So, I quite like some of the general ideas here and your class has a cool theme. Tradecraft seems a bit complex for a base Hero Power, but I wouldn't say it NEEDS to be changed. However, having a class mostly focused on Mill might come off negatively to some people as Mill decks are the very anti-thesis of a TCG.
To give off some feedback though:
Basic
Lock Down is a very dangerous card to print, even for a rotating expansion. As a Basic card it's even worse, and Team 5 can't move Basic cards to the Hall of Fame or else they present 1 class at a severe disadvantage, especially for people just learning the game. Permanent "Can't attack" effects are not a good idea, because they completely remove a spot on your opponent's board. Effects which prevent minions from attacking are best kept temporary like Freeze.
How does Overcloak Gambit work? When does it trigger? Does it trigger as soon as your opponent has 6 cards in hand? What if they already have 6 cards by the time their turn starts?
Grizzled Guardian seems a bit too oppressive to me.
Decoy Gambit seems like it would fit better in a later set. Passive Hero Powers from collectible cards didn't exist until Valeera the Hollow in KotFT.
I don't know if this was intended, but Rixmix Boomwizzle is guaranteed to mill a card for your opponent from your deck, effectively acting as a super-Gnomeferatu, which some people probably won't like. It also seems OP to me.
GvG
Unless your class has a way of swarming Mechs onto the field very easily, L1 Observer seems pretty weak.
I don't understand Degenerate Demolitionist. Why would I want to turn my opponent's Scourges into Spare Parts? It turns a downside into an upside for them. This doesn't seem worth it for +1 Attack over a Pit Fighter.
TGT
"Counter" should be in bold on Fizzle Vial, like Counterspell.
Even the Odds seems very weird and the power flexes from useless to useful depending on class. I don't think "based on class" needs to be in brackets either.
LoE
Tomb Raiding Party might be too weak because each of the Secrets are extremely dependent on your match-up. Even if you are playing against a Secret class, there is no guarantee they will have a Secret to play for Arcane Ward. People will also learn all 3 of the Secrets and then it will be much easier to play around because when your opponent sees this card, they'll have a pretty good chance of knowing what you chose. It also seems very awkward against certain classes. For example, against Mage, your opponent already knows you'll either select Arcane Ward or Finders Keepers. Once they find out it's not one, they know to play around the other. Similarly, against Priest, the only Secret that has any effect is Finders Keepers (unless maybe they Thoughtsteal another Secret in your deck). The only class in which all 3 Secrets will have a chance to have an impact is Paladin and maybe Rogue.
To add to this, there is already a card in the game called Finders Keepers, so you should change the name.
Judging by the way Troggzor the Earthinator went, Goblin Cultist seems pretty weak. Most C'Thun cards that buff C'Thun have vanilla stats (the only exception to this is Disciple of C'Thun because it also deals 2 damage).
Apocalypse Engineer I feel the same way about. It's a symmetrical effect which reminds me of Coldlight Oracle. That's cool, but if you look at Klaxxi Amber-Weaver or Twilight Darkmender, an effect requiring C'Thun to have 10 Attack is worth about 3-3.5 mana if it has vanilla stats, and it's worth even more when it doesn't have vanilla stats (Ancient Shieldbearer, Twin Emperor Vek'lor).
Glimpse of Yogg-Saron is very weird... and maybe too OP. You can cast both on the same minion and prevent them from ever attacking. You can do this twice a turn too.
The artwork for She Who Saw seems a bit... out there. Not a big fan of it.
I'm really hoping that I didn't come off as too negative when reviewing this. Everything that I didn't mention I think is fine, and I legitimately do like a lot of the ideas presented here. My absolute favorite card here is Take a Dive. I don't know if it'll ever be viable because Joust was a flop except for a few cards, but the idea is hilarious and awesome at the same time.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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So, I quite like some of the general ideas here and your class has a cool theme. Tradecraft seems a bit complex for a base Hero Power, but I wouldn't say it NEEDS to be changed. However, having a class mostly focused on Mill might come off negatively to some people as Mill decks are the very anti-thesis of a TCG.
To give off some feedback though:
Basic
Classic
GvG
TGT
LoE
WotOG
I'm really hoping that I didn't come off as too negative when reviewing this. Everything that I didn't mention I think is fine, and I legitimately do like a lot of the ideas presented here. My absolute favorite card here is Take a Dive. I don't know if it'll ever be viable because Joust was a flop except for a few cards, but the idea is hilarious and awesome at the same time.
Click the image to go to my custom Time Traveler class.