Just say 1/2 Elemental on these cards NiRaSt. Also try not to make any parasitic cards: That is, your spells fizzle completely if you don't have any flame elementals, which is just awful — if a rogue or priest steals it they can never play it essentially. I really just am not sure about specifically synergizing with the 1/2s — even discarding Elementals in general is quite parasitic. You may need to rethink a few of these. Also the Legendary is a big no no! 4 tiny lines with like three different conditions/effects. And the 4/5s are way too complicated (and the effect is way too niche).
Jungle Book - I think it’s a bit cheap. Also I would suggest you to change the text to “ Randomly adapt all minions in your hand”. Otherwise it’s not clear if you are discovering an adaptation or no.
Charged Crystal - I’m not sure how does it work. From what i understood you are getting 9 possible choices (3 for each one). I would prefer it if it let you discover an elemental, a minion AND a spell. You get a bit more random effect but it might be more useful. To control it a bit more you can discover them from your deck, so you reduce the random chances to get something useless.
Kano - I’ll put it to 6 mana.
For the quest i’d personally leave it to 30. 40 could be a bit too annoying to play, specially because you are restarting the quest with Aurea.
Your KFT cards are fine i just don’t understand the Lore behind it. It’s supposed to be a “blood” knight or something like that but you are also putting some “cool” cards that to me don’t fit much with the story of your character and the crypt/grave concept.Personally i would redesign the Icebound and the Tuskarr at least to be more in line with the other cards.
Compare Jungle Book to Evolving Spores – a card that has immediate board impact. Adapting Spores is likely to not hit all the cards in your hand, but it provides later board presence. I could possibly cost it at 4 but that seems underpowered to me because you're spending 4 mana for nothing immediate.
Compare the wording on Charged Crystal to Kabal Courier or Grimestreet Informant. Both of those cards use the same wording as this one, and present you with only one discover between a Mage/Priest/Warlock or Hunter/Paladin/Warrior card. Same thing here, there's an elemental on the left, a minion in the middle, and a spell on the right. I feel like discovering from deck is a little too powerful here.
I might agree with you on Kano, but the setup is pretty tough given there isn't much chain potential – comparing it to Lyra (which is what I did and why I gave it the same stats and cost), you don't get immediate value apart from the adapt options, and more often than not you'll be using minions to get that value rather than spells.
If you look back at my classic set there are plenty of opportunities for buffs, and the problem with leaving it at 30 is that it snowballs too quickly. If you have a full board after the repeat you'll end up with +7/+7 (already almost half the quest) by the end of your turn. If your opponent doesn't kill off your board, you'll be done with the quest by the start of your next turn. That's why I want to up the requirement – the reward gets more and more powerful each time.
You're right about having a breadth of cards with different themes. I'll reconsider the flavour of some of my cards to put them more in line with each other. The Tuskarr can be reflavoured for sure.
I'm reposting the feedback I gave you in the old thread, plus some new comments:
In Un'goro, Beasts had Adapt effects, while Elementals had synergy with themselves. However, Fire-Eating Raptor and Elementium Crawler seem to be reversed. Is this intentional?
Your Quest is a bit strange and doesn't seem to have a lot of support besides Adapt (which doesn't always give stats).
Blood Beast looks more like a Murloc than like a Beast.
Wrathgazer is a very interesting concept, but it would be awesome if you had other cards to give it more Deathrattles.
As a positive note, I really love you Lich King card, Dark Hunger. Other cards I like are Jungle Book, Primordial Portal, Grave Robber and Crypt Clear.
There's precedent for Fire-Eating Raptor with Thunder Lizard. On the other hand there's not much precedent with Elementium Crawler. I figured I wanted to reverse the synergies in the class for a little bit, because it sort of makes things more interesting especially since it helps with the quest.
Much of the quest support comes from wide adapt buffs – with 3 out of the 10 adapt choices being stat related, and the fact that you can use Kano as an activator for as many as possible, I think that there's enough buff support. If you look back at the Shaman quest, they got practically no quest support, mostly because the cards to support it already existed. This is the case with Enchanter as well, with a bunch of classic neutral cards giving stats. The previous sets for the class also have great support for it:
Wrathgazer is a preview for Kobolds and Catacombs: Much as Leeching Poison was a preview for Kingsbane.
