Mostly an arena card. I am leaning towards the first one but aggro hurts, so I'll probably end up with the 2nd one.
To add on to what Link said, even if it didn't have Taunt, you could just use Sunfury Protector to give it Taunt. This effect is way too dangerous to print in Constructed, which is why Team 5 will never do it.
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If you need a little bit of help with the Lich King card, here are the existing cards for reference (minus Shut up, Priest).
Druid - Purge the Weak
Hunter - The Hunted
Mage - The True Lich
Paladin - Fallen Champions
Rogue - The Price of Power
Shaman - Necrotic Plague
Warlock - Soul Reaper
Warrior - The True King
All of the finalists from Deathwing Needs a Friendwing had their own Lich King cards as well, but the image for Summoner's is broken (as is the entire class).
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Phase III hasn't even started yet and some people already finished their sets.
guys pls
Oh and also, I'm against considering that the Lich King card shouldn't be considered a challenge. The original goal was to make playable class, extra requirements should count as challenges.
Honestly, the Lich King card is needed for a playable class. You need to be able to note the falters in your class somehow. If you don't have a card for the Lich King boss to use, you cannot justify your class's existence.
I know what you're thinking, and you're wrong. Shut up, Priest doesn't count.
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If there's one thing Toki (who is watching in the background) is excited to see in your class, it's the Taverns of Time. You don't just make your way to the tavern and not have any cards to use. That would be silly. Most classes have one minion and one spell, although Priest (two spells), Shaman (two minions), and Warrior (one minion and one weapon) break this rule. Remember that Arena exclusive cards tend to be slightly stronger than normal Constructed cards. Class examples of this include Flash Forward, Master of Realities, and Fatecleaver.
If anyone has an issue with the Challenges...now is the time to say something lel. Better to get it fixed now, before the Phase officially begins.
Honestly, Challenge 1 shouldn't even be a challenge. It should just be a rule by default that you should make your Lich King boss card.
In a similar vein, what about also making the Shrines and minions for Rumble Run in your class? (I would also suggest card buckets, but lack of Wild cards makes this impossible)
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We can't expect the mods who are running the comp for us to bend and give in to every request we make. They have all the reasons for what they're doing. We thought the original challenge 2 was dumb (as did I), so we asked for it to be changed, and it was. Honestly I wasn't sure if the challenge would be changed or not. We're doing that same thing here. You've got to ask yourself if this was a moderator mistake or a competitor mistake?
I bet that if IceKing won the competition, you'd be happy for him that he won, but also wish he was DQ'ed here so you possibly could've won instead. Maybe not all of you, but definitely at least some of you. That's just human nature. Seeing as how Breath of Life is the only Dragon-related card in IceKing's class so far, I think assuming his class isn't focused on Dragons is fair, and thus, it's entirely understandable to me why the disqualification is there. I will admit that I think the phrasing of "Dragons aren't disallowed per se" isn't perfect, but honestly, I thought it was just common courtesy that you don't use mechanics in sets where they don't exist.
I'm not in the competition anymore, and I don't really care if IceKing makes it or not, but I see where the decision comes from. I don't think we should hate on the mods for making this decision.
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Yo, fun question little question for everyone here: What would Nefarian tell your class? For those new here, Nefarian is a unique card in that it has a different quote depending on your opponent's class. Click on his name to go to his Hearthpwn page and listen to them all.
Here's what I think he'd tell me: "METAMORPHER! My scales burn with your power!"
"Battlemage! Your spells. Your weapons. Your death."
"Time Traveler! This timeline belongs to me!"
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Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
Metamorphs are being that are part flesh (mostly humans, Beasts and Dragons) and part Elemental (Though they wouldn't be treated as such, like Patches the Pirate, who is a Demon, but is treated like a Pirate).
Some other cards, showing one of the class' main mechanic that wasn't part of the basic set: Powerful cards at the cost of being able to SMOrc.
Finally, a couple cards from future phases in the spoiler because I want to out them out there:
My Boomsday Scientist is going to focus on sound, and this device allows him to use echolocation and find a spell in his deck and play any other card that's on top of it. This is meant to work in a minion-heavy deck as a finisher. The minion draw interaction is the same as with Varian Wrynn. If you have a weapon equipped and draw another, it will destroy the existing one. Hero cards will be played without the battlecry. Not sure if this is overcosted.
The idea with Waxmancer Strumi is that you play a bunch of minions with battlecry for very cheap. Then, when he's about to die, you flood the board and destroy him, reverting your minions back to normal (the effect affects minons both in hand and on the board.)
If anyone wants me to take a look at their class, let me know.
I feel like what you've shown is just anti-SMORC, forcing it into just Control (which still needs to attack face to win the game, except for Mecha'thun).
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I like the hand buff I always thought about it, I was just wondering if that's was ok considering that no other card from the classic is buffing minion on the hand.
Of the three factions in Mean Streets of Gadgetzan, handbuff is the least sacred of them. Not speaking as a mod, but I personally just don't see anything special about handbuff that could keep it from being in vanilla Hearthstone. Jades in Classic? No, that's a specific mechanic for MSG. "If your deck has no duplicates" in Classic? Definitely not; Reno Jackson hasn't happened yet. Handbuff? That's fine.
I might be wrong, but I don't think anyone will raise much of a stink if you included a handbuff card *shrugs*
Overall, I think you reached a good balance when it comes to showcase your class themes: armor, hero attack, weapons and swarm. On paper, this looks too similar to Druid and Warrior, but you managed to use this mechanics in a different way. However, I still think you should find new mechanics that aren't used by these classes for future expansions, as even Stealth is slightly used by Druid.
By the way, will resurrection be a theme of your class? Because otherwise Dream Nail feels kinda out of place.
@teknician
Wow, your class is incredibly original. If this is the Classic set (which tends to be simpler), I can't imagine how mind-blowing your expansions will be.
My main issue with your class is that "caster" weapons aren't a thing in Hearthstone, with the exception of Kobolds And Catacombs legendary weapons. Leyline Staff is okay because it has 1 Attack, even if I think "Your next spell has Spell Damage +1" would've been more inline with existing classes. Now, Tome of Suramar is completely out of place, IMO. I might be the only one who thinks this is a problem, but I had to say it. And yes, I am perfectly aware this might be a bit hypocritical coming from a person who put a tribe tag on some spells xD
Aside from that, I agree with @CheeseEtc that you have too few Phase activators for minions, given the only Neutral one is Mana Wraith, if I'm not mistaken.
Finally, Power Surge is okay right now, but it might get out of control if you print much more Spell Damage cards (which you already have plenty), so be careful with that.
@Demonxz95
I'm glad you're still in the competition :)
About challenge #1, I think it's pretty clear what is your class weakness: low minion presence. You have very few minions, and none of them seem like dangerous threats, but nice bonuses for your other mechanics.
Now, some comments about individual cards:
I'd reword Ice Shackles as "Freeze a character for two turns". Also, the effect doesn't feel Common. I'd make it Rare, which leaves also leaves you space for using both Common Flex cards.
Why are you planning to remove Cursed Armor? I think it's pretty allright.
In case you don't use both Common Flex cards: I prefer Rune of Scorchment, since weapons need to be a core theme of your class in order to differentiate from Mage. That said, Purge of Flames is very cool, so if you don't use it, make sure to include it in future expansions.
Do you have any plans for your Legendary minion?
As a general comment, you have too many humans in your artworks. Try including other species, particularly Blood Elves, which seem a natural fit for your class.
@Noah_McGrath
Gameplay-wise, your class is cool, and I think your Hero Power is one of the best. Thematically, it gets a bit repetitive, as almost every card features fire or blood xD Anyways, I have a lot of suggestions about balance, although most of them are redundant with other feedback you already received.
Blood Curse: Weakness itself is fine, but you need to be careful with permanent Attack debuffs. If you print too many of them, you can easily leave your opponent without a board, which is not very fun.
I think Fire Rain should say "Deal 3 damage to up to three random minions" so that it is usable in boards with few minions. With this fix the card should be quite strong for a control class.
Incinerate is pretty OP when compared to Shadow Bolt. I know that's a pretty crappy card (I also have a card that is strictly better), but yours is so, so much better that I think it's probably not balanced.
Spontaneous Combustion should cost 4 Mana.
1 Mana cycles are dangerous. Cheap tutors too. So, Prepare for Battle should probably cost 2 Mana.
Flame Rush should cost 3 Mana.
Blood Master Zuggrash seems weak. Make it cost 7 or bump its attack to 8.
I agree with other users that your rarities are a bit messed up. Kolarra Bloodreaver, Atraki Defender and Spontaneous Combustion would make more sense as Rares or Epics, while Kolarra Mystic and Kolarra Healer could perfectly be Commons.
I'll give more feedback later. CheeseEtc, NiRaSt and Turkeybag are next on my list.
The problem with making Ice Shackles a Rare is that Ice Shackles is supposed to be my card for Challenge 2, which is required to be a Common.
I don't know what to do for my Legendary. I want it to be win-conish without using Charge, as the Classic Legendary should be a win-con (why did nobody bring this up when I made Kara for Time Traveler back in Deathwing Needs a Friendwing?)
I think most people have already said their piece regarding my class, so I'll post for one final round of feedback before submitting tonight:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
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
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 and their class mechanic Gaze activates during your opponent's turn, their minions and spells 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.
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), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Planetary Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as a token generator and AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage as well as a big draw engine combine with cards that can grant multiple Gaze like Planetary Guardian. Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
If Planetary Guardian creates 2 Gazes (the Battlecry target and the 0/1 Planet), which one is affected first?
Starscryer Sera uses artwork for the Boom Labs adventure from the Boomsday Project. Although using artwork from adventures is justifiable (Pure Cold/Simulacrum, Mirror of Doom/Double Time), I don't think people should retroactively use artwork that were introduced in later sets as that piece of art would not have existed yet.
Mark of Taurus seems slightly too weak at 2 mana, but slightly too strong at 1 mana. I suppose it's better for a card to be slightly underpowered than slightly overpowered.
I love your class themes and art style.
(not in the mood to make all of the card names colored at the moment)
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I think Unstable is a lot like Casts When Drawn. It's a sort of floaty keyword, and the cards are reasonable value even if they didn't have a keyword (apart from the last one which just does nothing if the keyword didn't exist). I'd say move away from cards being burnt as the trigger. Your class is alchemy related, so maybe your keyword could trigger based off of 'combining' things — if you played a card of the same Cost this turn — that limits your keyword to cards that cost 5 or less, but it's better than RNG based keywords.
You could even do something a little more radical — when you draw an unstable card, it splits into two cards with half the effect and cost each. So for your first one, you could cost it at 6 (or 8) and have it split it into two Deadly Shots. Genn exists, however, so that's a major downside.
With the flavour you're going for, you could consider an effect that triggers if you played a different card type this turn; something that encourages a healthy mix of minions and spells in your deck. That's probably the most fitting keyword I could see; a kind of 'equilibrium' mechanic that keeps your solution pH neutral ;)
As for me, here's my class so far. Take it apart so I can put it back together again. Google Doc for it
Challenge 2 is Bibliomancy, Challenge 3 is pretty obvious. Challenge 1... Well, it's kind of that Enchanter minions are lower value than a lot of others. No strong 1-drop, reliant on buffs to get value rather than straight tempo. Reliance on hand positioning and the availability of Phase triggers to do combos. However, it's a strong removal and damage class and should be able to hold its own in a fight. Arcanist isn't quite a finisher card, but it makes your board and hand more valuable while it's on the board. Need help on Occult Infusion wording (i.e. whether it's understandable without 'instead'), and card balance. I think I need 1 more phase card as well...
First thing's first. Your class's art style is amazing.
Second of all, your cards look really good. Arcanist Valtrois however leaves a few things to question. Since stats count as numbers, it's a 5 mana 6/6 that gives your other minions +1/+1 (the Cost part is irrelevant and could actually be beneficial against Devolve if it works that way). Another question, does "a" count as a number? Like, would Loot Hoarder draw 2 cards instead?
To shorten the wording of Foul Homunculus, you could change the wording to "Has +2 Attack while enchanted".
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Go figure, when I announce that I plan to drop out is when I get more cards. Guess I'm still in this after all. Got some new cards.
I still didn't change Cursed Armor yet because I didn't know if I would keep going.
All Classic cards so far.
I actually have 1-Cost spell synergy in a future set, so theoretically I could've created ANY 1-Cost spell and it would've satisfied Challenge 2, but I tried to stay true to its intentions. At the moment, that spot is represented by Ice Shackles.
Common Flex Spot
That said, I've built myself into several corners. I don't know my weaknesses. I don't know what I'm missing. If I have enough spots to fill. If I even have enough diverse material to carry a class. This class is definitely proving to be harder than Time Traveler.
I need help.
By the way, here are my Basic cards as reference:
I'll give some feedback soon. I know I've been lacking in that department as of late.
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To add on to what Link said, even if it didn't have Taunt, you could just use Sunfury Protector to give it Taunt. This effect is way too dangerous to print in Constructed, which is why Team 5 will never do it.
Click the image to go to my custom Time Traveler class.
If you need a little bit of help with the Lich King card, here are the existing cards for reference (minus Shut up, Priest).
Druid - Purge the Weak
Hunter - The Hunted
Mage - The True Lich
Paladin - Fallen Champions
Rogue - The Price of Power
Shaman - Necrotic Plague
Warlock - Soul Reaper
Warrior - The True King
All of the finalists from Deathwing Needs a Friendwing had their own Lich King cards as well, but the image for Summoner's is broken (as is the entire class).
Click the image to go to my custom Time Traveler class.
Honestly, the Lich King card is needed for a playable class. You need to be able to note the falters in your class somehow. If you don't have a card for the Lich King boss to use, you cannot justify your class's existence.
I know what you're thinking, and you're wrong. Shut up, Priest doesn't count.
Click the image to go to my custom Time Traveler class.
