This thread’s been empty.... There is just over a day left for submissions and we’re still missing a few. Did anyone else have any questions or want some feedback?
This is the final draft. I'm trying to push my class in a direction distinct from yours and Wailor's to avoid mutual disadvantage. I still need to validate this with @Broeck1, then we can post.
Is your hero’s name Patricia? The Cauldron should have a more generic name, imo, but if that’s your hero’s name it’s fine.
Learn Recipe is just a card cycle, kinda boring.
Cocktail Throw could do 3 damage.
Unstable Concoction feels too strong for a Basic card. It’s the same as Mirror, but Mirror is a token generated by a Legendary, not a card you can throw two of in your deck.
This thread’s been empty.... There is just over a day left for submissions and we’re still missing a few. Did anyone else have any questions or want some feedback?
Okay, why did no one point out to Cheese that his class has 3 Basic keyword? I feel so bad for reporting it. His edit still didn't fix this issue.
Thank you for reporting it! Shadows messaged me directly, and when I missed the other card he messaged me again. Wish I had caught that before I submitted but I never realized it, nor was it pointed out.
I've got a little time, let's do a few reviews! My near-final submission is on the previous page, post 233, if anyone wants to take a look!.
Omerque - The Angel
There's a couple issues with your class that could pose a problem. First the Hero Power. Like I said already, it's too complex, with a condition and what would have to be a powerful effect. I would change it to something like 'Destroy a friendly minion to give your hero +4 Health' or '+3 Attack this turn' or something. I think making your Hero Power this complex was a mistake, but assuming it can't be changed too much, you'll need to find a good balance.
I'll go through your cards, but overall, there's a lot of clashing themes. Buffs and self sacrifice. 0-mana summons that would be too strong with this Hero Power. Lots of grammar issues. No cards that cost more than 3. I think you need to rework a few of these to be more cohesive, and you'll need some higher cost cards. Think, what kinds of things will your class want to do mid- and end-game? Are you sacrificing minions to make a combo? Buffing many small minions into a big threat? With your current cards, I don't know what your class is going to 'do' besides kill your own dudes.
The hero and Hero Power need different art.
Angelic Stomp - Kinda redundant with your Hero Power as is. Needs a period.
Prayer - It's Competitive Spirit but your opponent knows about it. But I guess its balanced.
Under My Wings - Great card, great art. My favorite card of your set, and one of my favorites of the competition so far.
Holy Defenders - Two of the tokens have taunt, two of them do some healing. Consider changing one of them and watch the punctuation again.
Cleansing Sword - Too weak if it can't attack heroes. You could give it another attack or something.
Counter Attack - First, watch the grammar. Second, this might be too complex for Basic, and certainly too strong for a 0 cost card.
Break Defense - Odd syntax. Neat card but too niche for Basic. It's also an aggressive card in your otherwise very defensive-minded class. Consider replacing this.
Live Shields - No tokens yet. Ok card, arguably balanced, but way too good with the current Hero Power.
White Queen - Cool card.
Possessed By Light - Weird name for a minion, maybe change it to 'Light Possessed' or something. "0-Cost" needs the hyphen.
Honestly, I think you need to do some more work before you submit. You're close, but I don't have a feel for what your Angel class wants to be, other than 'Under My Wings' which I think is a great card.
Laurendor - The Botanist
When you first posted your class, I honestly didn't think it would last long. I thought it was an odd idea that was too close to Druid or Rogue and you wouldn't have a clear, coherent class.
I was completely wrong.
Your class has improved significantly with every post you've made, and I've come to really like it. Yes, having Herb minions is a bit odd imo, but it fits so well with your themes. You literally want to plant a garden on your side of the board, a garden that grows and helps your other minions and uproots your opponent. I love it.
The new Evergrowth posted by Noah_McGrath is excellent. It separates you from Jades and really shows how your cards will work together. I don't have any real criticisms: others have pointed out potentially overpowered cards and you fixed or replaced them.
My only request is that you have some kind of sacrifice effect in future sets. For one, it fits well with weeding out sick or dying plants for your garden's health. Two, your class has a huge weakness to one card: Mass Dispel. I would hate for your class to be useless once you have a board of 0-attack, silenced plants. I don't know what you plan for your class going forward, but that's one thing to keep in mind.
Overall, the Botanist looks great! Keep up the good work!