I agree with Wailor in-that the Quest might not be supported enough within your set to be completed on a regular basis. Increasing the requirement to 40 would make the successive attempts more balanced, but it would be hard to complete the first time. I like the idea of the (literally) growing threat, though.
The Raptor having an Elemental Battlecry - and the Elemental having Adapt - is weird.
The "minion" in Charged Crystal is odd: just seems like it would dilute the pool of options, keeping you from seeing the Elementals/spells. Unless the three cards are guaranteed to be A. an Elemental, B. a random minion, and C. a spell, in which case I would still wonder why there's a random minion in there.
I like Primordial Portal, Crypt Clear, and Grave Robber. The latter two would fit right at home in my Lich class.
Speaking of which, if I make it to the next Phase, don't be surprised if you see a K&C card that looks suspiciously similar to Wrathgazer lel. I stole the idea without even knowing; sorry D:
DK Elisande should say "battlefield", not "board". Won't look as clean, unfortunately, but that's the proper terminology.
Drain Blood could say "Lifesteal. Deal damage to a minion until it has 2 Health." That would put it in line with Lady Deathwhisper's Hero Power from her Icecrown Citadel fight. That's what I'm using for my similar effects, anyway.
I'll refer back to the classic cards on this point! Also above! Random minions are fine in my opinion: it really just depends on your situation in the game. If you come across an elemental that needs synergy or a spell that is only good under certain conditions, the random minion is more likely to have some utility. It's like an insurance policy.
For the DK, I refer you to Hir'eek, the Bat! For the Hero Power, I wanted it to specifically be able to raise your health above 30, just like the Priest quest does.
Here's some feedback for others: @ krowski: your quest is tricky. People have a lot of different opinions on it, and the requirement is slightly off-kilter for the class. At this point, I might suggest you return to your roots with some of the other cards you've made in UNG or KFT and see if you can find a theme that could be more incremental yet interesting and unique. You may have boxed yourself in with the cards you've already made. I might even suggest Battlecry minions as a requirement. If you're looking for something more reminiscent of 'big bois' you might do something... quirky along the lines of your epic spell. That's right. Legendary minions. You might have to print literally every card to give you some legendary synergy... Discover a legendary minion, summon a random legendary minion with these stats, do x y z based on your idea of cave paintings. You might even print a legendary elemental instead of Li Li. Now I'm not saying that you should redo everything, but I am saying that you have enough weird feedback to make you think a little bit as to whether you want to keep the same stuff. here's a few ideas for you (idk what they are really). More to do with the 'end of the world' stuff rather than big bois (that's more a druid thing). As to what your quest should be, maybe you could do "Destroy 6 minions with spells" or something simpler.
I'd love to get some opinions about the quest. It could be +30 Attack, or +30 Health, or +12/+18, or +15/+15 – or anything in between. Just want to know how balanced the repetition of the quest is – does the quest need to be 40 stats or is it fine as it is? It usually will snowball pretty fast after the first go around, because your minions will be getting max +7/+7 each turn – which can stack pretty fast if your opponent can't deal with it. I'm leaning towards making it 40.
KFT
For Necra, it's important to note she summons a Legendary that naturally shares those total stats with her. So she could summon Electra Stormsurge, but could also summon Ixlid, Fungal Lord.
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I guess I can't swap out any of my example cards? Just realized I have all spells and a death knight... no minions.
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Could I change the cards I'm showcasing?
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Just say 1/2 Elemental on these cards NiRaSt. Also try not to make any parasitic cards: That is, your spells fizzle completely if you don't have any flame elementals, which is just awful — if a rogue or priest steals it they can never play it essentially. I really just am not sure about specifically synergizing with the 1/2s — even discarding Elementals in general is quite parasitic. You may need to rethink a few of these. Also the Legendary is a big no no! 4 tiny lines with like three different conditions/effects. And the 4/5s are way too complicated (and the effect is way too niche).
please consider voting for my custom class in the fan creations competition :]
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Compare Jungle Book to Evolving Spores – a card that has immediate board impact. Adapting Spores is likely to not hit all the cards in your hand, but it provides later board presence. I could possibly cost it at 4 but that seems underpowered to me because you're spending 4 mana for nothing immediate.
