You know that number next to the up-vote arrow that tells you how many votes you have? Click it and see a list of who voted you and when they voted you.
Okay, thanks ^^
@MurderyUnicorn, I have your upvote, so don't worry.
Yes, I had that issue. I hope I hadn't remove any of my votes, because I won't have acces to computer for some time, and cannot check that. So if anybody of people mentioned below don't have my vote get me know AS FAST AS POSSIBLE:
@Demonxz95
@Wailor
@Pircival
@NoahMcGrath
@NiRast
@The guy who made researcher
I don't know how to check who voted my post. Anyways, it probably doesn't matter, I won't make it with just a couple votes.
My class did quite well on Phase I, but my results on Phase II are pretty meh.
Sometimes I feel discussion doesn't serve for much, because I didn't receive any serious critics about my Basic set.
I think the Basic set is inherently harder to sell to people. We're being asked to rein in the flashiness, and you can't use any special Keywords and the like. Compared to the power level and excitement-factor of expansion sets, Basic is not very tantalizing.
Yeah, but that's a problem for everyone, not just for me. The thing is, I was pretty satisfied with the result (more than in Phase I, in fact). I don't know xD
Other cards I've considered putting into the basic set:
Good?
Wow, our classes are not only similar in the name, but also in several themes :_D Summoning tokens (which are also called Homunculus), tutors, buffs, hand synergy (which is not present in my Basic set, but will be in the Classic set)... I hope this doesn't backfire any of us.
Now, feedback time!
In general, your set feels too complex. I mean, none of the cards is extremly convoluted, but the whole set in general doesn't seem Basic. Maybe you could replace a couple cards by Enhanced Imp and Overgrowth, which are the simplest of them. The cards I'd move to the classic set are Apocalyptic Blight and maybe Cocktail Throw (although it's your only single target removal, so I don't know).
This is a very stupid nitpick, but I don't like the name of Patricia's Cauldron. I'd change the name for something more generic.
Hey guys! I'm just about done with my entry, so I wanted some feedback. I'm still missing one card, so ideas are welcome too! Hope you like it.
THE CHRONICLER
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on. Their power is clearly shown by Lorewalker Shuchun in this short story, The Blank Scroll. Citing Ziya, a goblin rogue: "Shuchun was a Lorewalker, a trade that Ziya barely understood. Lorewalkers told stories. They searched for artifacts from Pandaria's long past. And, if Shuchun was any example, they talked with their mouths full and smiled a lot.". This is applicable in a general sense to pandaren lorewalkers, dwarf historians, gnome bookmasters, elven scholars and all other different types of chroniclers.
Tokens
Keyword - Recall
The Chronicler's keyword, Recall, represents their command over memories and stories, and shows their ability to remember and reproduce events they have experienced, heard or read about. This keyword allows the power of some cards to be split between themselves and the next Hero Power. Most of them will only have an small extra punch, while a small amount of Recall cards will be much more focused on the Recall effect, being an effective tempo loss when cast but allowing you to choose more precisely when to unleash their full effect.
Example Cards
These are some of the most characteristic cards of the Chronicler's basic set. This class will have problems dealing with big, single targets, and its board clears won't mix very well with the more aggressive archetypes. There will be no Consecrations or Maelstrom Portals. Their strength lies with big, resilient minions, board control and the capability of grinding opponents out with the right deck. Later expansions might bring with them some combo capabilities too.
Novice Lorewalker is the first of many minions that will synergize with casting or having spells. The early game minion of choice for all board-centric Chronicler decks, it can't snowball like pre-nerf Mana Wyrm, or provide as much value as Northshire Cleric, but it helps establish early board control and is a resilient target for buffs.
Speaking of buffs! Invigorate is a mediocre buff by itself. However, the healing aspect combined with the high health minions the Chronicler has allows it to make great value trades and continue with the upper hand.
Enounce shows a different side of the Chronicler. It's a spell that mixes up all the different basic Scrolls into one simple enunciation. Well, it doesn't draw a card, but that is in exchange for having so much effects in one card. To get to the point, it acts as a small removal that provides a body and some defense in the form of healing.
Meticulous Research is an important piece of card draw for slower Chronicler archetypes. Even though it is a bit overcosted compared to Arcane Intellect, for example, can act as a powerful tutor in the right deck. It also provides a perfect curve if played turn 4. However, it is a big loss of tempo and can't allow a follow up until turn 9, so many decks won't be able to play it.
Winterspring's Bite is an example of the kind of board clears the Chronicler has. This class has some difficulty removing targets directly, and keeping its own minions out of danger... weather knows no sides! Practically all board clears will be symmetrical but powerful.
Tokens
Remaining Cards
Contemplation is another simple example of the precise and predictable card draw the Chronicler will use. In this case, it also shows the spell heavy nature of this class, using the simplest of synergies.
Inspiring Tale is a different take on Power Word: Shield. A cycle card that provides some defense, it is a candidate for the last spots of the Control Chronicler archetypes.
? dsafbl
Uldum Guardian is a big, sturdy minion, that provides a strong midgame and a great target for the array of buffs and beneficial spells the Chronicler has. Unlike Druid, the Chronicler won't approach its board-centric archetypes through flood and tokens, and will instead use midrange minions and single target buffs.
Di Chen and the Desert is the first story in the Chronicler's arsenal. This costly spells are based on stories, tales and fables of the different cultures of Azeroth. In this case, the story of Di Chen tells how he refused to surrender when battling every grain of sand of the desert, and is stuck fighting to this day. This card summons some of the infinite Sand Warriors he faces, and advises the opponent to surrender.
Thanks for your feedback! I'll probably replace Liquid Fire by Potion Researcher as you said. I'll also replace Clumsy Assistant if I can come up with a substitute.
About your class, I like the flavour. It's very original and the tutor theme really fits it. There are a couple things I would change:
Replace Enounce by something else. Such a mix of effects doesn't feel like a Basic card. It will be fine as a Classic Rare or Epic.
In the showcase, I'd replace Winterspring's Bite by Di Chen and the Desert. WsB doesn't have anything especial.