Noah_McGraph - The Bloodburner
I don't really have a lot of feedback for you that you haven't already heard. Your set is great. Consistent, cool cards some varied effects, and lots of triggers for your keyword.
Be wary of Sanguine Rune. It's a really cool card, but it might be broken if your class has too much face damage or powerful spells (like Melt, which imo could cost 3 if not for copying effects). Likewise, be careful with your Legendary spell in Boomsday! Getting 3 copies of it can be quite dangerous.
I agree with the others that Crystallize Blood is the more balanced of your 2 cards. Dual-Casting is nice though, save that for a later set.
I'm a bit stuck with this: destroy a friendly minion...
I really don’t think your hero power should destroy a friendly minion. That’s a level of complexity well above all other hero powers. But if your original submission has it, I guess it’s required?
I've made some adjustments, most noticeably taking out Mechanized Armor. I feel it gives the class too much protection with such a big armor boost, and I'll rework it with smaller numbers for a future set. In it's place, I've reworked my presentation Secret to be a disruption card like Rebuke. Overall I'm pretty happy with my cards. I feel like they are real simple, which is perfect for Basic, but give me lots of room to grow. Let me know what you think!
THE TINKER
Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!
Keyword: Synchronize
Before we get too far, I wanted to remind you about Synchronize! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!
Example Cards
Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?
Noise Machine - WHAT!? I CAN'T HEAR YOU! WHAT!? TURN IT OFF? OH! Heh, sorry. You saw this before, when it was a Secret. Still got some Secrets, but this little baby turned into something a bit more... preemptive! Casters hate 'em. I got a few buggers like these, they do a great job screwing with our enemies and protecting our workers.
Safety Second! - Yeah, we got all kinds of workers here, building mechs and bombs. You know my garage's number one rule? Results first! And money! Money's also first. What? Safety? No way! That's second, at best. But still, important. Lots of dangerous stuff here.
Scrap Bomb - Like this guy. Light it, throw it, big boom. Lots of shrapnel to make more Bots out of. What's with all the Bots? We love 'em here! If we're bored, or out of ideas, we make Bots. Lots and lots of Bots. Later on, I'll show you some clever things we can do with 'em, too!
Chainsword - Watch your fingers! This guy's sharp! Yeah, we Tinkers have weapons, and they're a LOT better than those used by other classes. For one, some of ours explode! That's, um, that's a feature. I think. You see, we've got bombs and missiles and stuff, but Tinkers are, uh, easily distracted. Some of our tools don't always hit our exact mark. So we use weapons when we need to be precise.
Overclock - And if we need to be really sure our target gets got, we throw all the safeties off and kick it into overdrive! What? I told you the explosions were a feature!
Remaining Cards
There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classic stuff.
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
Bumping for feedback. A couple of us got buried on the bottom of page 9.
The Warrior's Basic set has two weapons and Heroic Strike, meaning 3/10 are related to hero attacks. If you're looking for a similar or greater emphasis on hero attacks, three weapons is fine. I do think, though, that the +2 Durability card is problematic: every weapon you ever make will have to be balanced against the Durability-increase, like Rogue spell costs with Preparation. Your Chainsword becomes a 2/4 -> 3/3 -> 4/2 -> 5/1 weapon, all for 4-mana. That's significantly improved effectiveness and efficiency. Your Kobolds & Catacombs Legendary weapon in particular would need to be seriously reined in; a card like Woecleaver could never be allowed to exist in your class.
This is a good point, thanks for clarifying it. As much fun as swinging away with an OP weapon would be, that would be a nightmare to balance. I’ll drop the Durability card and replace it with something not weapon related. Might tweak the set a little more but I’m pretty happy with it. Thanks!
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
The Tinker
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.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe? Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival. Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has. Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword. Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic. Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG! Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
Bumping for feedback. A couple of us got buried on the bottom of page 9.
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
The Tinker
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.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe? Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival. Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has. Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword. Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic. Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG! Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
Lesson Training I think is too strong for Basic / Classic, even if it is balanced. Compare with Microtech Controller.
Rip and Tear is your 3rd example card, but the 5th card described. I'd make sure that matches.
Good cards overall.
Ashkrell - The Infiltrator
I like the changes to your cards that involve looking at your opponent's cards. I know you hoped to use that as a mechanic for your class, but it also makes for some super efficient removal, if you get lucky and see the right cards. If your opponent didn't know which cards you saw, it would feel real unfair for them. Will revealed cards have any icon on them to show that they've been revealed, thus making it easier for both players to track? I hope so.
Because of the above, new Peek is much better. But since it does nothing else on its own, I see no reason it can't cost 0.
Scarlet Inquisitor - What deals the 2 more damage? Based on Pocket Pipe and Untrained Ambush, it sounds like anything you do. Minions, too? Would your opponent's Hellfire deal 2 more damage? I'd reword this, or explain it more. And again, I hope there's a way to track which cards were revealed by your cards.
Crypto-Portal - Adding 1 Armor is kinda pointless. I'd rather see this give more armor and cost 1, or no armor and stay at 0.
Untrained Ambush - Random amounts of damage isn't fun to play with. Lightning Storm, for example, can win or lose games based on that 1 point of damage. If you keep it, it'd rather it say "Deal 1 or 4 damage to a minion."
Everything else looks good. I love the idea of the Pocket Pipe, being a 'disguise' that combos with your other cards. Really cool set so far.
Klipce - The Hexer (Good name choice)
I like the single target Curse of Spirits best. I also have negative spell damage in my class, but not in the Basic set. Debuffing ALL minions might break spells and fill hands with now-useless cards, which isn't fun. If it's on 1 minion its easier to manage.
Voodoo Master is basically the same as Microtech Controller but costs 1 less and has 1 less Attack. Also your tokens aren't Mechs, but that's a minor point. Your card should probbaly cost 3, as 3 1/1s for 2 is real strong for Classic / Basic.
Ritual of Strength is far too strong for 3 mana. It is MUCH stronger than Savage Roar. Everyfin is Awesome and Cenarius are the first cards I could think of with this effect, and cost a LOT more. I'd say at least 5 mana, probably 6.
Strong Medicine, Fuming Chant, and Wild Healing Mix are all the same effect and match your hero power. I know you mentioned somewhere that they are all different levels, which is true. But I'd love to see one or two of them replaced with new, different effects. I'd suggest keeping Fuming Chant, having Wild Healing Mix go in a later set, and replace it and Strong Medicine with some other effects. You don't have any aoe, so that's one option.
It´s only day 2 of phase 2 and everybody has already finished their basic set
wtf guys
As for me my biggest issur will be to not do the same thing as the gazillion other hand synergy classes in this comp
Lol. I’m hoping most people are still working on their Basic sets. I might have 10 cards but I’ve got plenty of time to improve them. As for hand synergy, I’m saving that for future sets. Most of my cards that rely on it are too complex or have 3 lines of text.
Im not sure how you are confused by those three cards in my set. Mechanic is the 3-cost draw-a-Card gnome that Basic never had. There hasn’t been a single 3 cost draw a card minion in the game except gvg’s Experimenter, which is bad. The class has okay card draw, here’s one they will always have. Simple design but it fits thematically and mechanically.
Brass Bodyguard I realize now may have too low stats, but just barely. He’s a simple taunt mech, at a time when there was no mech synergy.
Mechanized Armor is a big comeback tool giving a bunch of armor and a weapon. Warrior, the armor class, only has 1 basic card that involves armor. My class will have less armor related cards, but I wanted a big boost spell and this seemed good to me. So I don’t follow that they don’t fit the class.
I’m not done with my cards, there’s a few I don’t like and want to replace, but those I was happy with.
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.
I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.
Usually around 5pm est, give or take a few minutes because it isn’t automated. So about 5.25 hours from now.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Is your hero’s name Patricia? The Cauldron should have a more generic name, imo, but if that’s your hero’s name it’s fine.
Learn Recipe is just a card cycle, kinda boring.
Cocktail Throw could do 3 damage.
Unstable Concoction feels too strong for a Basic card. It’s the same as Mirror, but Mirror is a token generated by a Legendary, not a card you can throw two of in your deck.
Everything else looks good!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
This thread’s been empty.... There is just over a day left for submissions and we’re still missing a few. Did anyone else have any questions or want some feedback?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Thank you for reporting it! Shadows messaged me directly, and when I missed the other card he messaged me again. Wish I had caught that before I submitted but I never realized it, nor was it pointed out.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I've got a little time, let's do a few reviews! My near-final submission is on the previous page, post 233, if anyone wants to take a look!.
Omerque - The Angel
There's a couple issues with your class that could pose a problem. First the Hero Power. Like I said already, it's too complex, with a condition and what would have to be a powerful effect. I would change it to something like 'Destroy a friendly minion to give your hero +4 Health' or '+3 Attack this turn' or something. I think making your Hero Power this complex was a mistake, but assuming it can't be changed too much, you'll need to find a good balance.
I'll go through your cards, but overall, there's a lot of clashing themes. Buffs and self sacrifice. 0-mana summons that would be too strong with this Hero Power. Lots of grammar issues. No cards that cost more than 3. I think you need to rework a few of these to be more cohesive, and you'll need some higher cost cards. Think, what kinds of things will your class want to do mid- and end-game? Are you sacrificing minions to make a combo? Buffing many small minions into a big threat? With your current cards, I don't know what your class is going to 'do' besides kill your own dudes.
The hero and Hero Power need different art.
Angelic Stomp - Kinda redundant with your Hero Power as is. Needs a period.
Prayer - It's Competitive Spirit but your opponent knows about it. But I guess its balanced.
Under My Wings - Great card, great art. My favorite card of your set, and one of my favorites of the competition so far.
Holy Defenders - Two of the tokens have taunt, two of them do some healing. Consider changing one of them and watch the punctuation again.
Cleansing Sword - Too weak if it can't attack heroes. You could give it another attack or something.
Counter Attack - First, watch the grammar. Second, this might be too complex for Basic, and certainly too strong for a 0 cost card.
Break Defense - Odd syntax. Neat card but too niche for Basic. It's also an aggressive card in your otherwise very defensive-minded class. Consider replacing this.
Live Shields - No tokens yet. Ok card, arguably balanced, but way too good with the current Hero Power.
White Queen - Cool card.
Possessed By Light - Weird name for a minion, maybe change it to 'Light Possessed' or something. "0-Cost" needs the hyphen.
Honestly, I think you need to do some more work before you submit. You're close, but I don't have a feel for what your Angel class wants to be, other than 'Under My Wings' which I think is a great card.
Laurendor - The Botanist
When you first posted your class, I honestly didn't think it would last long. I thought it was an odd idea that was too close to Druid or Rogue and you wouldn't have a clear, coherent class.
I was completely wrong.
Your class has improved significantly with every post you've made, and I've come to really like it. Yes, having Herb minions is a bit odd imo, but it fits so well with your themes. You literally want to plant a garden on your side of the board, a garden that grows and helps your other minions and uproots your opponent. I love it.
The new Evergrowth posted by Noah_McGrath is excellent. It separates you from Jades and really shows how your cards will work together. I don't have any real criticisms: others have pointed out potentially overpowered cards and you fixed or replaced them.
My only request is that you have some kind of sacrifice effect in future sets. For one, it fits well with weeding out sick or dying plants for your garden's health. Two, your class has a huge weakness to one card: Mass Dispel. I would hate for your class to be useless once you have a board of 0-attack, silenced plants. I don't know what you plan for your class going forward, but that's one thing to keep in mind.
Overall, the Botanist looks great! Keep up the good work!
Noah_McGraph - The Bloodburner
I don't really have a lot of feedback for you that you haven't already heard. Your set is great. Consistent, cool cards some varied effects, and lots of triggers for your keyword.
Be wary of Sanguine Rune. It's a really cool card, but it might be broken if your class has too much face damage or powerful spells (like Melt, which imo could cost 3 if not for copying effects). Likewise, be careful with your Legendary spell in Boomsday! Getting 3 copies of it can be quite dangerous.
I agree with the others that Crystallize Blood is the more balanced of your 2 cards. Dual-Casting is nice though, save that for a later set.
Overall, looks good!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I really don’t think your hero power should destroy a friendly minion. That’s a level of complexity well above all other hero powers. But if your original submission has it, I guess it’s required?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I've made some adjustments, most noticeably taking out Mechanized Armor. I feel it gives the class too much protection with such a big armor boost, and I'll rework it with smaller numbers for a future set. In it's place, I've reworked my presentation Secret to be a disruption card like Rebuke. Overall I'm pretty happy with my cards. I feel like they are real simple, which is perfect for Basic, but give me lots of room to grow. Let me know what you think!
THE TINKER
Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!
Keyword: Synchronize
Before we get too far, I wanted to remind you about Synchronize! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!
