I've started working on my Archaeologist submission:
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps build off of the defensive strength with new Decaying Armor. Decaying Armor is seperate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions, and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tortollan Trapfinderis my Challenge 1 card and great fuel for the Quest, completing one third of it's requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
Taletellersis a large minion that supports spilling your hand in Elemental Archaeologist, because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
Search for theArk is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy Discovers her path of Un'goro?
Faraghoul is my example card to show off Decaying Armor. Because Decaying Armor is also Armor, the third line of text is to prevent loops. Although on it's own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have Decaying Armor.
Izzy the Defiler's text sets it apart from the other Death Knight heroes, making it's focal point not the immediate effect, but the deathrattle. At a 10 Mana Cost, it can be tricky to play, but it guarentees some extra survivability and opens ground for a comeback. Additionally, it fulfills the third challenge, because the Hero Power Discovers cards, helping finish out the Quest in the late game.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Mystick does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
Dino-mightis a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
Paven, Elemental of Surprise's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
Again, Keeper Greatooth counts all Armor as Armor, and gains regular Armor.
Questions: - Is my keyword change ok? - Are my showcase cards good? - Are any cards still bad? - Should I swap an Epic KoFT card for ?
I really, REALLY hate Izzy. Not only that it implies that a Death Knight that can be "cured" with their death (which is NOT the case in lore and in the game, even with the Frost Lich Jaina adventure fight), it's kind of a cop-out since DK is supposed to be huge late-game bomb that fundamentally alter your gameplay. Not only that, the effect is a blatant attempt to copy Ice Block, a card that was HOF for a reason.
Melting Fortress is kind of weak compare to Branching Paths, which not only you keep the Armor but also is incredibly versatile. I think raising the Armor to 15 is a good compromise.
I think your DK card is just too punishing. The problem with this is that even with an Aggro or combo deck (which is what the card encourage you to do) the LIch King can easily summon the minions back and then gain board advantage over you or gain a copy of the combo pieces which then turn them back to you. I would make the card obtained cost (1) more.
Reposting, now with correct cards and some minior changes
Ungoro:
KotFT;
Feedback very appreciated ! :)
Question: Does Seal Dangers Away count on your opponent's turn? Because that will drastically change my evaluation of it.
Proceed Extinction need a wording change. It should be worded as a limitation (Your opponent can only has 3 minions on the battlefield at the same time)
Why is Frost Fly name that way while it has nothing to with Freeze?
Dream Shield, Furious Vengefly, Crystal Guardian and Ogrim need a rename/redesign. I get what you're trying to (trying to link the Stealth theme with the Windfury. Unfortunately, the Windfury aspect is just not right for the Frozen Throne expansion. I would rename Dream Shield and redesign the rest. Maybe focus more on the Freeze theme of your class.
Edit: @thepowrofcheese: Your card set seems almost ready and set to go. If there's something I would change, is that I would make the DK's two Battlecry more synergistic to each other. How does drawing cards is supposed to go with the other part of the Battlecry or the Hero Power?
And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:
The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.
First option: Durability/mana cost
1 mana 0/1 weapon
3 mana 0/2 weapon
5 mana 0/3 weapon
Second option: How the weapon is triggered
Fresh Blood
After you cast a spell
After an opposing Hero Power is used
Third option: What the weapon does when it's triggered
Restore 10 health to your Hero
Deal 3 damage to all enemies
Add a random Bloodburner spell that costs (5) or more to your hand
Examples:
If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!
I REALLY dislike the condition of having to play 5 Weapon. Your class's weapon are 0 Attack Charms weapon, which mean that you are encourage to willy-nilly override your weapon before you can get value out of it in order to complete the Quest, which is not just feel bad (since the fantasy of your class is supposed to be a grinder class) but also will likely clog your hand with useless expansive 0 Attack weapon. I suggest you make the Quest into "Your Weapon lose 7 Durability".
Also nitpick: The 2nd condition should be "After an enemy Hero Power is used". It looks cleaner and allows for shorter text. Also, your example token is using the Neutral border.
I also suggest that you remove the "random" from the spell payoff since that is the only way that I can squeeze your Spell payoff with the Hero Power condition into 4 lines of text:
I also think that the payoff condition for the spell isn't as powerful as the other two condition. Restoring 10-30 Health and cast 3 board clear is clearly superior than the spell condition. I would make it a Discover effect. This also resolve the long text problem and fits in with the expansion.
