here. If you pay 2 mana this gives you an average of 3 damage, the same as Darkbomb. The random nature of the damage makes it a bit worse though. If you use your Hero Power you can get a guaranteed 5 damage for 4 mana. Making comparable, if inferior, to Fireball. If you cast this when you have 6 mana you get an average of 6 damage for 6 mana. If you cast this at 8 mana you get a guaranteed 5 plus an average 3, so 8 damage for 8. If you have 10 mana you can get 3 missiles off for an average of 9 damage making it an inferior Pyroblast. If you get more than 1 missile each one is cast separately, so you get to choose a new target each time and trigger any effects as a result of casting a spell each tim. It's never as efficient as it's Mage counterparts, but I believe the versatility makes up for it.
Locathah Priestess: I wanted a Murloc card in my class and this was it. Pretty basic, but, it will synergize with your Hero Power to get you the best possible Murloc if you pay an extra 2. I compare this card with Tuskar Totemic.
Troll: They are big, green, and very hard to kill. Check, check, and check. It's Dreadsteed's supersize sibling. Easier to deal with than Dreadsteed though because even a Rusty Horn will Silence this guy. Utilizes the RollOver mechanic. Could use your hero power to guarantee regeneration, but, might not be worth the cost with a standard 75% rate as it is. This card might be a little OP, it's on the Nerf watch.
Cat's Grace: It's your basic minion buff. Showcases the ability of the RollOver mechanic to be used on Spells. Good synergy with the hero power. Compares quite closely with Seal of Champions.
Sleep: I tried to model this card as closely as possible on the Sleep spell in D&D. That spell can only affect up to 4HD monsters and waking them up takes an action. So, with this spell I replaced HD with Mana Cost and tried to simulate the sleeping and subsequent waking of minions with the return to hand and cheap casting. This spell reminds me a bit of Shadow Word: Pain. It gives you an advantage over the smaller minions in the game. If you opponent has more than 2 minions this effects you even get a Tempo gain to go with the hopeful initiative you received to begin with.
Rares:
Djinni of the Lamp: Remember all those Wishes from the Wish spell? Well they see double duty here. The idea is that you get an overstated Minion with a drawback. It may not be overstatted enough. I'll have to think about buffing it a bit. But, maybe not too much because shuffling a card into a deck is a rather small effect and if you can protect this a bit on your opponent's turn you can use the effect as a bonus instead of a drawback. It's a pretty fun card but might need a little tweaking. I would guess Ancient Shade is the closest comp.
Dispacer Beast: Kinda plain compared to most of these cards. Displacer Beast is just a cool D&D monster that I wanted to include. It has the same 30% chance to avoid damage as in D&D. I might get away with making this a 5/3. Feedback wanted. Makes use of the RollOver mechanic. Not sure the best comp, Silvermoon Guardian perhaps?
Prayer: Hearthstone could use global enchantments, but, until that time this mechanic will suffice. Compares with The Mistcaller.
Prismatic Spray: It's a random mass removal. It casts a random spell on each opponent (from a list, below). Each spell is cast as if you cast it from your hand, so if it calls for Overload, or Discard, or Draw, or whatever the whole thing happens. It can be very good like killing a minion with Starfire and drawing a card or very bad like casting Gang Up on an opposing Healing Totem.
Moonfire
Naturalize
Starfire
Mulch
Recycle
Arcane Shot
Cobra Shot
Kill Command
Quick Shot
Fireball
Polymorph
Dragon's Breath
Flame Lance
Ice Lance
Polymorph Boar
Arcane Blast
Pyroblast
Hammer of Wrath
Humility
Holy Smite
Entomb
Inner Fire
Silence
Convert
Holy Fire
Assassinate
Sap
Betrayal
Eviscerate
Shiv
Gang Up
Frost Shock
Hex
Crackle
Earth Shock
Lightning Bolt
Lava Burst
Drain Life
Shadow Bolt
Corruption
Darkbomb
Mortal Coil
Soulfire
Fist of Jaraxxus
Imp-losion
Siphon Soul
DemonHeart
Bash
Inner Rage
Slam
Mortal Strike
Epics:
Lich: One of the Wishes turns you into a Lich. This is that Lich. If you get turned into a Lich you have 15 Health, a 2/8 weapon, and Wild Magic for a hero power. This card is pretty fun on its own though, giving you a mini-Ysera that you can run 2 copies.
Gate: This is a pretty cool conversion of a D&D spell if you ask me. In D&D you open up a gate for minons to come to your aid, but, you don't really know what will step though that gate. Just like this spell. I think Dungeon Master has a lot of minions that will work well with Gate, not many crucial Battlecry minions to lower the value. Compares with Varian Wrynn
Legendary:
Ivan the Abjurer: Another card that fills the double roll of showcasing RollOver and Proactive Tech. Ivan the Abjurer is very difficult for your opponent to kill with spells. It will often take a sacrificial spell to take off the hero power protection followed with the 'real' damage spell. Best comp is probably Troggzor the Earthinator which tries to fill a role of anti-spell tech but fails.
Galavant Animation
Siras Terra, the Geomancer
Huh? No, it's against aggro decks that it's good. They don't benefit at all while you're more likely to draw your low-cost cards, the answers you need to their plays.
Yeah, Legendaries often have somewhat different wording than other cards, and this really is the least clunky way I could word it that I found. For an existing example, look at Prophet Velen, which uses the term "heal" rather than "restore Health" like the vast majority of other cards in the game. I think Northshire Cleric is the only other one.
Hmm... That is worth considering...
You're probably right, 6+ seems fair enough. Do you think that I could get away with making it a non-symmetrical effect? I'm really worried about trying to do that and it ending up being WAY too good in a tempo deck. =/
Why isnt submission topic for Custom Class Competition pinned up with the rest of them? Seems like something u would want (new) ppl to see right away, not have them look for it or not knowing that the contest is (still) live ;-) I get u dont want to have too many pinned topics, but this one should be there in my opinion ;-)
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Rogues are gonna fucking hate you with Rust Monster lol. I would rephrase it like this: Whenever this minion attacks a hero, destroy their weapon... I know you talked about proactive tech, but it seems too punishing against weapon classes in it's current state, because they can't trade with the minion without losing their weapon. At least changing "damages" for "attacks" gives the opponent some leeway to play against it.
Magic missile would cast again on the same target? Like using targeted battlecries with Brann on the board. Feels really weak if you use the 4 mana crystals, it's always a better play casting it without the added cost. I mean, it could potentially be a Pyroblast for 6 mana, but it could also be a Holy Smite for 6. The average play would be dealing 5 damage for 6 mana, it's a worse Lava Burst.
Siras Terra, the Geomancer
Galavant Animation
Just came up with this alternative Dreadsteed let me know what you guys think.
Sticky minion with high mana cost that works well with Transform.
Force Golem works well overall but gives a plus to the Hero Power (0/1 token).
Investment Golem (not quire sure about the name) boost the potential of Transformed minion.
Since they are Golem, I decided to change the card below to enable other combo.
Changing from "Destroy a friendly Fire Golem", Fire Golem being the Hero Power Token.
Siras Terra, the Geomancer
Siras Terra, the Geomancer