Example Cards
Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?
Remaining Cards
There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classic stuff.
Previous Phase
Here's the transcript of your last visit!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
This is a good point, thanks for clarifying it. As much fun as swinging away with an OP weapon would be, that would be a nightmare to balance. I’ll drop the Durability card and replace it with something not weapon related. Might tweak the set a little more but I’m pretty happy with it. Thanks!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Bumping for feedback. A couple of us got buried on the bottom of page 9.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
The Tinker
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.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe?
Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival.
Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has.
Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword.
Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic.
Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG!
Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Reviews, then posting my updated cards.
krowski-nall - The Fist Fighter
Lesson Training I think is too strong for Basic / Classic, even if it is balanced. Compare with Microtech Controller.
Rip and Tear is your 3rd example card, but the 5th card described. I'd make sure that matches.
Good cards overall.
Ashkrell - The Infiltrator
I like the changes to your cards that involve looking at your opponent's cards. I know you hoped to use that as a mechanic for your class, but it also makes for some super efficient removal, if you get lucky and see the right cards. If your opponent didn't know which cards you saw, it would feel real unfair for them. Will revealed cards have any icon on them to show that they've been revealed, thus making it easier for both players to track? I hope so.
Because of the above, new Peek is much better. But since it does nothing else on its own, I see no reason it can't cost 0.
Scarlet Inquisitor - What deals the 2 more damage? Based on Pocket Pipe and Untrained Ambush, it sounds like anything you do. Minions, too? Would your opponent's Hellfire deal 2 more damage? I'd reword this, or explain it more. And again, I hope there's a way to track which cards were revealed by your cards.
Crypto-Portal - Adding 1 Armor is kinda pointless. I'd rather see this give more armor and cost 1, or no armor and stay at 0.
Untrained Ambush - Random amounts of damage isn't fun to play with. Lightning Storm, for example, can win or lose games based on that 1 point of damage. If you keep it, it'd rather it say "Deal 1 or 4 damage to a minion."
Everything else looks good. I love the idea of the Pocket Pipe, being a 'disguise' that combos with your other cards. Really cool set so far.
Klipce - The Hexer (Good name choice)
I like the single target Curse of Spirits best. I also have negative spell damage in my class, but not in the Basic set. Debuffing ALL minions might break spells and fill hands with now-useless cards, which isn't fun. If it's on 1 minion its easier to manage.
Voodoo Master is basically the same as Microtech Controller but costs 1 less and has 1 less Attack. Also your tokens aren't Mechs, but that's a minor point. Your card should probbaly cost 3, as 3 1/1s for 2 is real strong for Classic / Basic.
Ritual of Strength is far too strong for 3 mana. It is MUCH stronger than Savage Roar. Everyfin is Awesome and Cenarius are the first cards I could think of with this effect, and cost a LOT more. I'd say at least 5 mana, probably 6.
Strong Medicine, Fuming Chant, and Wild Healing Mix are all the same effect and match your hero power. I know you mentioned somewhere that they are all different levels, which is true. But I'd love to see one or two of them replaced with new, different effects. I'd suggest keeping Fuming Chant, having Wild Healing Mix go in a later set, and replace it and Strong Medicine with some other effects. You don't have any aoe, so that's one option.
Overall, solid set.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Lol. I’m hoping most people are still working on their Basic sets. I might have 10 cards but I’ve got plenty of time to improve them. As for hand synergy, I’m saving that for future sets. Most of my cards that rely on it are too complex or have 3 lines of text.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
@Shatterstar1998
Im not sure how you are confused by those three cards in my set. Mechanic is the 3-cost draw-a-Card gnome that Basic never had. There hasn’t been a single 3 cost draw a card minion in the game except gvg’s Experimenter, which is bad. The class has okay card draw, here’s one they will always have. Simple design but it fits thematically and mechanically.
Brass Bodyguard I realize now may have too low stats, but just barely. He’s a simple taunt mech, at a time when there was no mech synergy.
Mechanized Armor is a big comeback tool giving a bunch of armor and a weapon. Warrior, the armor class, only has 1 basic card that involves armor. My class will have less armor related cards, but I wanted a big boost spell and this seemed good to me. So I don’t follow that they don’t fit the class.
I’m not done with my cards, there’s a few I don’t like and want to replace, but those I was happy with.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
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.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End