@NiRaST: Your Quest should be definately has to have the condition to Adapt X minions. Your cards have so many Adapt cards already that it just made sense.
As that's a quest reward, I'm not sure if the combo is so much broken. You can always change Endless Curiosity to target only minions, what still would be pretty strong with quest, but won't give you uncontroled burst.
What I worry about is that after Quest completion (which is supposed to be easier to complete than the other Quests) two copies of Endless Curiosity alone can deal 30 damage burst and heal you for 20.
So, I have an idea for the Witchwood that I really want to include but I feel it would be too broken with the Quest. Should I nerf the Quest Reward back to 1 damage and 1 heal? Should I just limit the Echo card to minions? Or is it fine because you have to complete a Quest to get it? Should I just leave the Quest Reward as it is and then nerf it in the next round per Blizzard's tradition?
Yeah. I feel like the 25 days phases are what lead to low attendance in this competition. I feel that future comp should cut down to just 17-20 days each Phases. Or even 14-17 days if the low attendance is still a problem.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
People said that Elegon is just too slow and clunky at 7 mana. I've reduced his cost to 5 and his stat to 4/7 (from a 6/8). The 5 mana 4/7 stat already had precedence in my Basic set (Knight of the Eclipse) so I think this is an appropriate adjustment without changing his core idea of being a value generator that can also impact the board if you draft the right Elemental.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I appreciate the image but I think I would keep my current one since your image doesn't look like a character focus one and more along the line of a spell or a rather minor minion.
Rhabdomancy Stick need a rename. Mostly because I think Rhabdomancy doesn't really have anything to do with Plant or your Un'Goro flavor. Something like Razing Staff (a staff use to cut down Herb and put them into your hand).
Sap Scrying need to cost 2. There's no unconditional 1 cost draw in the game because it would be played in every deck (one of the reasons why Shiv and Flare got nerfed to 2 mana). Power Word: Shield require a minion on the board and is preferably a friendly one.
Podling Tender doesn't need the "when this is alive". (Stormwind Champion).
Phytoblade: I honestly think that it need to only has 2 Durability. Spirit Claws's condition in Shaman is way harder to achieve than in your class (have to actively include understated Spell Damage minions or take the 25% roll with their Hero Power). Also, its wording should follow Spirit Claws.
The DK Battlecry need to be drastically reduced. Cheating out 5-7 cards is just too much. There's a reason Army of the Dead is lock behind a legendary and only has 12.5% chance of regenerating.
Ghost Mushroom seems more like a Kobold and Catacomb card. I would change it into an Herb.
Deadnettles Geist need its wording changed to "resummon this minion" (Ancestral Spirit)
I honestly think your Lich King card is too punishing. Freeze and Silence means that your board basically never get to attack or activate any ongoing effect, which mean that you are not very likely to progress the game. The only time you can attack is if you managed to summon minions on even turn. I would make it cast again every 3 turn.
I also thinking about writing the DK's super edgy's flavor text but don't know where to put them in. Probably right after the Knight of the Frozen Throne token.
Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Edit: @Demonxz95
In the Classic set, there's 5 cards that will Gaze an enemy, one of which (Starscryer Sera) is a Legendary and something you wouldn't really want to Gaze without another Gaze onto the enemies while there's one (Celestial Guardian) can summon a Planet with Gaze and 3 Gaze synergy. This next two set has 5 Gaze-related card.
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
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 Gaze anywhere , 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:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
First, I find the idea that you can summon or turn minions into whole planets that do nothing but get hit by random spells quite amusing.
The Deathknights Battlecry seems quite strong. Killing all enemies (most of the time) and summoning some 3/3s is much stronger than what Hagatha and Gul’Dan can do.
Minor Tarling is too good for a 1-cost minion. By itself it shuts down many 1-drops. 2 of them would neuter your opponent’s early game. It’s also the opposite of the normal tar effects, so I don’t see the point making it Tar based at all.
I don’t know Koltira’s lore well, but does he have a backstory that relates to astronomy or your class at all?
Celestial Domination needs better art than a deathknight’s legs and weapons. The name implies something much more grand.
Obsidian Collasus is too strong compared to Ancient of Blossoms. Also it’s detrimental Battlecry is really, really weak, even if it hits itself.