-_-
What do I even say about this? I suppose I can't complain because I'm guilty of this as well.
Click the image to go to my custom Time Traveler class.
Mind if I input a challenge idea? For Phase V.
If there's one thing Toki (who is watching in the background) is excited to see in your class, it's the Taverns of Time. You don't just make your way to the tavern and not have any cards to use. That would be silly. Most classes have one minion and one spell, although Priest (two spells), Shaman (two minions), and Warrior (one minion and one weapon) break this rule. Remember that Arena exclusive cards tend to be slightly stronger than normal Constructed cards. Class examples of this include Flash Forward, Master of Realities, and Fatecleaver.
Click here to see all of the ToT cards.
Click the image to go to my custom Time Traveler class.
Honestly, Challenge 1 shouldn't even be a challenge. It should just be a rule by default that you should make your Lich King boss card.
In a similar vein, what about also making the Shrines and minions for Rumble Run in your class? (I would also suggest card buckets, but lack of Wild cards makes this impossible)
Click the image to go to my custom Time Traveler class.
Well, now my post at the top of this page now just looks unnecessarily rude. Oops, my fault.
Click the image to go to my custom Time Traveler class.
To play devil's advocate:
We can't expect the mods who are running the comp for us to bend and give in to every request we make. They have all the reasons for what they're doing. We thought the original challenge 2 was dumb (as did I), so we asked for it to be changed, and it was. Honestly I wasn't sure if the challenge would be changed or not. We're doing that same thing here. You've got to ask yourself if this was a moderator mistake or a competitor mistake?
I bet that if IceKing won the competition, you'd be happy for him that he won, but also wish he was DQ'ed here so you possibly could've won instead. Maybe not all of you, but definitely at least some of you. That's just human nature. Seeing as how Breath of Life is the only Dragon-related card in IceKing's class so far, I think assuming his class isn't focused on Dragons is fair, and thus, it's entirely understandable to me why the disqualification is there. I will admit that I think the phrasing of "Dragons aren't disallowed per se" isn't perfect, but honestly, I thought it was just common courtesy that you don't use mechanics in sets where they don't exist.
I'm not in the competition anymore, and I don't really care if IceKing makes it or not, but I see where the decision comes from. I don't think we should hate on the mods for making this decision.
Click the image to go to my custom Time Traveler class.
Looks like I probably won't be submitting this Phase.
I'll still be watching from the sidelines. Maybe next Phase I'll actually be giving more feedback this time.
Click the image to go to my custom Time Traveler class.
"Battlemage! Your spells. Your weapons. Your death."
"Time Traveler! This timeline belongs to me!"
Click the image to go to my custom Time Traveler class.
I feel like what you've shown is just anti-SMORC, forcing it into just Control (which still needs to attack face to win the game, except for Mecha'thun).
Click the image to go to my custom Time Traveler class.
Technically handbuffing existed in GvG. Bolvar Fordragon.
Click the image to go to my custom Time Traveler class.
The problem with making Ice Shackles a Rare is that Ice Shackles is supposed to be my card for Challenge 2, which is required to be a Common.
I don't know what to do for my Legendary. I want it to be win-conish without using Charge, as the Classic Legendary should be a win-con (why did nobody bring this up when I made Kara for Time Traveler back in Deathwing Needs a Friendwing?)
(not in the mood to make all of the card names colored at the moment)
Click the image to go to my custom Time Traveler class.
First thing's first. Your class's art style is amazing.
Second of all, your cards look really good. Arcanist Valtrois however leaves a few things to question. Since stats count as numbers, it's a 5 mana 6/6 that gives your other minions +1/+1 (the Cost part is irrelevant and could actually be beneficial against Devolve if it works that way). Another question, does "a" count as a number? Like, would Loot Hoarder draw 2 cards instead?
To shorten the wording of Foul Homunculus, you could change the wording to "Has +2 Attack while enchanted".
Click the image to go to my custom Time Traveler class.
Go figure, when I announce that I plan to drop out is when I get more cards. Guess I'm still in this after all. Got some new cards.
I still didn't change Cursed Armor yet because I didn't know if I would keep going.
All Classic cards so far.
I actually have 1-Cost spell synergy in a future set, so theoretically I could've created ANY 1-Cost spell and it would've satisfied Challenge 2, but I tried to stay true to its intentions. At the moment, that spot is represented by Ice Shackles.
Common Flex Spot
That said, I've built myself into several corners. I don't know my weaknesses. I don't know what I'm missing. If I have enough spots to fill. If I even have enough diverse material to carry a class. This class is definitely proving to be harder than Time Traveler.
I need help.
By the way, here are my Basic cards as reference:
I'll give some feedback soon. I know I've been lacking in that department as of late.
Click the image to go to my custom Time Traveler class.