Your class should probably have some sort of hard removal, even if it's not its natural strength. Every class has hard removal, except Druid and Warlock.
Here's a mock-up submission. It's not my final, but pretty close. Would appreciate feedback of any kind! I tried to keep the cards fairly safe and basic, in an effort to showcase the class's core themes and mechanics.
The Chronomancer
The Chronomancer class deals with time. Typically this presents itself as tempo or other board-based advantage, but I wanted to play around in the actual time design space we've had with cards such as Nozdormu. Speaking of, the class also has access to Dragons and Dragon-matters themes due to WoW lore's Bronze Dragonflight dealing with time. The class cares about the time in your turn and also the status of the rope burning. The class also has some access to Freeze and Windfury as means of representing manipulation of time. Chronomancers lack in the removal department, having access to bounce (return to hand) effects but failing in permanently removing minions. Due to the Dragons in the class, Chronomancers are able to deal damage, but at inefficient costs and at lesser quantities.
The Chronomancer Hero Power works similarly to The Monster Hunt's Toki Time Tinkerer's Hero Power; instead of returning to the start of the turn, you return to just before your last action. For this, action is defined as something you had voluntary control of, i.e. playing a card, making an attack, using a hero power, etc. When you've used the Hero Power, it becomes used for the turn. Going back doesn't refresh your hero power, though it can be refreshed with other effects as most hero powers. With this, Chronomancer's are able to navigate RNG a little better, and so they have some RNG splashed throughout their cards. Time may flow, but nothing is certain.
Example Cards
Bronze Whelp: One of the smaller dragons Chronomancer's can call forth, Bronze Whelp showcases the class's ability to gain advantage out of time itself. While the rope is burning, Bronze Whelp costs 0. Effectively, this is a slightly stronger Wisp. It may not find too much competitive play, but it does well at introducing the presence of Dragons and the importance of time to the class.
Rewind: Rewind is likely Chronomancer's most iconic spell, simply bouncing a minion back to the hand. This is the sort of removal Chronomancer's excel at. Permanent removal is difficult and damage (such as Dragonflame below) isn't very efficient.
Freezetime: Chronomancer's aren't well versed in the elemental magics, but with the help of some wordplay, they can stop everything from moving. Some time spells are hard to concentrate toward a target, so you'll see a lot of Chronomancer spells affecting ALL characters.
Fastforward: The flipside to Rewind, Fastforward can get a minion onto the board sooner. It's difficult to balance such an effect for all past and present neutral cards, and as such I've limited this ability to class minions, which can be much more manageable to balance. If you don't like what you dump out, use your hero power and try again!
Breaktime: There's been a pattern of spells with the naming convention of "X" + "time". Breaktime is a bit of a pun as playing this card will result in you taking a break from casting spells with the steep cost. This spell is inspired by Crackle's random nature. Don't like how many you drew or what you drew? Press that button and go back!
Remaining Cards
Lucky Pocket Watch: This card doesn't do much, sure. Though, it introduces the theme of turn-length tampering in a basic manner. This will be expounded upon with the Classic set. Also important is that Chronomancers don't get too many weapons with attack, more so just timepieces with supplemental abilities.
Doubletime: It's temporary Windfury for any character! Really just a flavor card. Chronomancers aren't huge on physical combat, but maybe your Dragons will take a liking to them.
Clairvoyance: Simple filter spell. Tracking without the FeelsBadMan. Plan your actions with knowledge of your draw for the following turn, like a true Chronomancer.
Timekeeper: The product of Sorcerer's Apprentice and Pint-Sized Summoner combined. One of the ways to have time manifest through gameplay is cost reduction. Reducing spells can be a little strong, so just the first one should do you good.
Dragonflame: Ah yes, the Dragons can deal damage. 6 mana for 6 damage is a much more disappointing Fireball but I feel it is necessary to have a class have things it can't do well.
Well there we have it. Thanks for reading through!
I'm not too fond on your class, to be honest :/
The turn manipulation thing featured by Bronze Whelp and Lucky Pocket Watch doesn't really work, as demonstrated by Nozdormu. A good alternative with similar flavor, but much more interesting gameplay, would be cards that end your turn when played.
For the rest of your cards, several of them (Rewind, Freeze Time, Doubletime) make your class feel like a pastiche of other classes.
The only cards I really like are Timekeeper and Clairvoyance (even though the pastiche argument could still be applied to them).
So I think I'm almost ready to submit. Here's how my post is looking. Any feedback is appreciated!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic), buffing your minion's health, small but frequent armor gain. Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks. Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples. Note that class keywords do not appear on basic cards.
Example Cards
Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately) Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally. Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked. Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic). Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.
Remaining Cards
Flame Bowman: Another example of the classes cards that are only effective against minions. Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards). Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early.A fairly strong card as early when it's best you likely wont have a weapon. Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common. Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.
Thank you for the feedback! The idea behind this card is to play it on turn 1 and use the hero power to kill early enemy minions, and to act as a pseudo-taunt. I'll bump him to 2/1/3 just so he isn't that weak to silence.
Melt's effect was inspired by the artwork. You're right when you say tech doesn't exist in basic cards, so i have these 2 alternatives to replace it:
Both of these are combo cards, but they have different purposes. Dual-casting is a late game card that let's you double the value of a spell. The second copy works just like Electra Stormsurge. Crystallize Blood on the other hand is a cheap way of activating Fresh Blood without actually taking damage, or spending mana. It also reduces you actual Health for the purposes of Bloodflame Bolt and such, without reducing your health total. You can trigger Fresh Blood and similar effects on the turn you play the card with the keyword.
In truth i like Crystallize Blood a lot more, but i posted an alternative just in case. What do you think?
Feedback is welcomed and encouraged!
Dual Casting seems hard to use for the Basic set. I prefer Crystalize Blood too.
Dark Scythe should read "Whenever your hero attacks and kills a minion, gain +1 Attack.", which is more inline with cards with similar effects. You only have two cards with more than 3 lines, you you can afford it.
Darken Mind is very strange. How would the animation of attacking itself work? I'd change the text to "Deal damage to a minion equal to its Attack", like freddoccino's Chamber of Reflection. 1 Mana is too low, I'd make it 2 or even 3.
Simple Enchantment could have a fancier name. I don't know, Soul Enchantment, maybe.
Even if it's a token, Abyssal Nightmare needs to have a cost, in case it gets Sap-ed or something like that. 8 Mana, like the spell that generates it, could be an appropriate value.
Thanks for awesome feedback, I've updated Dark Scythe and the Abyssal Nightmare token. As for Darken Mind and Simple Enchantment, I'm thinking of these changes:
Simple Enchantment gets a rename to Empower Soul. Does sound better. As for Darken Mind (also got a rename), the new Mind Sway should provide a cheap way to prevent face damage without being overpowering on the board state. It would help save face damage against a Mountain Giant on turn 3/4 for example but it won't remove it. I could keep the old effect and reword it but now that I think of it, that effect feels pretty common (Lightbomb does the same thing but as AoE) so I'd rather try something different.
Why does your quote say linkblade when it was me who wrote the message? D:
Well, several people posted their submission draft in this page (mine included) or in the previous one, but received no feedback. So, I'm gonna bump my own class and give some feedback to the other people in the same situation.
Ok, this is the first version of my submission post.
I made an extra section to explain the Potion spell tag, which I'm not sure it's legal or a good idea. Both because I'm creating a section that isn't in the template and because I'm modifying a bunch of existing cards, even if it has no gameplay impact.
I also tried to do a little roleplay like linkblade91 did, but I'm not sure it's alright.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what we need.
Keyword
Transmute is a keyword that can "transform" a useless card into a more useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Potion tag
The Alchemist introduces a new tribe tag for spells: Potions.
Of course, there already are many spells in the game that feature Potions, which would also be labeled as such for thematic purposes. Keep in mind this would have no gameplay impact whatsoever, since none of the other classes has Potion synergy.
With this change, the Kabal Chemist would also have a slightly different text (which is better than the current one, since it makes clear Potion of Heroism is excluded from her card pool).
Complete list of old cards that would be considered Potions:
Arcane Elixir: Many Potions provide buffs for your minions, but unlike the boring stat buffs provided by Paladin and Priest, we Alchemists prefer more unexpected effects. This one in particular is a combo-oriented card, so its 0-cost is a big deal.
Liquid Fire: Of course, not all Potions are buffs! Some of them can deal a chunk of damage when thrown at our enemies. Just imagine what would happen if they drank it!
Experimental Setup: You know what I love the most about being an Alchemist? That we always have what we need, thanks to our many tutor effects. Most of them are provided by Transmute effects, but we also have traditional tutored draw.
Escape From Lab: Science is always in need of test subjects who are willing to give their body for our cruel... I mean, totally justified experiments. However, most people are so selfish that they would rather not, so we have to craft our own subjects. And the loyal Homunculi are perfect for... What do you mean they escaped?
For Science!: Of course, not everything is perfect in the world of Alchemy: the government never invests on R&D and our AoE effects are quite clunky. However, they are really strong with the right support. In the case of For Science!, it can be quite destructive with Arcane Elixir, and can also be used with Escape From Lab to draw A LOT of cards.
Remaining Cards
Potion of Corpulence. Another example of a buff Potion. More or less, half of the Potions will be buffs, while the rest will have different effects.
Healing Spray. An ancient technique known by alchemists since 2004.
Potion Researcher. This fellow is the only Potion synergy card in the Basic set. Combine him with Potion of Corpulence and you have a 3 mana 3/6 with Taunt!
Golden Touch. Ancient alchemists obsessed with turning lead into gold, when they could've simply turned PEOPLE into gold. Although it looks similar to Polymorph and Hex, it triggers Deathrattle and on-death effects.
Clumsy Assistant. Argh, she always drops the jars with the Homunculi! If she didn't put so many bodies on the board, I'd fire her.
Alright, sorry I haven't been around. Ready to do some feedback whenever, tomorrow if not later tonight. I think I've put together a set I'm pretty happy with but there's definitely a bunch I'm up for changing.
Also, quick question: what's the stance on "while damaged"? Seeing as Enrage isn't a keyword anymore although it was never in the basic set.
Either way, I'm just going to lay out all the cards I have for now.
The Sage
My biggest questions would probably Decrepify, as in I think it's too strong (Shrinkmeister), but I'm not really satisfied with other weaker ideas, and there isn't really any synergy if it lasts just a turn. Other than that, I realize there are probably a couple of cards that aren't 'basic' enough, and half of them are 1-Cost cards. I'd appreciate any feedback.
As a Warcraft 3 fan, I like the theme of the class. Will Stealth be a part of the class, given the Lost Ones were invisible?
Generally, your cards are pretty good. They have a strong theme of stat manipulation without being one dimensional. There are only three cards I'd change:
The Lost One seems too complex for a Basic card. Maybe you could replace him with a single target attack buff, so that it can be comboed with Chamber of Reflection and Telredor Defender.
Enchanted Steel is too situational, as you might not always have a weapon. I'd add a draw effect or make it a Battlecry minion. The cost should be risen in both options, of course.
Phasing Strike seems really weak. However, I don't see an easy way to fix it.
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Sethrak Scout: Similar to Mana Wyrm and Northshire Cleric, this is a small minion that benefits from what Bloodburners do best: self damage. It starts with 0 attack because he increases his attack whenever you take damage, whether it is self inflicted or not. Thus, the opponent can't just ram his minions into your face without consequence. He may be small, but he's dangerous.
Sanguine Rune: Bloodburners are resourceful and creative. They can re-use cards they already played, but they can't generate new ones. Obtaining copies of stuff they put in their decks is simple, but they can't create new random cards like Mages and Priests can. At 2 mana, this is similar to Shadow Visions and Primordial Glyph, however you can't use it proactively, as you need to already have played the spell you want to copy. This is a late game combo card, not an early game card generator.
Heartpiercer: Shoot a giant flaming spear that seeks the biggest target in sight. Health as a resource does not limit to your only your hero. Priests use Attack as a condition for their spells. Similary, Bloodburners use Health. Heartpiercer can hit your own minions, but you can control what it kills, unlike Deadly Shot.