Focused Knight highlights my biggest issue with your class, which I brought up before. This is a card that has Gaze and gives Gaze to two more things. I have no idea how your random cards would work with multiple targets Gazed at once. I know some only target enemies, some only minions, etc, but this card gives me a headache. Forgive me if I’m missing something you explained before. I just worry a card like this will make an already complex class too convoluted.
I think you might have missed my section of explaining how random effect interact with multiple Gaze target: The effect will choose with Gaze was applied first and then focus on it. If there are multiple Gaze, the effect will randomly pick among the Gaze target.
I think that my DK's power level is not anymore than Frost Lich Jaina or Deathstalker Rexxar. Both of them generate resources, but my DK's resource is only infinite in very conditional manner. Jaina generate 3/6 minions with Lifesteal with only 2 mana and Rexxar has infinite resources with incredibly flexibility. Gul'dan is an interesting comparison but given that his Hero Power give Warlock healing - something they desperately want, I think the power level is similar. And that not mentioning how Gul'dan Battlecry can easily close out the game in Cubelock.
Ancient of Blossom is a Neutral card, so I don't think the comparison to it is similar in power level. I'm also confused about how you said the Battlecry is weak. Is it not enough of a drawback?
Some of the Legendary in KotFT isn't really connected to their class either. Just look at Moorabi, Hadronox, Rotface and Blood-Queen Lana'thel. It seems that the only requirement is that they're loosely connected to the Lich King and are canon characters except for the DK.
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own kin, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Freeze - Cold Armor - Weakness Favor - Loneliness
Every turn, after using 'Power of the Undying' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result I will avoid printing more Favor cards, except the god of each expansion and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Armor and Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect is a powerful one but the Deathrattles don't have an immediate impact (Shuffle a minion into your deck, Freeze a random minion, Add a random Dragon to your hand - Bone Drake). Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
A low damage, high heal card which will get you back in the game in no time ( Challenge 2 )
Draconic Defensive should cost 3. Compare with Shield Block
This It's still a work in progress, in short words, Freywinn got his power in death from the successful experiment on Valithria Dreamwalker, a mix betwenn dreams and death.
What a perfect candidate to unleash the power of Valithria. They didn't heal her wounds, we consume her essence and twist her power, tapping into the Dream itself to spread the grip of the Lich king. The Botanist was once a simple researcher of the plant life, now it's an harald of their corrupted essence.
I know that some of you of pointing out the fact the this didn't fit the flavour of the class so i tried t make some adjustment but i don't know if't is the right way to go. The missing Epic card will be an healing spell
KFT
Wait, is the Herbling and the Verdant Soul supposed to be tokens or collectable cards? If they're tokens, then they should lose the Rarity gem.
Dream Drains doesn't deserve the Epic rarity. I think its rarity should be Common and let Blood of Valithria to be Epic and Dreamcatcher should be Rare
Exotic Fragances. I don't plan to remove this card, but I'm gonna have to check every Potion I print so that it's not broken with it.
Wicked Crystalization. It's a very powerful tutor, and as such it's very hard to balance. Then again, my class is supposed to be about tutors, and Druid has Juicy Psychmelon which is stronger, so...
Stitch to the Plan. While I think the flavor is very good, summoning a huge minion without effects it's not really good design. It either gets removed (most likely) or it simply destroys your opponent with its titanic Attack. Either this or Wicked Crystalization will probably get replaced by Shadow Flask.
Grave Homunculus. I'm having troubles balancing this card. Right now it's a 3/3/3, akin to Silverware Golem. I think the card is balanced if you only have one in your hand, but it might get out of control if you have both of them. Then again, that would empty your hand a lot, so it might be alright-ish.
I feel like Nydia's design overlapping with the DK (giving new Hero Power) and would end up competing with it. I think she should be completely redesign.
Exotic Fragrances is one of those design limiting card that I would very carefully consider putting in since it limit what kind of Potion you would want to design later.
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Tokens and hand synergies will be key here.
The entire concept of a cheap DK is NOT a good idea. DK are design to swing game when they are played, thus having a cheap one is comparable to having Prince Keleseth early in the opening hand, only magnify ten fold since the Hero Power - one of the most reliable way to get value, would be different.
I like the Summon 10 minions condition best since it points toward an Aggro deck, which this Quest would act as a refill.
Can I have a some opinions on my Un'Goro set? I delved into the lore a bit for mine to make it interesting and would be happy to answer questions and receive feedback.
In game, Li Li is depicted as a 12 year old girl. Having her as a sexy 20-something is kind of disturbing as well as going against the character. I would urge you to change the name to just be a generic Pandarean.
We do not need a 2.0 Vicious Fledgling 2.0 in the form of Nimble Shorckraptor. This kind of snowball effect is not just not healthy at 2-3 mana. I would increase this minion to 4 mana at the very least (which stat adjust accordingly)
Your Quest has a fundamental problem: By the time you fulfill the condition, you very likely not requiring the Reward to win the game or you just die to Aggro and never got the Reward in the first place. I like the first Reward more if only because it fits the flavor of a World Ender rather than the grinding nature of the 2nd reward.
Repost my cards with a List of Secret that can potentially pop up by Koltira:
Showcase Card:
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver: Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the DK Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
I compared Draconic Defense with Shield Block and that is why I made it a 2 cost, to make it different. The draw effect makes the card playable in only one deck so it should be more powerful. I changed it to a 4 cost so it can have a bigger impact when played.
Servant of Sindragosa and Terrorscale have the same statline and the same effect more or less. I wouldn't call it horrifically weaker as Terrorscale is not a balanced card, leading to a lot of powerful combos with its general Deathrattle trigger. I added 1 attack to make it more "balanced", but the effect is what matters in this case.
Path of Solitude fits perfectly with the effect. My short story puts our hero in a delicate position, being abandoned by its brethren. As the Lich King offers him the Death Knight powers, he is able to summon the dead, so he would never be alone again. The Paths are the hero's weaknesses when he arrives in the Frozen Wastes, turned into strengths as he taps into his Death Knight powers. Same goes for Frailty, giving him armor and Cold, allowing him to use ice and frost as a weapon.
What I mean when I said horrifically weak is that not only Stalker doesn't need a Dragon to be held, he also doesn't need the Deathrattle minion to be a Dragon. I think one condition or the other would be fine, but making your card has both is a little much and would make it too weak, especially since your class doesn't have Play Dead.
Based on feedback, here's Minor Tarling with the effect changed. It's still very good against Aggro but not devastatingly if you have 2 of them. Celestial Domination also has a new art (the art formerly used for Celestial Subjugation)
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own kin, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Freeze - Cold Armor - Weakness Favor - Loneliness
Every turn, after using 'Power of the Undying' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result I will avoid printing more Favor cards, except the god of each expansion and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Armor and Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect is a powerful one but the Deathrattles don't have an immediate impact (Shuffle a minion into your deck, Freeze a random minion, Add a random Dragon to your hand - Bone Drake). Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
A low damage, high heal card which will get you back in the game in no time ( Challenge 2 )
Draconic Defensive should cost 3. Compare with Shield Block
This It's still a work in progress, in short words, Freywinn got his power in death from the successful experiment on Valithria Dreamwalker, a mix betwenn dreams and death.
What a perfect candidate to unleash the power of Valithria. They didn't heal her wounds, we consume her essence and twist her power, tapping into the Dream itself to spread the grip of the Lich king. The Botanist was once a simple researcher of the plant life, now it's an harald of their corrupted essence.
I know that some of you of pointing out the fact the this didn't fit the flavour of the class so i tried t make some adjustment but i don't know if't is the right way to go. The missing Epic card will be an healing spell
KFT
Wait, is the Herbling and the Verdant Soul supposed to be tokens or collectable cards? If they're tokens, then they should lose the Rarity gem.
Dream Drains doesn't deserve the Epic rarity. I think its rarity should be Common and let Blood of Valithria to be Epic and Dreamcatcher should be Rare
Exotic Fragances. I don't plan to remove this card, but I'm gonna have to check every Potion I print so that it's not broken with it.
Wicked Crystalization. It's a very powerful tutor, and as such it's very hard to balance. Then again, my class is supposed to be about tutors, and Druid has Juicy Psychmelon which is stronger, so...
Stitch to the Plan. While I think the flavor is very good, summoning a huge minion without effects it's not really good design. It either gets removed (most likely) or it simply destroys your opponent with its titanic Attack. Either this or Wicked Crystalization will probably get replaced by Shadow Flask.
Grave Homunculus. I'm having troubles balancing this card. Right now it's a 3/3/3, akin to Silverware Golem. I think the card is balanced if you only have one in your hand, but it might get out of control if you have both of them. Then again, that would empty your hand a lot, so it might be alright-ish.
I feel like Nydia's design overlapping with the DK (giving new Hero Power) and would end up competing with it. I think she should be completely redesign.
Exotic Fragrances is one of those design limiting card that I would very carefully consider putting in since it limit what kind of Potion you would want to design later.
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Tokens and hand synergies will be key here.
The entire concept of a cheap DK is NOT a good idea. DK are design to swing game when they are played, thus having a cheap one is comparable to having Prince Keleseth early in the opening hand, only magnify ten fold since the Hero Power - one of the most reliable way to get value, would be different.
I like the Summon 10 minions condition best since it points toward an Aggro deck, which this Quest would act as a refill.
Can I have a some opinions on my Un'Goro set? I delved into the lore a bit for mine to make it interesting and would be happy to answer questions and receive feedback.
In game, Li Li is depicted as a 12 year old girl. Having her as a sexy 20-something is kind of disturbing as well as going against the character. I would urge you to change the name to just be a generic Pandarean.
We do not need a 2.0 Vicious Fledgling 2.0 in the form of Nimble Shorckraptor. This kind of snowball effect is not just not healthy at 2-3 mana. I would increase this minion to 4 mana at the very least (which stat adjust accordingly)
Your Quest has a fundamental problem: By the time you fulfill the condition, you very likely not requiring the Reward to win the game or you just die to Aggro and never got the Reward in the first place. I like the first Reward more if only because it fits the flavor of a World Ender rather than the grinding nature of the 2nd reward.
Repost my cards with a List of Secret that can potentially pop up by Koltira:
Showcase Card:
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver: Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the DK Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
Astral Fury now cost 5. Also has new art because I feel that the person on the art feels more like a superhero rather than an Astromancer / magic caster fantasy the class is going for.
Lunar Eclipse now double the amount of healing and damage it deals. I don't want to go with the "Infinite Resoure" for the Quest Reward since I think it steps on the DK's shoe and would just make the class obnoxious to play against with 2 resource generating machine.
Mark of Cancer now cost 1.
Strangulate, Mark of Aquarius, Elegon and Pain and Suffering have their wording fix. Astral Servant has its card text remove to avoid any confusion
Add Showcase cards list.
Showcase Card:
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver: Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the DK Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest. Fulfill challenge #3
People keep saying that Inspire having not been brought back as a keyword, but Raven Familiar brought back the Joust mechanic for one card. I would argue that bringing back Inspire as a one-off card falls into that line.
Rollback Post to RevisionRollBack
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Now that I'm not drowning in Homework, I'll repost my set and give some feedback.
Modification:
Mark of Leo is replaced with Luna Sacrifice. The set need more effect to kill of your own Gazed minion.
The Quest's requirement is dropped from 7 to 6 minions. I want a Quest that is easy to complete but the reward is less game-swinging like the other classes.
Soulgorge now goes with the 1/1 version.
Strangulate now replace Celestial Mindbender. The two sets needs a 3rd Secret to justify having Koltira in the set.
...I still have too many Commons.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be useful in K & C. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Astral Fury: The Elemental synergy for the class. A better Hellfire if you met the condition but broke your Elemental chain.
Hidden Meteorite, Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Luna Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental.
Minor Tarling: Part of the Tar minions.
Card fulfill challenge #2: Mark of Scorpio
Card fulfill challenge #1: Vortexcaller (it looks more sinister than the original intended lol)
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Pain and Suffering: Extremely powerful against this class as it cut off a large portion of token generating card from the boss fight.
Rishi, Star Enslaver: Probably you can say that the card the class's entire expansion card set is built around. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Soulgorge: A powerful effect stealing card.
I have too many Commons:
Starhoarder and Mark of Cancer allows the class to have good minions to mark with the DK Hero Power.
Celestial Subjugation: Continue the theme of stealing your opponent's minions and effect. A good inclusion for Spiteful Summoner deck.
Focused Knight: More Gaze granter for the Quest. Fulfill challenge #3
Token:
Sub theme: Dragon with Elemental synergy and Secret (both of which will be used for K & C), a lot of high tempo minions and 2 high mana, high impact spells at 8 and 10 cost to synergize with Spiteful Summoner
@Laurendor:
Your Quest Reward need to cost 5 in line with the other Reward. The only exception is the Warrior and that follow the formula of a 3 mana weapon + 2 mana Hero Power. The second version of the Green Pigment is bonker since it is an endless enemy board clear.
I feel that the anti-healing theme you have needlessly targeting Priest. It isn't healthy for the game especially with a class is notoriously weak for a long time.
Spring Revival really looks out of place aesthetically from the rest of the set.
Ghost Mushroom has the Neutral border.
@Linkblade
Survival of the Fittest seems like a terrible name for a Quest revolve around reviving minions. Like, isn't Survival of the Fittest means that you actually have to, you know, survive?
Hinterland Golem seems really scary. With just the normal Hero Power, you have 2 3/9 minions with Taunt for 10 mana and the Freeze doesn't matter because they have Taunt. I would make it a 9 mana 4/10.
Essence Leech's Lifesteal seems kind of over the top. This is especially punishing for big minion since you can have a huge lifeswing for 3 mana and then Freeze it to deal with it later.
@Pircival:
Dinomight seems more like a KotFT card.
Scrappy Prowler's art is way too sci-fi. I would change and renamed it.
@Wailor:
Your KoTF set really need another good 1/1 minion. Your Legendary right now is pretty weak.
Grave Homunculus is way too strong compare to (even pre-nerf) Corridor Creeper. The condition is easier to trigger (which Corridor Creeper is laughably easy to trigger), can attack right away since you will likely summon it the last turn as well as not being an essentially dead card since 4 mana 3/4 is less worse than 7 mana 5/5 (2/5).
Demon, there's this card from our expansion that was designed by you:
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Class Creation Finalist: The Astromancer
Best cards vote by community:
I really, REALLY hate Izzy. Not only that it implies that a Death Knight that can be "cured" with their death (which is NOT the case in lore and in the game, even with the Frost Lich Jaina adventure fight), it's kind of a cop-out since DK is supposed to be huge late-game bomb that fundamentally alter your gameplay. Not only that, the effect is a blatant attempt to copy Ice Block, a card that was HOF for a reason.
Melting Fortress is kind of weak compare to Branching Paths, which not only you keep the Armor but also is incredibly versatile. I think raising the Armor to 15 is a good compromise.
I think your DK card is just too punishing. The problem with this is that even with an Aggro or combo deck (which is what the card encourage you to do) the LIch King can easily summon the minions back and then gain board advantage over you or gain a copy of the combo pieces which then turn them back to you. I would make the card obtained cost (1) more.
Question: Does Seal Dangers Away count on your opponent's turn? Because that will drastically change my evaluation of it.
Proceed Extinction need a wording change. It should be worded as a limitation (Your opponent can only has 3 minions on the battlefield at the same time)
Why is Frost Fly name that way while it has nothing to with Freeze?
Dream Shield, Furious Vengefly, Crystal Guardian and Ogrim need a rename/redesign. I get what you're trying to (trying to link the Stealth theme with the Windfury. Unfortunately, the Windfury aspect is just not right for the Frozen Throne expansion. I would rename Dream Shield and redesign the rest. Maybe focus more on the Freeze theme of your class.
Edit: @thepowrofcheese: Your card set seems almost ready and set to go. If there's something I would change, is that I would make the DK's two Battlecry more synergistic to each other. How does drawing cards is supposed to go with the other part of the Battlecry or the Hero Power?
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Class Creation Finalist: The Astromancer
Best cards vote by community:
I REALLY dislike the condition of having to play 5 Weapon. Your class's weapon are 0 Attack Charms weapon, which mean that you are encourage to willy-nilly override your weapon before you can get value out of it in order to complete the Quest, which is not just feel bad (since the fantasy of your class is supposed to be a grinder class) but also will likely clog your hand with useless expansive 0 Attack weapon. I suggest you make the Quest into "Your Weapon lose 7 Durability".
Also nitpick: The 2nd condition should be "After an enemy Hero Power is used". It looks cleaner and allows for shorter text. Also, your example token is using the Neutral border.
I also suggest that you remove the "random" from the spell payoff since that is the only way that I can squeeze your Spell payoff with the Hero Power condition into 4 lines of text:
I also think that the payoff condition for the spell isn't as powerful as the other two condition. Restoring 10-30 Health and cast 3 board clear is clearly superior than the spell condition. I would make it a Discover effect. This also resolve the long text problem and fits in with the expansion.
@NiRaST: Your Quest should be definately has to have the condition to Adapt X minions. Your cards have so many Adapt cards already that it just made sense.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
What I worry about is that after Quest completion (which is supposed to be easier to complete than the other Quests) two copies of Endless Curiosity alone can deal 30 damage burst and heal you for 20.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
So, I have an idea for the Witchwood that I really want to include but I feel it would be too broken with the Quest. Should I nerf the Quest Reward back to 1 damage and 1 heal? Should I just limit the Echo card to minions? Or is it fine because you have to complete a Quest to get it? Should I just leave the Quest Reward as it is and then nerf it in the next round per Blizzard's tradition?
+
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Class Creation Finalist: The Astromancer
Best cards vote by community:
Yeah. I feel like the 25 days phases are what lead to low attendance in this competition. I feel that future comp should cut down to just 17-20 days each Phases. Or even 14-17 days if the low attendance is still a problem.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
People said that Elegon is just too slow and clunky at 7 mana. I've reduced his cost to 5 and his stat to 4/7 (from a 6/8). The 5 mana 4/7 stat already had precedence in my Basic set (Knight of the Eclipse) so I think this is an appropriate adjustment without changing his core idea of being a value generator that can also impact the board if you draft the right Elemental.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
@Laurendor:
I appreciate the image but I think I would keep my current one since your image doesn't look like a character focus one and more along the line of a spell or a rather minor minion.
I also thinking about writing the DK's super edgy's flavor text but don't know where to put them in. Probably right after the Knight of the Frozen Throne token.
Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Edit: @Demonxz95
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
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 Gaze anywhere , 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:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire , Succubus , Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Tinkmaster Overspark
Showcase Card:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Previous Phase:
Phase I submission
Phase II submission
Phase III submission
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
What I mean when I said horrifically weak is that not only Stalker doesn't need a Dragon to be held, he also doesn't need the Deathrattle minion to be a Dragon. I think one condition or the other would be fine, but making your card has both is a little much and would make it too weak, especially since your class doesn't have Play Dead.
Based on feedback, here's Minor Tarling with the effect changed. It's still very good against Aggro but not devastatingly if you have 2 of them. Celestial Domination also has a new art (the art formerly used for Celestial Subjugation)
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Repost my cards with a List of Secret that can potentially pop up by Koltira:
Showcase Card:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Update based on feedback:
Showcase Card:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest. Fulfill challenge #3
Token:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Here's the new version of Koltira:
It lost the Inspire, but now gain the Divine Shield to help it stick better for you to target with the DK Hero Power.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
People keep saying that Inspire having not been brought back as a keyword, but Raven Familiar brought back the Joust mechanic for one card. I would argue that bringing back Inspire as a one-off card falls into that line.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Now that I'm not drowning in Homework, I'll repost my set and give some feedback.
Modification:
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be useful in K & C. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Astral Fury: The Elemental synergy for the class. A better Hellfire if you met the condition but broke your Elemental chain.
Hidden Meteorite, Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Luna Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental.
Minor Tarling: Part of the Tar minions.
Card fulfill challenge #2: Mark of Scorpio
Card fulfill challenge #1: Vortexcaller (it looks more sinister than the original intended lol)
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Pain and Suffering: Extremely powerful against this class as it cut off a large portion of token generating card from the boss fight.
Rishi, Star Enslaver: Probably you can say that the card the class's entire expansion card set is built around. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Soulgorge: A powerful effect stealing card.
I have too many Commons:
Starhoarder and Mark of Cancer allows the class to have good minions to mark with the DK Hero Power.
Celestial Subjugation: Continue the theme of stealing your opponent's minions and effect. A good inclusion for Spiteful Summoner deck.
Focused Knight: More Gaze granter for the Quest. Fulfill challenge #3
Token:
Sub theme: Dragon with Elemental synergy and Secret (both of which will be used for K & C), a lot of high tempo minions and 2 high mana, high impact spells at 8 and 10 cost to synergize with Spiteful Summoner
@Laurendor:
@Linkblade
@Pircival:
@Wailor:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community: