I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.
A quick reminder of what the magician class is:
The Showcase cards:
Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show!as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.
If I can ask, shouldn't this competition already posted in front page? I feel like this would have much less competitors than previous one because of this. Just look at submission topic, it have only two posts, while year ago first page was filled in few days.
Wasn't here last year but if I'm not mistaken the Phases are taking longer this year. So last year you would've had to submit Phase I in a couple days from now so people would obviously already be posting. Now we still have a week so there is still plenty of time to flesh out our classes and get opinions on them.
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
'Street Magician' - Changed from 2/2/2 to 2/2/3.
'Splitting Image' - Changed from "Random card" to "Left-most card".
'Splitting Image' - Changed from Classic Set to Boomsday Set.
'Splitting Image' - Name changed to 'Magic Mirror'.
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Basic Set:
Others:
Overall, your class is very well-designed and has a very distinct feel and flavor to it. However, I think that the Script effect has the name doesn't make sense in the class at all. While does a Magician needs a book? Especially since almost all cards have Script effect are barely related to book. If it was me, I would change the name "Presto" - a word used by magician which means "quickly", which would fit into the feel and describe the keyword.
Thanks for the feedback! Just going to try explain why I picked "Script", though it is subject to change. Doubt I'll use Presto though since that's not the concept I'm going for. Essentially it will be hard to only have Magicians as a theme so I'm taking the preformers as a whole. But even in a magician's case, the way I thought, was that the magician follows a script for the magic show and if all goes as planned and as performed, it will have a much stronger effect on the audience. I will think on it though.
I really don't like the card border you used. Orange and Purple don't go well together...
Many of your images don't show, so I can't evaluate them.
I don't think the restriction on Moment of Truth makes sense. It makes the card uselessly complicated.
Script was already used during last... Ok I stop :(
Individual cards
Tommy Kruz seems UP, as I assume your Script effects have to be UP due to the very nature of script.
1-mana Mad Shuffle. Would work better as basic too.
Bribed Dealer should be epic because it's effect is situational. Can also be 3/4.
Thank you for your review and honesty! I'll just put my response to the feedback here.
Jacque was a play on Jack, and Treflez is Clubs in french (to my knowladge). So essencially he's the Jack of Clubs which also suits his Hero art as he has a massive Clubs sign on his cape.
I was going to go for a red card border. But didn't find a fitting one to use.
Is the images not showing a thing on your end or? If it's not then check my latest post. Everything should be showing there.
The drawback on Moment of Truth was spawned when I used a similar HP in CCC#3 where I had to drop out in Phase II pretty much because of lack of time. There it was named differently but people complained that it would be OP with Gadgetzan Auctioneer without the restriction.
And I am aware script is the same as Quick-Time. It was suggested by someone else entirely and I asked Demon for permission to use it since apart from that our classes would be quite different, he approved.
I need to make some more Script Cards to really be able to balance Tommy Kruz but on average Script cards will be very slightly weaker than normal cards but stronger than normal cards when script is activated. For example Science Show! Costs 1 more than Consecration but 2 less than Flamestrike.
Reduced Mana on Mad Shuffle was suggested before but I got a lack of responses on it so thank you for this. And as it so happens I have a free slot in the Basic cards right now due to Bribed Dealer moving to classic.
I'll take into consideration the stat change, but I like it as a Common. It'll likely be a staple in most decks as it allows you to find the answer and put them at the bottom of your deck for when you actually need them. For example against aggro being able to pull out a Moment of Truth into a Science Show!
THIS IS JUST RESPONSES TO THE FEEDBACK, FEEL FREE TO FOLLOW UP ON THEM IF YOU HAVE ANYTHING TO ADD, OR JUST IGNORE THEM COMPLETELY ^ ^ Thanks again for the feedback.
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
'Street Magician' - Changed from 2/2/2 to 2/2/3.
'Splitting Image' - Changed from "Random card" to "Left-most card".
'Splitting Image' - Changed from Classic Set to Boomsday Set.
'Splitting Image' - Name changed to 'Magic Mirror'.
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Spectral and Willpower - I feel like it's the perfect draw back to counter-act excessive card draw. Willpower itself also seems balanced though I do have a problem with it which I'll talk about in my next point where I talk about the showcase cards.
Showcase Cards - Love some, don't love some. Don't hate them either. Just don't love them. One of those cards is Ol' Faithful, who basically just exists. He's a 2/2 Taunt for 2 Mana which isn't even great to play vs aggro. He's just a card that's waiting to turn into Willpower and even if that's his purpose, I'd atleast make it a 1/3 Taunt so it has some flexibility and gives you the option to play it when you want to protect yourself against aggro. The other thing as was already said by someone is the name on the weapon. I'd make it S.D Hammer if you want to keep the concept of the name the same. I feel like that could spawn some memes in the community similar to how B.F Sword did in League of Legends. Spirit of the Bear and Brain Power I feel are good Showcase cards and should probably stay. Willpower -should- be a showcase card, but it should be accompanied by a card that shows how you would shuffle these into your deck to begin with. It says draw from the deck but it doesn't have anything to show for how they get there at the moment. So what I'd suggest is you get another Spectral card instead of Ol' Faithful to show off that mechanic, and probably change the weapon to a card which displays the shuffle aspect of the class. With those you'll have a solid 5 cards to show.
Having read the comments on my class, I'm really unsure how to proceed now.
Most people are fine with the Hero Power, but few like the Keyword. The problem is, if I change the keyword, then the Hero Power is out of control. The options I currently have are:
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, discard this at the start of your turn.
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, transform this into Willpower at the start of your turn.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If this minion has X Health, do something.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If you control a minion with X Health, do something.
Since I'm one of the people who liked both, I'll say that you should stick with it. Maybe you'll disagree. What I feel you need to show though, is more Willpower synergy because thus far there is not that much of it. Especially as I said, with the shuffling it into your deck. Since you're drawing and producing Willpower cards, you can also try implement Discard into your class since you'll have more cards to discard. But yeah, maybe if you show some more synergy with willpower people will like the idea more? They might not, but if you yourself like the idea and want to go through with it, it's worth a try at least.
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
Okay, several people have told me that Hero Powers should not include keywords (which was a concern I had when I made it), so I decided to create 4 alternative ones.
The first one is basically the previous one without using the keyword :_D I feel it's too wordy, however.
The others are buffs, which fit the other major theme of the Alchemist, although I'm concerned that they are useless if you don't have minions (we all know the Priest syndrome, it's not nice).
Which one do you prefer? Of course, I'm open to other alternatives.
Also, it turns out I can't submit cards that generate unique tokens, so Mr. Clyde is not allowed :( It's a shame, because he was my favourite card... Anyways, which one of these do you prefer as alternative?
Definitely not the fourth Hero Power. Both Rush and Lifesteal did not yet exist. I'd say the first one is the best, but the effect shouldn't be random. As far as what card to pick, I'd probably say Combustion.
Was going to comment pretty much the same thing so I think Demon got it pretty much on point. Basically just seconding their statement.
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Classic: Weapon focus
Un'goro: Elemental focus, Discover
KnC: Weapon focus + buffing, armor
KoFT: Armor focus (decaying armor), taunt
Boomsday: Board manipulation, mechs
Witchwood: Shuffling, heal
RR: Discover, Miracle
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
I won't review -ALL- the cards since that would take a lot of time. If I have any specific changes on any I'll put them down separately but I'll mostly just talk about the archetypes and stuff.
Decay - At first I thought I wouldn't like this keyword. Your cards for it proved me wrong. You're using it in ways that makes it unique and I love it. My favorite mechanic with it is the way you can give the enemy minions and even Hero decay. Don't know how strong it is, but it sure peaks my interest. The aura weapons also seem cool but feel more reminicsent of the KnC legendary weapons. Don't think that's too big an issue though.
Basic Set - The basic set seems fine. Though you might want to take out Uncover for now since you won't be able to show it in Phase I and Demon got in trouble for showing his Quest before. At any rate while it's there I'd say all of the Fossils should probably be of the same mana, similar to how Animal Companion is.
Showcase Cards - I like some, I don't like others. And I'm not even talking about balance here. I just don't feel like you're showing the coolest cards that will stick with the audience. The cards I like from the Showcase that I feel show what the class will be capable of are: Hallkeeper and Titan Gravedigging. The first shows both Control and Armor capabilities while the second hints at the amount of Discover cards that we can be expecting. I don't feel like you included your most interesting weapons in the showcase or rather the ones you did don't show too much identity and the Deathrattle card confuses me. Why is it an end of turn effect? The only way I see that being in any way good is if you 1) Somehow give it Rush or 2) It dies to Explosive Runes and this is just a balancing mechanism.
Suggestion - I personally wouldn't added some sort of "When this minion takes damage, do X" type of mechanic to the class. Mostly because of how well Decay would work there if you could give it to your own minions in some way. That could probably allow you to make an AoE that gives Decay to ALL minions aswell.
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
Well, I liked your class the first time you posted it, and I still like it. So this is going to be pretty brief, provided there isn't much new stuff anyway.
Transmute Support - I don't know how balanced Grave Homonculus is. I know you need both a 4 Drop and this but I'm comparing it to the old Piloted Shredder that had mediocre stats and summoned a 2-Drop. This essentially makes any 4-drop with good stats, take Chillwind Yeti even, into one that also summons a consistantly good 3-Drop. So personally I'd atleast make it abit of higher Mana requirement to summon it. I like the idea behind Mr.Clyde but don't see how it supports Transmute since you put it in that category.
Enchantments/Buffs - I like this idea of buffing minions for effects rather than stats and would love to see where this is going to go. Depending on how strong they will be Abhorrent Experiment might become too strong. Doubt it, but still keep it in consideration when creating new buffs.
Can't really say much more about this class with the cards we've seen. So I suggest you take whatever feedback people give you now and just start making more cards for us to give you feedback on. That way we'll also get more of a feel for your class.
The Spiritwalkersare mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
Think it's about time I got around to giving you some feedback provided you gave some pretty usefull one for my class x3
Spectral and Willpower - I feel like it's the perfect draw back to counter-act excessive card draw. Willpower itself also seems balanced though I do have a problem with it which I'll talk about in my next point where I talk about the showcase cards.
Showcase Cards - Love some, don't love some. Don't hate them either. Just don't love them. One of those cards is Ol' Faithful, who basically just exists. He's a 2/2 Taunt for 2 Mana which isn't even great to play vs aggro. He's just a card that's waiting to turn into Willpower and even if that's his purpose, I'd atleast make it a 1/3 Taunt so it has some flexibility and gives you the option to play it when you want to protect yourself against aggro. The other thing as was already said by someone is the name on the weapon. I'd make it S.D Hammer if you want to keep the concept of the name the same. I feel like that could spawn some memes in the community similar to how B.F Sword did in League of Legends. Spirit of the Bear and Brain Power I feel are good Showcase cards and should probably stay. Willpower -should- be a showcase card, but it should be accompanied by a card that shows how you would shuffle these into your deck to begin with. It says draw from the deck but it doesn't have anything to show for how they get there at the moment. So what I'd suggest is you get another Spectral card instead of Ol' Faithful to show off that mechanic, and probably change the weapon to a card which displays the shuffle aspect of the class. With those you'll have a solid 5 cards to show.
Ok, so I finally have time to post some of my content. Watch the glory of the powerful...
Reality Shaper!!!
What are Form cards? They are four cards that cannot be played and have disruptive effect on played cards. Just look:
As you can see each of them activates one time, and then it's destroyed. (It's not discarded because discard warlock exists)
So, to the cards:
Reality Shaper has many card draw. Sometimes for you, sometimes for your opponent. His Hero Power and Classic Legendary, Stellas Coactore, shows us mill mechanics that Reality Shaper has more than any other class. Of course not too much, since that could make meta sick. Then you should take a look at Collect Energy. It showcase spell synergy which this class also have, however you can be sure his spells won't be like Mage or Priest ones. He uses spell generate and card draw, to get many spells, and then he won't just shoot them into face, but use them as fuel for his spell oriented cards. Another example of spell generating/drawing card is Energy Flow. Also it's an example of 4 Mana Secrets this class use. Another mechanic common to Reality Shifter is reducing stats. He won't just deal damage by smashing, but he'll destroy the whole mattery the object is made of. Example of card that use stat lowering is Reduction Light. Reality Shifter also have ways to get advantage from stat lowering. One of them is SilentBlocker.He could also easily counter aggro decks which are strong against this class.
List of themes for this class:
Main themes:
Card draw, Spells, Combos.
Other themes:
Mill/Deck disrupting, stats lowering, secrets.
Weaknesses:
Almost no burst, weak minions, tech cards that could be weak against some opponents, fatigue, weak against aggro
Most of the arts and names are in progress, also I could take some suggestions from you if you have any.
Feedback would be realy appreciated, also I would feedback some ideas posted here tomorrow ( I just realized that tomorrow is now).
Hero Power - I like the concept but I feel like it's way too complex for something that's meant to be Basic. Sure, this is a competition so you'd need to stand out, but less is more in this case. Your Hero Power not only gives a card to your opponent, but it also has very lengthy text on the Tokens. I don't really know how to adjust it while keeping the concept the same. I'll let you know if I think of anything at a later time.
Fine Cards - Collect Energy and Reduction Light are both fine as cards, nothing too great, nothing too bad. Collect Energy might be slightly strong but I haven't seen what AoEs your class would have if any.
Okay Card - Stellas Coactore is too strong I feel. Sure it costs more mana than a 2 Coldlight Oracle but it also takes up 1 less deck slot, allowing you to play other card draws. I'd increase the mana cost by 1. That way it's harder to combo in a mill Deck.
OP Cards - Personally, I feel like both of the other two cards that I haven't mentioned yet are too strong. Drawing 3 whole spells from your deck is much stronger than drawing 3 cards in my opinion. As it allows you to make a deck in which you know what spells you're drawing. Maybe even some combo. Silent Blocker is also too strong. Far too strong in fact. As a Paladin, if you don't draw a weapon against it, you lost. Warlock might have -some- way of dealing with this and Hunter barely makes it past with most minions being exactly 3 attack so managing to buff this up to 4 Attack using a handbuff, and neutral ones exist, makes this over the top. A change I can propose is making it so that minions with lower attack can only attack the Silent Blocker, rather than not attack at all.
I think the cards kind of speak for themselves right now. Outside of Gushing Blow they all mostly have synergies with each other. Clearly a class that wants to try and mow you down with sword and sorcery abound. I thought Gushing Blow would be a pretty cool control/tempo card to force your opponent to go from a bad situation to worse. Not part of the base/classic set but something to add to one of the expansions down the line as power levels increase. I really like the 'Enrage' type effect. Not everything is solely designed around that, but it's a main core component. I'm not sure if this is fully balanced or not. I feel most of it is pretty on target though.
Hero Power - As someone already said, or asked, will this work without a minion?
Basic Cards - The basic card seem balanced and pretty perfect for what a Basic Set card should be.
Classic Cards - All cards seem fine. Arcane Monk and Strike from Within both seem alright as they are right now. As for Corrupted Inciter, it doesn't feel strong enough. Mostly because I'm comparing it to Raid Leader and for 1 extra health the Raid Leader suddenly has a significant restriction. But maybe as you show more cards it might not be that bad. I'd make it have 2/4 stats though as it is right now.
Bump with update. New cards and first draft of showcase cards.
And I'm the only class in this entire competition without a new keyword.
Notes:
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.
Current showcase cards:
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flaming War Axe does exactly that! Swing in with axe, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chaser is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Icewielder in particular will require play order to deal with.
Additional cards:
I'm considering moving Purge of Flames to Classic as minion positioning is becoming a theme. Also optionally seeking for a new name for Tar Monster.
Are any of these better?
I like your Showcase cards and don't think any of the others fit that role better. So I'll just talk about the showcase card I haven't talked about yet and have something to say about (Arcane Force). Before I do that though, maybe as a suggestion you could work on some sort of visual representation as to how the split board will look. Not very good at that stuff myself but maybe someone can help you.
Now, Arcane Force, I feel like at 1 Mana it's too strong. If you have Gadgetzan Auctioneer and either 1) You have one more minion. or 2) The enemy has 2 or more minions. You can draw up to 9 cards in a single turn. Sure you can do this in Shaman aswell with Unstable evolution but in that scenario at some point you'll want to stop casting it because you got a big minion so the requirement is abit higher for the combo. Might just be me though tbh.
With that I'm done with reviews and feedback for now. Might do more later on today. And sorry if any of the people I reviewed posted updates for their class while I was typing this out since it took me a while, still hope it helps.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
tl:dr List of Changes
Bribed Dealer - Changed from Basic to Classic set.
Lady Reine - Cost reduced from 7 to 6 Mana.
Planned Sacrifice - Text changed from "Burn" to "Discard".
Sleight of Hand - From 4 to 3 Mana.
Opinions on changes wanted
to or ?
Discard Mechanic Suggestion (by McF4rtson)
Wanted to get some opinions on this before I started making actually cards for this mechanic. I'll just go with the way he called it and call it "Variable Discarding". Basically when you discard a card, if it was a Spell do X. Or if it was a Minion do Y. This can also extend to Tribes for even stronger bonuses and maybe even costs. I made two really basic examples which I'm showing below, I didn't really try balancing much but they should be alright. The important part that I want feedback on is the text.
"Shuffle to the bottom of the deck" Theme
Okay so while it was always meant to be a major part of the class, I didn't make many cards for it before. Only two actually, one of which I stopped posting because I forgot about it so I'll include it below. Basically these are cards which get cards that you want to the bottom of the deck. Going to try make these few examples as diverse as posible to show the different types of cards they can be.
Going to be reviewing the classes I haven't done yet tomorrow, obviously people who give feedback will be prioritied as long as they have something new in their class.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
The shift in the Contract is absolutely intentional in order to balance the power of each Basic Contracts (since all of them have a very powerful effect for a Hero Power), as well as the fact that I'm a fan of opponent interaction (which desperately lacks in HS), not to mention the fact that I despise the randomness of the Shaman Hero Power. So the fact that the Contracts shifts will likely stay since they were created with that aspect in mind.
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will NOT have any cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Here are some modifications to the cards and some new ones:
Themes, rules and weaknesses of the class:
Strong boardclears
Weak stated minions
Minions are always on the defensive side (they heal, protect, reduce damage or destroy enemy minions)
Strong hero power interactions
Spells benefit from low health, unless they have tribal synergy
Self damage and self healing are core themes; Health is like a resource
No way to heal minions, only your hero
No aggro options, always control oriented cards
Since you want to be at low health for Death's Door, you are very weak to burst damage
Dragon synergy since blackrock, deathrattle synergy since WotOG, blood trolls + G'hun in RR (Hakkar is sady already a neutral legendary)
New Hero Power! A bit more balanced if other classes get it. I removed Phoenix Heart, as it went against the theme of only minions healing you. Bloodflame Bolt down to 4 mana to because it's a bit stronger than Shadow Bolt. Master Zugrashh reworked into a boardclear/combo enabler for Death's door; easier to kill now too. Fire Nova is comparable to Holy Nova and Flamestrike (possibly too strong if it also hits the enemy hero). Dragon Blood was made for a big hand/dragon deck type, might be too strong. Bloodletter is a concept for RR, where now minions damage you, and spells heal you (blood trolls are amazing for this expansion, but there's like 3 images of them that aren't screenshots).
Feedback is welcome and encouraged.
Firstly, thing the change to the Hero Power is a great one. 4 Damage to self was too much even for a class that wants to get to low health. Now as for the cards. Bloodflame is in a good spot right now I feel, good change. Fire Nova, in my opinion shouldn't deal damage to the enemy Hero. I have a similar card in my classes set, (Science Show! - Deal 2 damage to all enemy minions. Script: Deal 4 damage instead.), and I decided not to go for enemy Hero aswell since that would make it too strong. It is however harder for you to proc your keyword so I don't know. I wouldn't at any rate. Dragon Blood is a stronger Volcano I feel. I'd suggest bumping it up to 5 Mana. Since Volcano is essentially 7 Mana 15 to all minions. Serpentine Apprentice looks fine, apart from the typo in the name. Swamp Healer looks like a much stronger Earthen Ring Farseer even as a base card it already heals for more for the same mana and stats, but it also has the potential to triple the healing that the Farseer does. Maybe bump it up to a 4 Mana 4/4, Restore 4 Health and keep the keyword effect the same. (Don't know how to balance the legendary so I'll skip it for now.) Bloodletter seems cool but we haven't seen any of your healing spells yet so I guess we'll know the power-level of this card better around then.
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
Love the concept of the class. Reminds me of Ban from the Seven Deadly Sins, and being my favorite character from the show this really tickles my pickle. Not too many cards to discuss so I'll keep this brief until we see more cards. Flame-Heart Disciple might be too strong I think. Since if you play this into a 2 Attack 2-drop that the opponent played on their turn 2, they are left with a 0/3 card that they can't do anything with. It's just a dead space on the board. So what I suggest is maybe making it a 3 Mana 1/3 Battkecry: Absorb 1 Attack. Master Enchanter Ravius seems cool. Especially with many decks running Corpsetaker. This acts as a mini silence effect that takes away the pesky Taunts and Divine shields. I like it. Ice-soul Spear is probably fine. It is essentially Assassin's Blade that uses all it's charges over the course of 2 turns rather than 4 turns. This is balanced out by the randomness so yeah, I think it's fine. Corrupt Infusion looks like a cheaper, less consistant Swipe unless your class will have synergy from your minions taking damage aswell. Lastly, Arcane Muzzle, seems slighly under powered in my opinion. Take a look at Humility it does something much more than this in terms of the damage, but I guess since there is a silence on it I might be wrong with how one would balance this card.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
On phone so can’t Quote but still wanted to give you some quick feedback on the idea. The short version is I fucking love the concept, the art, the card borders.
Now the longer version that covers the class more specifically.
- As with the feedback given to me for my Hero Power which also gives a spell token, it might be slightly complex for beginner players. However I personally don’t see too big an issue here since there will obviously be classes that are harder to play than others. Even before looking at the Keyword, the token seems balanced as it is essentially an Arcane Shot.
- Just want to make sure I get the Keyword correctly. Let’s say you have 2 orbs in hand and you play 3 Forecast minions. Only the first 2 get the effect right? And if you cast it the oldest one would go away. If I understood it correctly I do like the Keyword. Though another question, how would it work with spells? (If it works with spells)
Pretty sure the Submission topic states that the Hero Power has to be 2 mana, so no, to my knowladge can't be a passive. As for secondary resource, it seems fine but you'll have to provide an example of what you mean for two keywords. Since it might get overly complicated at that point.
Rollback Post to RevisionRollBack
Thank you Kanye,
Very Cool.
To post a comment, please login or register a new account.
⚙
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.
A quick reminder of what the magician class is:
The Showcase cards:
Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show! as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.
Thank you Kanye,
Very Cool.
Wasn't here last year but if I'm not mistaken the Phases are taking longer this year. So last year you would've had to submit Phase I in a couple days from now so people would obviously already be posting. Now we still have a week so there is still plenty of time to flesh out our classes and get opinions on them.
Thank you Kanye,
Very Cool.
Thanks for the feedback! Just going to try explain why I picked "Script", though it is subject to change. Doubt I'll use Presto though since that's not the concept I'm going for. Essentially it will be hard to only have Magicians as a theme so I'm taking the preformers as a whole. But even in a magician's case, the way I thought, was that the magician follows a script for the magic show and if all goes as planned and as performed, it will have a much stronger effect on the audience. I will think on it though.
Thank you for your review and honesty! I'll just put my response to the feedback here.
THIS IS JUST RESPONSES TO THE FEEDBACK, FEEL FREE TO FOLLOW UP ON THEM IF YOU HAVE ANYTHING TO ADD, OR JUST IGNORE THEM COMPLETELY ^ ^ Thanks again for the feedback.
Thank you Kanye,
Very Cool.
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Basic Set:
Others:
Thank you Kanye,
Very Cool.
Since I'm one of the people who liked both, I'll say that you should stick with it. Maybe you'll disagree. What I feel you need to show though, is more Willpower synergy because thus far there is not that much of it. Especially as I said, with the shuffling it into your deck. Since you're drawing and producing Willpower cards, you can also try implement Discard into your class since you'll have more cards to discard. But yeah, maybe if you show some more synergy with willpower people will like the idea more? They might not, but if you yourself like the idea and want to go through with it, it's worth a try at least.
Thank you Kanye,
Very Cool.
Was going to comment pretty much the same thing so I think Demon got it pretty much on point. Basically just seconding their statement.
Thank you Kanye,
Very Cool.
I won't review -ALL- the cards since that would take a lot of time. If I have any specific changes on any I'll put them down separately but I'll mostly just talk about the archetypes and stuff.
Well, I liked your class the first time you posted it, and I still like it. So this is going to be pretty brief, provided there isn't much new stuff anyway.
Can't really say much more about this class with the cards we've seen. So I suggest you take whatever feedback people give you now and just start making more cards for us to give you feedback on. That way we'll also get more of a feel for your class.
Think it's about time I got around to giving you some feedback provided you gave some pretty usefull one for my class x3
I like your Showcase cards and don't think any of the others fit that role better. So I'll just talk about the showcase card I haven't talked about yet and have something to say about (Arcane Force). Before I do that though, maybe as a suggestion you could work on some sort of visual representation as to how the split board will look. Not very good at that stuff myself but maybe someone can help you.
Now, Arcane Force, I feel like at 1 Mana it's too strong. If you have Gadgetzan Auctioneer and either 1) You have one more minion. or 2) The enemy has 2 or more minions. You can draw up to 9 cards in a single turn. Sure you can do this in Shaman aswell with Unstable evolution but in that scenario at some point you'll want to stop casting it because you got a big minion so the requirement is abit higher for the combo. Might just be me though tbh.
===============================================================================================================
With that I'm done with reviews and feedback for now. Might do more later on today. And sorry if any of the people I reviewed posted updates for their class while I was typing this out since it took me a while, still hope it helps.
Thank you Kanye,
Very Cool.
tl:dr List of Changes
Opinions on changes wanted
to or ?
Discard Mechanic Suggestion (by McF4rtson)
Wanted to get some opinions on this before I started making actually cards for this mechanic. I'll just go with the way he called it and call it "Variable Discarding". Basically when you discard a card, if it was a Spell do X. Or if it was a Minion do Y. This can also extend to Tribes for even stronger bonuses and maybe even costs. I made two really basic examples which I'm showing below, I didn't really try balancing much but they should be alright. The important part that I want feedback on is the text.
"Shuffle to the bottom of the deck" Theme
Okay so while it was always meant to be a major part of the class, I didn't make many cards for it before. Only two actually, one of which I stopped posting because I forgot about it so I'll include it below. Basically these are cards which get cards that you want to the bottom of the deck. Going to try make these few examples as diverse as posible to show the different types of cards they can be.
Going to be reviewing the classes I haven't done yet tomorrow, obviously people who give feedback will be prioritied as long as they have something new in their class.
Thank you Kanye,
Very Cool.
Is probably just a personal thing about the Hero Power~ If it was the intended feel for the class then it's more than okay. Also one thing I forgot to ask. How would the Nexus-Prince work? The way I imagine it is similar to how Kazakus potion/Build-a-beast works. Like you just get a series of Deal/No Deals and when you click No Deal for the first time the sequence stops. Just wanna make sure I'm thinking about it correctly. Am I?
Thank you Kanye,
Very Cool.
I always had a facsination with this type of Keyword and I absolutely adore the execution for it thus far. All the cards you've shown look good aswell. I'm actually unsure if I'd change anything at the current stage in terms of cards. Maybe Contract of Destruction. But that's mostly because of my next point. Which is...
... the Hero Power. While I don't mind, rather I also have, a Hero Power that produces a Token. I feel like the fact that the Contracts shift at the end of the turn might be abit clunky. Since firstly, the opponent can play around it. They know when you've casted the Hero Power and the order is the same every time. What I would do instead is add a random Contract out of the 3 Contracts to your hand instead. That way it will keep your enemy guessing while keeping the core concept almost intact.
Thank you Kanye,
Very Cool.
Firstly, thing the change to the Hero Power is a great one. 4 Damage to self was too much even for a class that wants to get to low health. Now as for the cards. Bloodflame is in a good spot right now I feel, good change. Fire Nova, in my opinion shouldn't deal damage to the enemy Hero. I have a similar card in my classes set, (Science Show! - Deal 2 damage to all enemy minions. Script: Deal 4 damage instead.), and I decided not to go for enemy Hero aswell since that would make it too strong. It is however harder for you to proc your keyword so I don't know. I wouldn't at any rate. Dragon Blood is a stronger Volcano I feel. I'd suggest bumping it up to 5 Mana. Since Volcano is essentially 7 Mana 15 to all minions. Serpentine Apprentice looks fine, apart from the typo in the name. Swamp Healer looks like a much stronger Earthen Ring Farseer even as a base card it already heals for more for the same mana and stats, but it also has the potential to triple the healing that the Farseer does. Maybe bump it up to a 4 Mana 4/4, Restore 4 Health and keep the keyword effect the same. (Don't know how to balance the legendary so I'll skip it for now.) Bloodletter seems cool but we haven't seen any of your healing spells yet so I guess we'll know the power-level of this card better around then.
Love the concept of the class. Reminds me of Ban from the Seven Deadly Sins, and being my favorite character from the show this really tickles my pickle. Not too many cards to discuss so I'll keep this brief until we see more cards. Flame-Heart Disciple might be too strong I think. Since if you play this into a 2 Attack 2-drop that the opponent played on their turn 2, they are left with a 0/3 card that they can't do anything with. It's just a dead space on the board. So what I suggest is maybe making it a 3 Mana 1/3 Battkecry: Absorb 1 Attack. Master Enchanter Ravius seems cool. Especially with many decks running Corpsetaker. This acts as a mini silence effect that takes away the pesky Taunts and Divine shields. I like it. Ice-soul Spear is probably fine. It is essentially Assassin's Blade that uses all it's charges over the course of 2 turns rather than 4 turns. This is balanced out by the randomness so yeah, I think it's fine. Corrupt Infusion looks like a cheaper, less consistant Swipe unless your class will have synergy from your minions taking damage aswell. Lastly, Arcane Muzzle, seems slighly under powered in my opinion. Take a look at Humility it does something much more than this in terms of the damage, but I guess since there is a silence on it I might be wrong with how one would balance this card.
Thank you Kanye,
Very Cool.
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show! style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteer is a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
Thank you Kanye,
Very Cool.
Bump + Updates + Some Further Ideas for the Class
Quick Reminder of Hero:
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Thank you Kanye,
Very Cool.
@LarryMoments
On phone so can’t Quote but still wanted to give you some quick feedback on the idea. The short version is I fucking love the concept, the art, the card borders.
Now the longer version that covers the class more specifically.
- As with the feedback given to me for my Hero Power which also gives a spell token, it might be slightly complex for beginner players. However I personally don’t see too big an issue here since there will obviously be classes that are harder to play than others. Even before looking at the Keyword, the token seems balanced as it is essentially an Arcane Shot.
- Just want to make sure I get the Keyword correctly. Let’s say you have 2 orbs in hand and you play 3 Forecast minions. Only the first 2 get the effect right? And if you cast it the oldest one would go away. If I understood it correctly I do like the Keyword. Though another question, how would it work with spells? (If it works with spells)
Thank you Kanye,
Very Cool.
Pretty sure the Submission topic states that the Hero Power has to be 2 mana, so no, to my knowladge can't be a passive. As for secondary resource, it seems fine but you'll have to provide an example of what you mean for two keywords. Since it might get overly complicated at that point.
Thank you Kanye,
Very Cool.