Crimson healer: The Hero Power is an important aspect of a Bloodburner's kit. Many cards buff it in some ways. This minion converts ALL the damage Blood to Fire would normally deal to you hero into healing. If you use the buffed Hero Power on a minion, you'd deal 2 damage and heal for 2. If you use it on your hero, you'd heal for 2 twice (once from the targeted damage, and once from the self damage). Think of it like the opposite of Auchenai effects, but only for your hero and Hero Power.
Bloodflame Bolt: Simple and elegant, this turns the all the damage you took into removal. Shadow Bolt does 4 damage for 3 mana, but since you'll usually be using your Hero Power to clear enemy minions in the early game, this could easily deal 6 or more damage by turn 4. You are more dangerous the lower you are.
Remaining Cards
Fan the Flames: Think of this like making a spell cost one more mana and deal 1 more damage. Be sure to not cast any spell damage empowered Coins!
Fire dance: Cheaper Arcane Intellect with an appropriate drawback for a Bloodburner. It may look cool to dance in a fire, but it sure does not feel cool. Quite Hot actually.
Conflagration: The buffed Blood to Fire would no longer be targetable, but instead you press the button and it would deal 2 to all enemies (and yourself). It's like a Consecration, that costs 5 mana, but it can be prepared a few turns before, since the buff is kept until you use the HP. It works similarly to Spirit of the Dragonhawk, but it affects all enemies. Life Tap would deal 2 to your hero, and 2 to all enemies. Ballista Shot would deal 3 to all enemies.
Melt: Weaker, face only Fireball, but it can kill a warrior/druid with 5 health and 100 armor. Don't wear heavy plate when someone is shooting fir at you.
Blood Nova: Blood manipulation can be effective on it's own, without igniting it. The health both heroes gain is the blood drained from the minions. Yes, they scream as blood is ripped from their bodies. Yes, your opponent will need therapy.
I hope i didn't make any mistakes. If i did, please let me know. What do you think about my descriptions? I tried to compare everything with already existing cards, to show the balance of my cards. I also attempted some humor and flavor commentary (inspired by linkblade91's KT role-play). I'll take it out if it's too weird.
Are the 5 example cards ok? Should any of my other 5 cards take the spotlight?
Feedback is welcomed and encouraged!
I think you picked good cards for the showcase, as they paint a nice picture of your mechanics.
There are two cards I don't like:
Sethrak Scout: Not a fan of 0-Attack minions that gain attack later, especially in the Basic set. Your previous version with First Blood was much better, although using the keyword would mean you'd need to leave it for the Classic set. Alternatively, you can make it a 2/1/3 with his current effect.
Melt: There are no tech cards in the Basic set, and yours is an anti-Armor tech. Also, it completely destroys High Priest Thekal.
Hey folks ! Here's where I'm at with my Phase 2 submission :
THE HEXER
Their is a fine line between life an death, sickness and health, weakness and strength . Hexers are masters of this faint limit, able to tap into both worlds and shift the balance to their advantage . The Hexer is an expert of concoctions , either curative or poisonous, sometimes both. This is represented by the hero power, a drug that heals the strong and kills the weak. At first glance, it looks like a simple " Restore 1 Health ", which it is in most cases, but it has other uses as well. Targets at 1 Health , ideally bruised enemy minions or even Hero, will be killed by it. But it can also be put to great use with " whenever this minion takes damage " and " whenever this minion is healed " effects, like those of Acolyte of Pain or Lightwarden .
Keyword
Fresh grants additional strength to undamaged minions (think Enrage but the opposite). Fresh represents the idea that only the strong and healthy can prevail in a fight. It ties into the healing abilities of the Hexer. It is not present in the Basic set but some basic cards synergies with it.
Example Cards
These cards showcase to most basic mecanics of the class. I showed a Halving mecanic in Phase 1 but it will not appear in the basic set for it is a bit complex.
Juju Juice helps making good trades and keeping you minions alive as well as providing cheap card draw.
Flask of Mojo is the most basic buff of the Hexer. It helps both making a minion beefier and improving your spells. Spell Damage is a natural fit for the class since Hexers are great at bolstering their spells and potions by calling on the spirits and using the right ingridients.
Curse of the Spirits offers nutrelization by making an enemy minion detrimental to your opponent's spells. It's a good way to force the opponent to take trades or to stop them from burning you face and/or minions. It can also be used in some cases on your own minions to make use of spells like Wild Healing Mix as healing.
Voodoo Master is their to help you taking the board early on. It also makes the most of aura effects like Stormwind Champion's. It uses a Voodoo Figurines, a token unique to the class that will show up every now and then.
Wild Healing Mix is a bigger version of the Hero Power. Most of the time, you will want to use it for damage like a Fireball but in some cases it can be used as healing so their is some flexibility to it. It demonstrates that carefull planning is the path to victory for Hexers.
Well that's pretty much it. I know it's nothing flashy, I'm not really in the mood right now... What do you think ? I's be more than happy to get more feedback on this.
Happy CCC to everyone !
Wow, your class and mine are very similar in many aspects.
I think you picked the right cards to showcase. I like Juju Juice a lot, even if it's very simple.
There are some things that can be improved IMO:
You have too many "Deal Damage, Restore Health" cards. I'd remove one of them, probably Strong Medicine.
Is weird Spell Damage effects or debuffs a thing within the class? Because otherwise, Curse of the Spirits feels kinda out of place.
Figurine Carving is too strong, especially with the things like Flask of Mojo. I'd rise the cost to 4.
Laryssa , the Dark Witch is a class aimed at stealing strength from its opponents and having resilient minions. The class has the unique Barrier keyword, as described below.
Keyword Section
Barrier is a defensive keyword that will have some interesting interactions with both minions and spells. Lower attack minions (wide boards) will be much weaker against it, whereas high attack minions might not even care. Barrier does not stack in any way, it simply reduces all incoming damage by 1.
Example Cards
As mentioned, the Witch is looking to control the board, weakening/controlling enemy minions whilst keeping her own minions healthy.
Shadow Pupil can quickly go to a 3/3 or higher depending on the enemy board, making it nice a healthly against an aggressive board.
Unholy Shield is a strong defensive spell that works well with the Witch's already higher health minions. Since her minions have a higher likelihood of surviving, Unholy Shield will often buff multiple Minions.
Dark Mist allows for efficient trading, but is reliant on there being a decent board for it.
Dark Scythe can quickly scale in damage, though attacking minions four times with it will drain the Witch's health.
Darken Mind is a cheap removal spell aimed at aggressive minions.
Remaining Cards
Most of these are further controlling / defensive type cards. Shadow Mend further works with efficient trading by bringing all those high health minions back to full health after trading with them.
That's it for now, as far as I know I should pass all the challenges. This is my time trying to create a class so I'd welcome any feedback!
Here are some things you can improve:
Dark Scythe should read "Whenever your hero attacks and kills a minion, gain +1 Attack.", which is more inline with cards with similar effects. You only have two cards with more than 3 lines, you you can afford it.
Darken Mind is very strange. How would the animation of attacking itself work? I'd change the text to "Deal damage to a minion equal to its Attack", like freddoccino's Chamber of Reflection. 1 Mana is too low, I'd make it 2 or even 3.
Simple Enchantment could have a fancier name. I don't know, Soul Enchantment, maybe.
Even if it's a token, Abyssal Nightmare needs to have a cost, in case it gets Sap-ed or something like that. 8 Mana, like the spell that generates it, could be an appropriate value.
Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life forcein order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!
About Freywinn
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.
Keyword: Evergrowth
Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).
New Tribe: Herbs
I thought it might be a good idea for this kind of class to have a special tribe: Herbs.
Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.
Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)
Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.
Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.
Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.
Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?
BASIC HERB
Cards generated by Apprentice Herbalist
Peacebloom: Very. VERY common flower. It’s a delicate white flower with yellow at the center and long stems with several long leaves around its base.They reminds me of the chamomile flowers. Great for tea and infusion and somehow to relax your mind, unlocking your inner power.
Bloodthistle: You will find a lot of them in Quel’thalas. Bright green leaves with a soft, flexible spine at the tip and a bright red flower, the color of blood. Fun fact, it requires magical energy in order to grow, so yeah, it’s a magic plant! A bit addictive, excessive use is discouraged (specially if you are a Blood Elf)
Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties.So yeah, it’s double spell time!
Earthroot: Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them
Remaining Cards
Lifegiving Seed: Not easy to find on Azeroth but those seeds can change someone to be like a plant, a basic Herb to be clear (Pacebloom, Silverleaf, Earthroot & Bloodthistle). I still don't understand why we didn't throw one of them to Deathwing back in Cataclysm. It's actually a removal spell.
Briarthorns Wall: Oh now thing are getting interesting. Have you ever saw a Botanist watching you behind a wall of thorns?
Peacebloom Honey: That's a spoiler for what's coming next. Have you ever wondered how the Botanist is growing all these kind of different herbs in his greenhouse? Pollination and a lot of Bees. And where are bees there is honey. A very special one here.
Peacefull Levelling: Can you imagine how boring would that be to level up to 120 only by gathering resources? It's a long story, it can actually kill you all.
Lifeblood: Feeling nostalgic now? Here you go, quick heal and a card to boost your haste in game.
Token Briarthorn's Wall
Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden.
First of all, congratulations, because you simplified your Hero Power a lot. There are just a couple things I don't like:
I'm not sold on the "Deal 0 damage" thing, even if Spell Damage is an important part of your class. So, I'd replace Delicate Touch and Peaceful Levelling with something else.
The wording of Evergrowth isn't clear. The one proposed by Schlauchneid is much better.
Why is Razorpetal considered an Herb? IMO, it's fine if you want to design a tribe tag that applies to both minions and spells, but it's really weird that the only spell with the tag is a token from another class.
Ok, this is the first version of my submission post.
I made an extra section to explain the Potion spell tag, which I'm not sure it's legal or a good idea. Both because I'm creating a section that isn't in the template and because I'm modifying a bunch of existing cards, even if it has no gameplay impact.
I also tried to do a little roleplay like linkblade91 did, but I'm not sure it's alright.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what we need.
Keyword
Transmute is a keyword that can "transform" a useless card into a more useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Potion tag
The Alchemist introduces a new tribe tag for spells: Potions.
Of course, there already are many spells in the game that feature Potions, which would also be labeled as such for thematic purposes. Keep in mind this would have no gameplay impact whatsoever, since none of the other classes has Potion synergy.
With this change, the Kabal Chemist would also have a slightly different text (which is better than the current one, since it makes clear Potion of Heroism is excluded from her card pool).
Complete list of old cards that would be considered Potions:
Arcane Elixir: Many Potions provide buffs for your minions, but unlike the boring stat buffs provided by Paladin and Priest, we Alchemists prefer more unexpected effects. This one in particular is a combo-oriented card, so its 0-cost is a big deal.
Liquid Fire: Of course, not all Potions are buffs! Some of them can deal a chunk of damage when thrown at our enemies. Just imagine what would happen if they drank it!
Experimental Setup: You know what I love the most about being an Alchemist? That we always have what we need, thanks to our many tutor effects. Most of them are provided by Transmute effects, but we also have traditional tutored draw.
Escape From Lab: Science is always in need of test subjects who are willing to give their body for our cruel... I mean, totally justified experiments. However, most people are so selfish that they would rather not, so we have to craft our own subjects. And the loyal Homunculi are perfect for... What do you mean they escaped?
For Science!: Of course, not everything is perfect in the world of Alchemy: the government never invests on R&D and our AoE effects are quite clunky. However, they are really strong with the right support. In the case of For Science!, it can be quite destructive with Arcane Elixir, and can also be used with Escape From Lab to draw A LOT of cards.
Remaining Cards
Potion of Corpulence. Another example of a buff Potion. More or less, half of the Potions will be buffs, while the rest will have different effects.
Healing Spray. An ancient technique known by alchemists since 2004.
Potion Researcher. This fellow is the only Potion synergy card in the Basic set. Combine him with Potion of Corpulence and you have a 3 mana 3/6 with Taunt!