Compare the wording on Charged Crystal to Kabal Courier or Grimestreet Informant. Both of those cards use the same wording as this one, and present you with only one discover between a Mage/Priest/Warlock or Hunter/Paladin/Warrior card. Same thing here, there's an elemental on the left, a minion in the middle, and a spell on the right. I feel like discovering from deck is a little too powerful here.
I might agree with you on Kano, but the setup is pretty tough given there isn't much chain potential – comparing it to Lyra (which is what I did and why I gave it the same stats and cost), you don't get immediate value apart from the adapt options, and more often than not you'll be using minions to get that value rather than spells.
If you look back at my classic set there are plenty of opportunities for buffs, and the problem with leaving it at 30 is that it snowballs too quickly. If you have a full board after the repeat you'll end up with +7/+7 (already almost half the quest) by the end of your turn. If your opponent doesn't kill off your board, you'll be done with the quest by the start of your next turn. That's why I want to up the requirement – the reward gets more and more powerful each time.
You're right about having a breadth of cards with different themes. I'll reconsider the flavour of some of my cards to put them more in line with each other. The Tuskarr can be reflavoured for sure.
There's precedent for Fire-Eating Raptor with Thunder Lizard. On the other hand there's not much precedent with Elementium Crawler. I figured I wanted to reverse the synergies in the class for a little bit, because it sort of makes things more interesting especially since it helps with the quest.
Much of the quest support comes from wide adapt buffs – with 3 out of the 10 adapt choices being stat related, and the fact that you can use Kano as an activator for as many as possible, I think that there's enough buff support. If you look back at the Shaman quest, they got practically no quest support, mostly because the cards to support it already existed. This is the case with Enchanter as well, with a bunch of classic neutral cards giving stats. The previous sets for the class also have great support for it:
Wrathgazer is a preview for Kobolds and Catacombs: Much as Leeching Poison was a preview for Kingsbane.
I'll refer back to the classic cards on this point!
Also above!
Random minions are fine in my opinion: it really just depends on your situation in the game. If you come across an elemental that needs synergy or a spell that is only good under certain conditions, the random minion is more likely to have some utility. It's like an insurance policy.
For the DK, I refer you to Hir'eek, the Bat!
For the Hero Power, I wanted it to specifically be able to raise your health above 30, just like the Priest quest does.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I'm just going to repost the link to my finished set for feedback.
Here's some feedback for others:
@ krowski: your quest is tricky. People have a lot of different opinions on it, and the requirement is slightly off-kilter for the class. At this point, I might suggest you return to your roots with some of the other cards you've made in UNG or KFT and see if you can find a theme that could be more incremental yet interesting and unique. You may have boxed yourself in with the cards you've already made. I might even suggest Battlecry minions as a requirement. If you're looking for something more reminiscent of 'big bois' you might do something... quirky along the lines of your epic spell. That's right. Legendary minions. You might have to print literally every card to give you some legendary synergy... Discover a legendary minion, summon a random legendary minion with these stats, do x y z based on your idea of cave paintings. You might even print a legendary elemental instead of Li Li. Now I'm not saying that you should redo everything, but I am saying that you have enough weird feedback to make you think a little bit as to whether you want to keep the same stuff. here's a few ideas for you (idk what they are really). More to do with the 'end of the world' stuff rather than big bois (that's more a druid thing). As to what your quest should be, maybe you could do "Destroy 6 minions with spells" or something simpler.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Alright, Un'Goro and KFT complete!
JTG
I'd love to get some opinions about the quest. It could be +30 Attack, or +30 Health, or +12/+18, or +15/+15 – or anything in between. Just want to know how balanced the repetition of the quest is – does the quest need to be 40 stats or is it fine as it is? It usually will snowball pretty fast after the first go around, because your minions will be getting max +7/+7 each turn – which can stack pretty fast if your opponent can't deal with it. I'm leaning towards making it 40.
KFT
For Necra, it's important to note she summons a Legendary that naturally shares those total stats with her. So she could summon Electra Stormsurge, but could also summon Ixlid, Fungal Lord.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Shadows, just saying I would vote for your class, looking at the templates you post each phase lol
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •