@JeanTheMedicRat Its a fair point about the text but sometimes there ain't many ways to shorten text without it becoming confusing to understand. And as for the shuffle, I actually looked back at all shuffle cards and found out there are like 2 cards in total that shuffle stuff from your hand into your deck so there wasn't much to go on but like you said, the mechanic about choosing cards doesn't exist yet so one can only presume it's random :P Also I have noticed on cards in the game that they do fluctuate with including the word "random" Like when they say "Add a spell to your hand" or "Add a random spell to your hand", If you you at Wandmaker for example or Nexus.
However if they're the only negatives you can find, I don't think I've done so bad... I did notice a grammar mistake in one of my showcase cards however, I'd take complete blame for that one.
I've made changes to a couple of cards and the hero which I'm happy with and will upload straight to the submission but I'm just testing out hero powers and wondering if either of these are better than my current.
So I've made a couple of different hero powers, I tried making them as universal for all types of decks as possible without treading too heavily on another hero power already in the game. The Fading Spirit essentially destroys itself at the start of your turn meaning you can't flood the board with them as 1 mana would easily allow for that, there is also synergy with the weaker Tarot Card as well.
As for the second one, I quite like it, it has a draw potential stronger than Warlock however, give it few uses and you'll start to come across dead draws (quite literally) that could hinder both aggro and control cartomancers... But at the end of the day if you draw a corpse, you might be able to shuffle it and find something better...
I have included a little bit of lore but the class is not too rooted in WoW lore but if anything Hearthstone lore, the 3 mana cards however are either to do with lore or an actual spell from the game (I thought curses generally fit the Gypsy witch type of theme I'm going for too) What do you mean by trinkets though? That sounds like something I could use thematically :D
And I completely understand what you mean but I didn't want to actually add any pay off synergies, just stuff that helps build them for now. I took a look at Druid and how that had lots of ramp tools but only the ironbark protector that could see any pay off to that, also how it looks far from an aggro class and we all know that's not the case. Hopefully after the next 10 you'll be able to see that shuffling and drawing can bring more to the class than what the game currently features. I hope...
As for your class, I really like it and looks like a type of class I'd play. However 2 cards stand out as being a bit weak to me and simply should be buffed and that's Mak'gora (I know you've got the whole whenever a minion attacks going on but it does feel like a more situational and weaker Remove the Problem, maybe bring it down to 1?) and also unflinching assault would rarely be better than the 2 mana windfury spell for shaman, the shaman can also go face but only twice so I think they are in a very similar league, so maybe 2 mana for your one as well or 3 because an immune minion could slaughter the whole board, but only at that point would it be worth the current 5 mana.
It does look quite a bit like warrior at the moment however it's only the basic set and it looks like a tidy job and I feel like you're gonna be taking it in a more obvious direction for the initiate and beyond.
As simple as that sounds you've given me a good idea, draw 3 then shuffle your 3 left-most cards. It'll avoid shuffling cards you've just draw bit more and removes cards that could've been sat in your hand for a while being useless and worked their way to the left side of your hand. But on an empty hand it does nothing essentially
Also I'll be changing my hero, won't be WoW related but I completely forgot there was a skin of her. I remembered the card and thought "well illidan was at one point" as for the hero power you might be right but I'm gonna want to think of something good and versatile, nothing to do with shuffling that only works best in a shuffle deck. I kind of thought it'd be like priest and how a lot of the time on t2 it's unusable.
The concept you're handling is interesting, although not sure if shuffle, specially in that ammount, is something to consider putting on basic sets.
That said, I have some concerns, mostly on those card cards you made... do we count the effect since the moment you cast the spell, or turns after that?
Also... I know you pretend to make this class about long term games where you try to shuffle what you don't need in order to find what you want... but unless this class draws don't really work without shufflying cards first, I foresee this to get stuck in "dump-off" SMOrc class territory. Unless its future control gameplay is that good to justify not to exploit big draws on non-existing hands.
Thanks for the reply 😊 I did ask a few days back about the shuffling and don't think anyone replied so I went ahead and included some more basic shuffles that don't necessarily shuffle lots into your deck and distances yourself from fatigue. But there will be shuffle synergy and pay off later. I just wanted to stay away from straight up synergies in the basic set.
The tarot cards are strictly after your turn ends. The foresee the future kind of thing, but once again I kept that all basic and will explore cards that affect the opponents plays in the initiate
In terms of it being slow I know what you mean however I have kept the powerful cards that start to make pay offs for these slow feeling cards for the initiate and don't get me wrong, there will be aggro and definitely ways to build aggro with cards like soul bolt. But the buffs are all mostly gonna be defensive and you could also go ahead and create a taunt deck with huge stopping power and also more heals to come.
I am reconsidering reshuffle tho because originally it was meant as both tactical and also smorc because if you have an empty hand it would just be 1 mana draw 3 just like the 5 drop and it might be too much :/
So the class is Cartomancer. Which is basically a fortune teller, I used Madame Lazul as the character as it's an obvious pick however I don't think she has a first name as I wouldn't be surprised if her name is a pun on "Mademoiselle" and nothing more however this class focuses on the card reading aspect very heavily and Tarot cards. The Arcana name comes from the 2 major suits Major and Minor Arcana rather than the Arcane spell school in Hearthstone.
The class will ultimately focus on 4 unique things that are sort of seen in the basic cards. The first being effects that trigger when the card is drawn, this is (and the next 3) is purely a reference/theme for card based cartomancers. I know Warlock has this effect but it will be more of a staple for this class. The second thing shuffling. This will feature heavily in the class and will of course have synergy with the drawing aspect. The third is it's unique keyword that will be Deja Vu, which is an effect on a card that will trigger if it is the second or more copy you've played the game. Duping effects will also appear to aid with the Keyword. However the 4th and final thing is it's unique Tarot Cards. there are 78 in total which will give this class about 15 years of expansions to go through until we run out... These a cards with a passive effect relating to it's meaning and this effect will have a set amount of turns for you to utilize it, it might be only your turns, maybe your opponent's or on either player's turn. However it will NEVER be triggerable on the turn you play it, always on a next. There is also a fair bit of draw, buffs, a little bit of heal and removal.
I have tried making a couple of small WoW references too and I think I've followed the rules but what do you guys think?
Is there any site/discussion that has lots of custom card art we can use? I remember someone sharing something last time but I can't remember what it was or where to find a good selection.
Also a question for the basic set, are we allowed to use shuffle mechanic? Just pretty much basic stuff for the first week, but I can't remember if any basic card ever used it but it is sort of thematic for the class is all.
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@JeanTheMedicRat Its a fair point about the text but sometimes there ain't many ways to shorten text without it becoming confusing to understand. And as for the shuffle, I actually looked back at all shuffle cards and found out there are like 2 cards in total that shuffle stuff from your hand into your deck so there wasn't much to go on but like you said, the mechanic about choosing cards doesn't exist yet so one can only presume it's random :P Also I have noticed on cards in the game that they do fluctuate with including the word "random" Like when they say "Add a spell to your hand" or "Add a random spell to your hand", If you you at Wandmaker for example or Nexus.
However if they're the only negatives you can find, I don't think I've done so bad... I did notice a grammar mistake in one of my showcase cards however, I'd take complete blame for that one.
I've made changes to a couple of cards and the hero which I'm happy with and will upload straight to the submission but I'm just testing out hero powers and wondering if either of these are better than my current.
So I've made a couple of different hero powers, I tried making them as universal for all types of decks as possible without treading too heavily on another hero power already in the game. The Fading Spirit essentially destroys itself at the start of your turn meaning you can't flood the board with them as 1 mana would easily allow for that, there is also synergy with the weaker Tarot Card as well.
As for the second one, I quite like it, it has a draw potential stronger than Warlock however, give it few uses and you'll start to come across dead draws (quite literally) that could hinder both aggro and control cartomancers... But at the end of the day if you draw a corpse, you might be able to shuffle it and find something better...
@Jengus
I have included a little bit of lore but the class is not too rooted in WoW lore but if anything Hearthstone lore, the 3 mana cards however are either to do with lore or an actual spell from the game (I thought curses generally fit the Gypsy witch type of theme I'm going for too) What do you mean by trinkets though? That sounds like something I could use thematically :D
And I completely understand what you mean but I didn't want to actually add any pay off synergies, just stuff that helps build them for now. I took a look at Druid and how that had lots of ramp tools but only the ironbark protector that could see any pay off to that, also how it looks far from an aggro class and we all know that's not the case. Hopefully after the next 10 you'll be able to see that shuffling and drawing can bring more to the class than what the game currently features. I hope...
As for your class, I really like it and looks like a type of class I'd play. However 2 cards stand out as being a bit weak to me and simply should be buffed and that's Mak'gora (I know you've got the whole whenever a minion attacks going on but it does feel like a more situational and weaker Remove the Problem, maybe bring it down to 1?) and also unflinching assault would rarely be better than the 2 mana windfury spell for shaman, the shaman can also go face but only twice so I think they are in a very similar league, so maybe 2 mana for your one as well or 3 because an immune minion could slaughter the whole board, but only at that point would it be worth the current 5 mana.
It does look quite a bit like warrior at the moment however it's only the basic set and it looks like a tidy job and I feel like you're gonna be taking it in a more obvious direction for the initiate and beyond.
@LivingOrganism
As simple as that sounds you've given me a good idea, draw 3 then shuffle your 3 left-most cards. It'll avoid shuffling cards you've just draw bit more and removes cards that could've been sat in your hand for a while being useless and worked their way to the left side of your hand. But on an empty hand it does nothing essentially
Also I'll be changing my hero, won't be WoW related but I completely forgot there was a skin of her. I remembered the card and thought "well illidan was at one point" as for the hero power you might be right but I'm gonna want to think of something good and versatile, nothing to do with shuffling that only works best in a shuffle deck. I kind of thought it'd be like priest and how a lot of the time on t2 it's unusable.
Thanks for the reply 😊 I did ask a few days back about the shuffling and don't think anyone replied so I went ahead and included some more basic shuffles that don't necessarily shuffle lots into your deck and distances yourself from fatigue. But there will be shuffle synergy and pay off later. I just wanted to stay away from straight up synergies in the basic set.
The tarot cards are strictly after your turn ends. The foresee the future kind of thing, but once again I kept that all basic and will explore cards that affect the opponents plays in the initiate
In terms of it being slow I know what you mean however I have kept the powerful cards that start to make pay offs for these slow feeling cards for the initiate and don't get me wrong, there will be aggro and definitely ways to build aggro with cards like soul bolt. But the buffs are all mostly gonna be defensive and you could also go ahead and create a taunt deck with huge stopping power and also more heals to come.
I am reconsidering reshuffle tho because originally it was meant as both tactical and also smorc because if you have an empty hand it would just be 1 mana draw 3 just like the 5 drop and it might be too much :/
So the class is Cartomancer. Which is basically a fortune teller, I used Madame Lazul as the character as it's an obvious pick however I don't think she has a first name as I wouldn't be surprised if her name is a pun on "Mademoiselle" and nothing more however this class focuses on the card reading aspect very heavily and Tarot cards. The Arcana name comes from the 2 major suits Major and Minor Arcana rather than the Arcane spell school in Hearthstone.
The class will ultimately focus on 4 unique things that are sort of seen in the basic cards. The first being effects that trigger when the card is drawn, this is (and the next 3) is purely a reference/theme for card based cartomancers. I know Warlock has this effect but it will be more of a staple for this class. The second thing shuffling. This will feature heavily in the class and will of course have synergy with the drawing aspect. The third is it's unique keyword that will be Deja Vu, which is an effect on a card that will trigger if it is the second or more copy you've played the game. Duping effects will also appear to aid with the Keyword. However the 4th and final thing is it's unique Tarot Cards. there are 78 in total which will give this class about 15 years of expansions to go through until we run out... These a cards with a passive effect relating to it's meaning and this effect will have a set amount of turns for you to utilize it, it might be only your turns, maybe your opponent's or on either player's turn. However it will NEVER be triggerable on the turn you play it, always on a next. There is also a fair bit of draw, buffs, a little bit of heal and removal.
I have tried making a couple of small WoW references too and I think I've followed the rules but what do you guys think?
Is there any site/discussion that has lots of custom card art we can use? I remember someone sharing something last time but I can't remember what it was or where to find a good selection.
Also a question for the basic set, are we allowed to use shuffle mechanic? Just pretty much basic stuff for the first week, but I can't remember if any basic card ever used it but it is sort of thematic for the class is all.