Golden Touch. Ancient alchemists obsessed with turning lead into gold, when they could've simply turned PEOPLE into gold. Although it looks similar to Polymorph and Hex, it triggers Deathrattle and on-death effects.
Clumsy Assistant. Argh, she always drops the jars with the Homunculi! If she didn't put so many bodies on the board, I'd fire her.
I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcased cards:
Remaining basic set:
Hopefully nothing really needs an explanation since it's the basic set :P
Phase 1 Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.
Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)
Earthquake is similar to Swipe, except it can't damage heroes and deals a bit more damage to minions adjacent to the target, as well as damaging all minions. Living Ice Prison is a slowdown tool and makes your opponent think about what they want to play last.
The rest of my cards are in the spoiler:
I'd also want some feedback on what to showcase.
I'd showcase Turn to Stone, Splitting Fireball, Icy Rain, Mountainize and Stone Shell maybe.
I think those cards paint a nice picture together, showing all different mechanics your class has.
Thank you for your guides and help. I've been designing for my Infiltrator class the past few days; t'was quite hard designing the Basic Cards as it was my first time. I wanted to capture the flavor of my class without going too complex. I'll greatly appreciate your comments and as a return I will gladly do my best to check out and comment too in others' class concept :)
THE INFILTRATOR
Premise
Infiltrators are agents, masters of disguise and espionage, able to camouflage with the community unnoticed. They can pretend as diplomats, but once they acquire diplomatic immunity, they use their political advantage to exploit the intelligence they've gathered. They make look as a force of Alliance or Horde, only to find out they're just serving their own ends. Their loyalty is unknown and their faction hides beyond the mists thicker than that of Pandaria.
No secrets are left hidden to them.. and whilst you’re still planning your witty combo next turn, an Infiltrator has already outsmarted you. No one knows how to fight them, and they leave no trail for their discovery.
Bio
Mirage
“Mirage is a new in her game and her disguised career didn’t take overnight. But with her charming training, she immediately rose to popularity and was privilege to entertain the royalties. Often, she would use her acting skills with the royal guards, unveiling every secret in Stormwind.”
Hero Power
BREACH: Your opponent’s next card to play costs (1) more. They summon a 1/1 Guard with Taunt .
"Infiltrators have a knack for sneaking in and end up being caught by the guards".
Disrupt your opponent's curve on their next play. But wait, the authorities have summoned a guard!
A very effective hero power to use anytime and since you are an Infiltrator, you always have a way to bypass those Taunt minions.
Overview
Unique Keywords: Mask
Core Keywords: Look, stealth
Mechanics: Hand information, hand manipulation , cost manipulation , tech, anti-secrets/combo
Weaknesses: Hand Information doesn’t directly solve problems, lacks direct and burst damage, masked minions can easily be wiped by AOE, lacks self-healing
New Keyword:
A Masked minion (left) compared to Stealthed (right).
Masked minions are exclusive to the Infiltrator class. Opponents don’t know what kind of minion they are fighting against!
Masked minions are not stealthed, and can be attacked.
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
Direct damage, AOE spells and some hero powers can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask; however, the opponent may have a clue of its identity based from the damage it dealt (although most masked minions have the same attack).
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Basic Set Cards
(1 weapon, 2 minions, 7 spells)
Description
Because the Infiltrator class excels in tech and disruption, I thought that I should remain true to its core in the Basic Set. The class still utilizes single target damage, AOE, draw but mostly removal/neutralization. The class lacks direct hero damage as Infiltrators must be hidden against the authority and instead draws power from hindering the opponent's play.
Eye Poker: Use this to control the board or destroy the 1/1 guards you summoned for your opponent.
Cipher: Immediately disrupt your opponent on turn 1 if they rely heavily from their Hero Power.
Crypto-Portal: Disrupt them again. Yeah, annoying! But can only be properly used on turn 6, or turn 4 with Greymane.
Infiltrator's Mark: If the odds is with you, you can destroy a lot of minions.
Scarlet Inquisitor: Helps you to utilize spells like Infiltrator's Mark.
'Feel free to comment and suggest if you like some of the hidden cards to be showcased instead. :)' Thank you
Overall, the concept of the class is really good, I like the saboteur playstyle it has. However, there are a couple things I think you should change:
Your Hero Power is too complex, in my opinion. I think you could get rid of the 1/1 Guard and it would not be OP. Also, if you keep the guard, you should find another artwork, as it's the same as Gilnean Royal Guard.
The lookup cards don't seem Basic, especially Clean and Infiltrator's Mark.
There are no techs in the Basic set, so Decryption feels a bit out of place.
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.
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class (although it's more than welcome if you do). Not that it could use it in this Phase anyway, because this is the Basic set.
Speaking of Basic Set, here is 5 cards from the Battlemage's Basic set.
Example cards
Freeze in place! (Cryoball) - Cryoball gives Battlemage a very simple cantrip card for the Basic set to showcase Freeze as a Battlemage theme. Kind of like Shiv, but for Freezing
Armor Up! (Horde Hatchet) -Horde Hatchet is a very basic weapon (no pun intended), essentially Battlemage's Fiery War Axe. Although not as strong as pre-nerf Fiery War Axe, it fits the job dealing with 2-Health minions played on your opponent's turn 1 or 2. The 2 Armor it gives may be used immediately to kill your opponent's 2-drop, but then there's also Armor synergy.
Weapons AND Spells (Ember Seeker) - Mages get spell synergy. Warriors get weapon and Armor synergy. Battlemages get all of the above, even combining them into one card. Ember Seeker in particular is Armor and spell synergy all in one card. Although gaining 2 Armor for one spell isn't much, cast a bunch of spells and suddenly you're set to go.
Minion Position Matters (Violent Slash) - But Battlemage is not just simply a combination of Mage and Warrior. It gets some things to set it apart from all of the other classes. The importance of minion position for both players is one of these thing. Against Battlemage, you will need to think about where you play your minions. The Hero Power is one example and deals 1 damage, but Violent Slash will outright kill it. Perhaps it may be a good idea to play your biggest minions in the center.
Intense Combat (Phalanx) - Battlemage does not get any self-damage synergy that Warrior does, but its Warrior side is showcased in other ways, through intense combat tactics. Raise your shield and your burning spear, remove small/weakened threats and gain some defense at the same time.
Here's what I'll be submitting. Feedback is welcome!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.
I know this is something stupid, but it'd be cool if Fossiles would be actual fossiles (such as a T-Rex, a sabertooth, a mammoth). It's weird that they are just skeletons.
I also agree with previous feedback, some of the artworks are quite lacking and I don't understand the flavor behind Cursestick.
Basic Set now finished. Hot-Headed Instructor is finished and Touch of Ice is now added (yes, I know it's a slightly better Frost Shock, but I don't think that's a bad thing). Violent Slash also has slightly different wording to indicate the effect is chosen, and against some people's wishes, I've decided to keep it at 3 mana.
As for showcase cards, my current thought is:
Cryoball
Horde Hatchet
Ember Seeker
Violent Slash
Phalanx
I think I already told you something similar, but your cards are really good, despite the fact that 4 Armor gain cards seems too much.
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
I like that you reduced the RNG level of your cards, even though Astral Intellect is still there.
Be careful with presentation, though. I've noticed a couple typos and similar stuff:
Astral Intellect should read: "A random player draws three cards."
Star Caller should read: "After your opponent summons a minion, summon a 0/1 Astral Spirit." Also, this card doesn't seem Basic (but given it's only this card, it's fine I guess).
Supernova's artwork has a watermark I cannot unsee. Find another artwork or remove the watermark with an image editing tool.
Dumping my current cards for some feedback. Ran out of time, will give feedback tomorrow. Everyone's sets are looking good so far!
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Not sure about Tinker, I think targeting weapons is a bit tricky. It's interesting, but can also limit the design space for your weapons, so be careful.
Scrap Armor is quite complex. I think you should replace it with another Mech, or Mech synergy (or both things at the same time!)
Otherwise, you're good. Brass Bodyguard could be a 6/6 or a 5/7, but since almost all Basic Taunts are crap, it doesn't seem out of place.
Monarch Wings is very complex for a Basic card, it should probably be a Classic Rare or Epic. You already have a lot of Armor synergy, too.
A good replacement would be the 4/6/1 weapon you used to have, it had a very Basic feel. The only problem is that it might be dangerous in combination with Precise Forging.
Pure Defense should probably cost 3 Mana or give 3 Armor twice.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
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-------->
Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Arcane Elixir feels is too dangerous at 0 mana. However, it seems crap at 1 Mana: if you have to play a minion and also pay 1 Mana per Arcane Elixir, wouldn't you rather run Kobold Geomancer?
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Volcanic Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Hey Weilor, why don't you use a tag like Elixir or Flask instead of potion? That way you are sure to have no problems with the Kabal cards. I guess it is not very important because Mean Streets is deep in Wild at the moment and we can ignore it more or less, but just a suggestion :P
Yeah, I thought about that too. However, my reasoning was that if the Alchemist had existed since the beginning, all Kabal potions, Potion of Heroism and maybe Unidentified Elixir would've also been labeled as potions.
In that case, Kabal Chemist's text would've been "Battlecry: Add a random Kabal Potion to your hand."
I think that even if I call them Flask or whatever I'll still have a similar problem, because thematically they're the same. However, if several people prefers this I'll change it.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Your set in general is nice. Has a well rounded purpose while leaving room to explore other archetypes.
Arcane Elixir need to be 1 mana. Spell Damage is generally cost .5 mana (Kobold Geomancer). This card's versitility and combo potential justified bumping it to 1 mana.
Healing Spray: Compare to Healing Touch. Need to be 3 mana or reduce the healing to 6.
Escape from Lab: I think you can get away with making 6 mana. Token spawning usually has higher total stats than similar cards at the same mana cost (Alleycat)
Experimental Setup: Need to cost 4. Tutoring effect is always value higher in mana cost. Compare Shadow Visions to Shiv.
Not sure about Arcane Elixir. Unless you already have minions on board, you still need to play a minion before it, so you'd rather play Kobold Geomancer instead, which is just one card. Then again, it seems a bit dangerous at 0 Mana, so I can't still decide xD I guess I need to listen more opinions.
I also have doubts about Healing Spray. It's very good compared to Healing Touch, but split healing tends to be cheaper (Healing Rain vs Greater Healing Potion). I don't understand why, since focused healing can be clunkier, but whatever.
I guess I'll make Escape From Lab 6 mana. It can be crazy with For Science!, but you can easily overdraw and it's 10 mana, so...
Experimental Setup is going to stay at 3 Mana. Sense Demons ais also tutored draw and it's the same cost as Arcane Intellect. There's also Ice Fishing, which is even cheaper.
Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.
I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.
Feedback appreciated ! :)
As Shatterstar said, you have too many weapon-related cards. I think you could get rid of Chipped Spike and make it Classic instead.
Monarch Wings is too complex for a Basic card.
Armored Baldur could be a 3/2/2 that gains +2/+2 after destroying 3 Armor, for instance. However, if you include it, you also need a couple cards more to gain Armor.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Okay, thanks ^^
@MurderyUnicorn, I have your upvote, so don't worry.
I don't know how to check who voted my post. Anyways, it probably doesn't matter, I won't make it with just a couple votes.
Yeah, but that's a problem for everyone, not just for me. The thing is, I was pretty satisfied with the result (more than in Phase I, in fact). I don't know xD
My class did quite well on Phase I, but my results on Phase II are pretty meh.
Sometimes I feel discussion doesn't serve for much, because I didn't receive any serious critics about my Basic set.
I guess people didn't like the Potion tag?
I've edited my submission to include credits to the artwork. I encourage everyone to do the same if they can.
To be honest, I've only done this because I was reading For Exposure on Twitter and felt guilty about it xD
My god! Eeryone was wainting to page 2 to post their submission (myself included)
Wow, our classes are not only similar in the name, but also in several themes :_D Summoning tokens (which are also called Homunculus), tutors, buffs, hand synergy (which is not present in my Basic set, but will be in the Classic set)... I hope this doesn't backfire any of us.
Now, feedback time!
I think your Hero Power is too complex already, so having two of them is not a good solution.
I'd try one these options:
Thanks for your feedback! I'll probably replace Liquid Fire by Potion Researcher as you said. I'll also replace Clumsy Assistant if I can come up with a substitute.
About your class, I like the flavour. It's very original and the tutor theme really fits it. There are a couple things I would change:
I'm not too fond on your class, to be honest :/
The turn manipulation thing featured by Bronze Whelp and Lucky Pocket Watch doesn't really work, as demonstrated by Nozdormu. A good alternative with similar flavor, but much more interesting gameplay, would be cards that end your turn when played.
For the rest of your cards, several of them (Rewind, Freeze Time, Doubletime) make your class feel like a pastiche of other classes.
The only cards I really like are Timekeeper and Clairvoyance (even though the pastiche argument could still be applied to them).
I'd say you're good to go!
Dual Casting seems hard to use for the Basic set. I prefer Crystalize Blood too.
Why does your quote say linkblade when it was me who wrote the message? D:
Well, several people posted their submission draft in this page (mine included) or in the previous one, but received no feedback. So, I'm gonna bump my own class and give some feedback to the other people in the same situation.
As a Warcraft 3 fan, I like the theme of the class. Will Stealth be a part of the class, given the Lost Ones were invisible?
Generally, your cards are pretty good. They have a strong theme of stat manipulation without being one dimensional. There are only three cards I'd change:
I think you picked good cards for the showcase, as they paint a nice picture of your mechanics.
There are two cards I don't like:
Wow, your class and mine are very similar in many aspects.
I think you picked the right cards to showcase. I like Juju Juice a lot, even if it's very simple.
There are some things that can be improved IMO:
Here are some things you can improve:
Good work in general!
First of all, congratulations, because you simplified your Hero Power a lot. There are just a couple things I don't like:
Ok, this is the first version of my submission post.
I made an extra section to explain the Potion spell tag, which I'm not sure it's legal or a good idea. Both because I'm creating a section that isn't in the template and because I'm modifying a bunch of existing cards, even if it has no gameplay impact.
I also tried to do a little roleplay like linkblade91 did, but I'm not sure it's alright.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what we need.
Keyword
Transmute is a keyword that can "transform" a useless card into a more useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Potion tag
The Alchemist introduces a new tribe tag for spells: Potions.
Of course, there already are many spells in the game that feature Potions, which would also be labeled as such for thematic purposes. Keep in mind this would have no gameplay impact whatsoever, since none of the other classes has Potion synergy.
With this change, the Kabal Chemist would also have a slightly different text (which is better than the current one, since it makes clear Potion of Heroism is excluded from her card pool).
Complete list of old cards that would be considered Potions:
Example Cards
Remaining Cards
Tokens
Summoned by Escape From Lab and Clumsy Assistant.
Previous Phase
Phase I
Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.
Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)
Otherwise, it's okay.
I'd showcase Turn to Stone, Splitting Fireball, Icy Rain, Mountainize and Stone Shell maybe.
I think those cards paint a nice picture together, showing all different mechanics your class has.
Overall, the concept of the class is really good, I like the saboteur playstyle it has. However, there are a couple things I think you should change:
I think you showcased the right cards, in general. And yes, Hot-Headed Instructor is better as a 1/1.
I know this is something stupid, but it'd be cool if Fossiles would be actual fossiles (such as a T-Rex, a sabertooth, a mammoth). It's weird that they are just skeletons.
I also agree with previous feedback, some of the artworks are quite lacking and I don't understand the flavor behind Cursestick.
I think I already told you something similar, but your cards are really good, despite the fact that 4 Armor gain cards seems too much.
I like that you reduced the RNG level of your cards, even though Astral Intellect is still there.
Be careful with presentation, though. I've noticed a couple typos and similar stuff:
Not sure about Tinker, I think targeting weapons is a bit tricky. It's interesting, but can also limit the design space for your weapons, so be careful.
Scrap Armor is quite complex. I think you should replace it with another Mech, or Mech synergy (or both things at the same time!)
Otherwise, you're good. Brass Bodyguard could be a 6/6 or a 5/7, but since almost all Basic Taunts are crap, it doesn't seem out of place.
Monarch Wings is very complex for a Basic card, it should probably be a Classic Rare or Epic. You already have a lot of Armor synergy, too.
A good replacement would be the 4/6/1 weapon you used to have, it had a very Basic feel. The only problem is that it might be dangerous in combination with Precise Forging.
Pure Defense should probably cost 3 Mana or give 3 Armor twice.
Alright, after the feedback I received, here are a few changes and considerations.
In case anyone missed it, this is my previous post:
Potions
Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.
Complete list of old cards that would be considered Potions:
Beakered Lightning
Blastcrystal Potion
Bloodfury Potion
Deadly Poison
Dragonfire Potion
Felfire Potion
Freezing Potion
Goblin Prank
Greater Healing Potion
Holy Water
Leeching Poison
Necrium Vial
Pint-Size Potion
Potion of Heroism
Potion of Madness
Potion of Polymorph
Tinker's Sharpsword Oil
Unidentified Elixir and all derived cards
Volcanic Potion
Toxins generated by Xaril, Poisoned Mind
Kazakus Potion
Bottled Madness
Buffed cards - Potion Researcher and Escape From Lab
A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.
I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...
-------->
-------->
Cards that might be nerfed - Arcane Elixir and Healing Spray
I have mixed feelings about these two cards.
Cards that might get removed - For Science!
I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Volcanic Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.
Do you think having just one complex card in the Basic set is okay?
Feedback about this considerations, changes and possible changes are welcome.
I will feedback classes later, priorizing those who gave me feedback, of course.
Yeah, I thought about that too. However, my reasoning was that if the Alchemist had existed since the beginning, all Kabal potions, Potion of Heroism and maybe Unidentified Elixir would've also been labeled as potions.
In that case, Kabal Chemist's text would've been "Battlecry: Add a random Kabal Potion to your hand."
I think that even if I call them Flask or whatever I'll still have a similar problem, because thematically they're the same. However, if several people prefers this I'll change it.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.