Honnestly, I can't remember most cards exist so I'm super grateful for reminders of what is already out there and how it compares to my cards. That being said, I think the balance that we try to infuse in our custom cards is always a guesstimation. Even Blizzard designers don't come up with the perfect balance on their first go, it takes hours of playtest and feedback to get there. We can used existing cards as a benchmark but I'm not too worried about making something stronger than an underwhelming card.
@Wintrmute I like the direction you are taking with this class but I don't think a necromancer flavor works best for it. I would go with an archeologist actually ! Also make sure to give the class a lot of card draw to make good use of the cards shuffled into your deck. Your hero power is a little bit too complicated imo, I'd look into a card draw or stabilization effect.
Hi everyone ! I've been going through a lot of iterations, so I think I'm pretty much good to go. I just wanted to check back in to see what you all think. I also change the Hero Power because it was just a little too complex and unintuitive.
A bunch of cards changed, especially the weapons which I converted into spells and minions. The Sand school is also gone because I didn't have many design ideas for it. I'm generally going to take the Warrior route and ignore spell schools for the most part.
Also a couple new cards I don't think I've shown yet.
Rest of the set.
So that's that, I think I'll showcase Fast Forward, Sand Blast, and Bronze Drake. What do you think ?
Thank to you guy's feedback, I made some balance, design and flavor adjustments :
I'm seeing mixed reactions to the Sand school and I gotta admit that I didn't give much thought to it. I stopped playing HS before spell schools were a thing so I don't really know what it feels like to play with them, I'd like a little bit of insight on that front. Maybe I'm just better off ignoring spells schools altogether...
Sandstorm is more stable now and I like the stalling potential it has. Turning Staff was hard to balance since the effect seems to have a low value in existing cards but it's only been seen on minions or as a permanent effect so I think 5 uses is kinda fine. It does have some interesting implications for this specific class though. Time Flies is probably fine at 5 since the class can reliably play it for 4 Mana instead. Sand Blast shouldn't get out of control now that it costs a bit more. '4 Mana deal 4 damage with an upside' seems like a pretty common balance point so I went with a kinda 3.5ish cost.
I'm shelving Time Trap for now so that leaves room for this new card. Echo makes too much sense for the Chronomancer for me to ignore it ! Can really make an Hourglass deck sting !
FEEDBACK
@MvonTzeskagrad
Angered Spirit worries me a little as it comes in pretty early and can thus get out of hand fast. I would up the cost and stats with the same effect. The rest of the set sounds good !
I like Hearthbane Ritual n°2 and Return to Life n°2 and n°5 (last turn means opponent's turn, right ?).
@Screwjank
Not a fan of your hero power. Not only does it only work if you have a minion on board, keywords in a HP are really inelegant. Also it should arguable cost 2 since a deathrattle summon is pretty handy against board clears and your class is likely to take advantage of it.
Unclear wether The Plague summon all ghouls for you or also for your opponent. Wrath of the Plaguebringer is quite strong at 5 Mana compared to Deadly Shot. Looming Necropolis doesn't feel like a Basic card to me. Debuffs and disruption can be fun to play with but not so fun to play against so maybe don't print to many of those
Sidenote : Why is your skeleton bigger than your ghoul ? I feel like it should be the other way around.
@EL_Skele
While I like your hero power, I'm not sure it captures the fantasy of a gunslinger class. Maybe try something a little more action-packed ? Also I'd say your keyword can wait but I'm excited to see your cards !
@McF4rtson
That's a cool hero power you got here ! How does it handle multiple Larvae on the board ?
Your cards look good, I'd like to see the rest ! Paying Armor for cards is cool but I wish you had a shorter wording for it like "You can pay this with Armor". Maybe in future cards, this is an introduction to the class after all. I love aura effects so n°2 works for me.
@JeanTheMedicRat
Your hero power isn't exactly 'bad' but it's a pretty convoluted design and relies on cards in hand to work. Also those keywords are not remotely equivalent to each other... I'd rather see something that generated token minions, maybe 0/2 Eggs a la Shaman ? Or possibly a shifting hero power if you really want to hit the five dragonflights. But looking at your cars and themes, you might want to focus on red and black instead, at least as the main ones.
Your cards are cool in general but I'm not sure the play pattern of holding onto your minions until you can finally unload all your buffs on one of them is a fun time for both players.
Alright so after much consideration and debate, I've come to make a big thematic change to my entry. I'm no longer doing a Merchant class as this has already been done and I couldn't find a good match for my hero. I'm still keeping a lot of the design principles and cards ideas though. But to show you that, I need to do a REWIND!
Introducing : The Chronomancer!
The bronze dragon Chronormu, better known as the cheerful gnome Chromie, is a master of time magic ! With Borrowed Time and the Hourglasses it creates, the Chronomancer can manipulate the cost of cards to play them early and create devastating combos. The little guys can also come in handy when you want minions to buff.
The Chronomancer gets access to a new school of spells : Sand ! These spells are good at dealing with enemy minions and setting up combos.
With all that mana to spare, Chronomancers are looking to play big cards and play them fast. This is just the Basic set so you can expect a lot more crazy stuff later on !
Chronomancers also have minions to turn the tide of battle and reinforce their existing synergies. Dragons are likely to show up as Chromie's allies.
The Chronomancer is also a class with weapons but those aren't your typical axe or sword. Instead, they provide additional utility to the class.
Finally, here is a control tool for Chronomancers who want to play it slow.
I'm really happy with the set and can't wait to read what y'all think of it ! I'm still not sure about the cost of Accelerate, Sandstorm, and Time Trap but I decided to go with the cheaper option as a starting point. Cost manipulation is a thing for this class so maybe that was a horrible decision... Sandstorm in particular is hard because it's quite weak if you play it alone but can because a 5 Mana Twisting Nether pretty fast.
As far as keywords go, I'm debating wether I'll keep Stock (with a different name) of make a completely new one.
Thanks @Jengus, @DanFel and @McF4rtson for your feedback ! I'm already looking into some tweaks to the current set I have but I'll need to consider more drastic changes.
This is definetly a "mechanics first" design so I'm not above changing the theme completely but I'm happy with the flavor thus far and I would have to let go pf a lot of puns... I'll have to go look at the previous Merchant winner to get a good feel for wether I have something distinct enough.
While I agree that the second player getting a Coin might be a little hard to manage, I do like the fact that the class plays into something that already exists in HS. I need to think about this a little more, especially in regards to the Finley test (i.e. what happendms when you class gets a different hero power or a different class gets your hero power).
Your Hero Power is a little weak imo because it requires minions on the board. Your set is pretty solid. Touch of Decay should be 4 Mana because the timing doesn't matter in most situations. Vengful Spirits need a more standard wording like "Fill your board with 1/1 Spirits. They attack the enemy hero." Keep in mind that only Attack, Health, Armor, Durability, Mana and Cost get numbers. If a card summons minions, it summons "two" not "2". In general, avoid two numbers in a row if they apply to different things.
@Jengus
I think you're onto something but only because the cost goes down. 3 Mana is too much to pay for the kind of effect a hero power should have.
@LivingOrganism
Well, this is akward... Having close themes with another contestant is always a wierd position to be in. We seem to be taking very different routes so it should be fine. I hope you don't mind.
So as you may have guessed, I think this hero power should cost 2. Even without leaning into it, mana acceleration is one of the strongest things in Hearthstone, especially in the early game. Your hero power allowed for for 5-cost cards to be played on turn 3, 9 cost cards on turn 5. That's a lot of tempo. You will also have to consider a LOT of combos down the line. Especially with Gadgetzan Dream. Especially with that infinite loop that was pointed out earlier.
Looks like you're gonna change a couple things around so I'm not gonna too deep into each card but I think the class could use a little bit more direction. What kind of playstyle do you want to encourage ?
@Laurendor
Cool hero power, I'd like to see cards that lean into it. Not much to say about the rest since this week is the basic set but I'm excited for any class that mixes damage and healing !
@whatTheHeck
Solid stuff. Blind Fury should cost 3 imo since it's really strong and swingy at 1 while still not terribly hard to take advantage of.
Let's do this ! Introducing : The Merchant ! (Yes, I know, done and done but I'd like to try my hand at a simple idea)
So, I'm doing a merchant class and the hero power was quite easy to figure out from there. Still, I want to get as much use for it as I can in my card design. For the hero, I'm not so sure. I know we're doing Warcraft-esque flavor this time around but I couldn't find a good merchant character. There's Gallywix but I don't think he fits super well for the class I envision and it's already been done in the past. I went with an original character but I'm still looking for a warcraftian character and I'm open to suggestions.
As you will have guessed, Coins are really important to the class. I wanted to explore as many synergy points as I could in conjunction with the hero power. I'm starting to think that I might have overdone it... Here I'm also not quite sure what qualifies for the 3rd challenge. Tailoring is a type of craft in WoW and Coin Toss is a boss ability from Gallywix. Is that enough ?
Since the class is taking a control turn and has access to mana acceleration with Coins, I wanted to encourage spending a lot to get huge swigs. A big upside of the class is its ability to reliably play these high-power cards a few turns before they should be available.
To finish the set, I wanted to give the class some draw potential and disruptions tools. Its also a weapon class and I want to expand on that synergy.
Tokens
The class keyword, which will not be used for Basic but that I'm quite fond of. Expect deck and hand manipulation in the future !
I know some of the cards in there might be a little over-the-top for Basic cards but I think the set is very cohesive as a whole and I'm really happy with the flavor. Feedback will be appreciated !
So what do y'all think ?
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Honnestly, I can't remember most cards exist so I'm super grateful for reminders of what is already out there and how it compares to my cards. That being said, I think the balance that we try to infuse in our custom cards is always a guesstimation. Even Blizzard designers don't come up with the perfect balance on their first go, it takes hours of playtest and feedback to get there. We can used existing cards as a benchmark but I'm not too worried about making something stronger than an underwhelming card.
@Wintrmute I like the direction you are taking with this class but I don't think a necromancer flavor works best for it. I would go with an archeologist actually ! Also make sure to give the class a lot of card draw to make good use of the cards shuffled into your deck. Your hero power is a little bit too complicated imo, I'd look into a card draw or stabilization effect.
Hi everyone ! I've been going through a lot of iterations, so I think I'm pretty much good to go. I just wanted to check back in to see what you all think. I also change the Hero Power because it was just a little too complex and unintuitive.
A bunch of cards changed, especially the weapons which I converted into spells and minions. The Sand school is also gone because I didn't have many design ideas for it. I'm generally going to take the Warrior route and ignore spell schools for the most part.
Also a couple new cards I don't think I've shown yet.
Rest of the set.
So that's that, I think I'll showcase Fast Forward, Sand Blast, and Bronze Drake. What do you think ?
Thank to you guy's feedback, I made some balance, design and flavor adjustments :
I'm seeing mixed reactions to the Sand school and I gotta admit that I didn't give much thought to it. I stopped playing HS before spell schools were a thing so I don't really know what it feels like to play with them, I'd like a little bit of insight on that front. Maybe I'm just better off ignoring spells schools altogether...
Sandstorm is more stable now and I like the stalling potential it has. Turning Staff was hard to balance since the effect seems to have a low value in existing cards but it's only been seen on minions or as a permanent effect so I think 5 uses is kinda fine. It does have some interesting implications for this specific class though. Time Flies is probably fine at 5 since the class can reliably play it for 4 Mana instead. Sand Blast shouldn't get out of control now that it costs a bit more. '4 Mana deal 4 damage with an upside' seems like a pretty common balance point so I went with a kinda 3.5ish cost.
I'm shelving Time Trap for now so that leaves room for this new card. Echo makes too much sense for the Chronomancer for me to ignore it ! Can really make an Hourglass deck sting !
FEEDBACK
@MvonTzeskagrad
Angered Spirit worries me a little as it comes in pretty early and can thus get out of hand fast. I would up the cost and stats with the same effect. The rest of the set sounds good !
I like Hearthbane Ritual n°2 and Return to Life n°2 and n°5 (last turn means opponent's turn, right ?).
@Screwjank
Not a fan of your hero power. Not only does it only work if you have a minion on board, keywords in a HP are really inelegant. Also it should arguable cost 2 since a deathrattle summon is pretty handy against board clears and your class is likely to take advantage of it.
Unclear wether The Plague summon all ghouls for you or also for your opponent. Wrath of the Plaguebringer is quite strong at 5 Mana compared to Deadly Shot. Looming Necropolis doesn't feel like a Basic card to me. Debuffs and disruption can be fun to play with but not so fun to play against so maybe don't print to many of those
Sidenote : Why is your skeleton bigger than your ghoul ? I feel like it should be the other way around.
@EL_Skele
While I like your hero power, I'm not sure it captures the fantasy of a gunslinger class. Maybe try something a little more action-packed ? Also I'd say your keyword can wait but I'm excited to see your cards !
@McF4rtson
That's a cool hero power you got here ! How does it handle multiple Larvae on the board ?
Your cards look good, I'd like to see the rest ! Paying Armor for cards is cool but I wish you had a shorter wording for it like "You can pay this with Armor". Maybe in future cards, this is an introduction to the class after all. I love aura effects so n°2 works for me.
@JeanTheMedicRat
Your hero power isn't exactly 'bad' but it's a pretty convoluted design and relies on cards in hand to work. Also those keywords are not remotely equivalent to each other... I'd rather see something that generated token minions, maybe 0/2 Eggs a la Shaman ? Or possibly a shifting hero power if you really want to hit the five dragonflights. But looking at your cars and themes, you might want to focus on red and black instead, at least as the main ones.
Your cards are cool in general but I'm not sure the play pattern of holding onto your minions until you can finally unload all your buffs on one of them is a fun time for both players.
Hope this helps !
Alright so after much consideration and debate, I've come to make a big thematic change to my entry. I'm no longer doing a Merchant class as this has already been done and I couldn't find a good match for my hero. I'm still keeping a lot of the design principles and cards ideas though. But to show you that, I need to do a REWIND!
Introducing : The Chronomancer !
The bronze dragon Chronormu, better known as the cheerful gnome Chromie, is a master of time magic ! With Borrowed Time and the Hourglasses it creates, the Chronomancer can manipulate the cost of cards to play them early and create devastating combos. The little guys can also come in handy when you want minions to buff.
The Chronomancer gets access to a new school of spells : Sand ! These spells are good at dealing with enemy minions and setting up combos.
With all that mana to spare, Chronomancers are looking to play big cards and play them fast. This is just the Basic set so you can expect a lot more crazy stuff later on !
Chronomancers also have minions to turn the tide of battle and reinforce their existing synergies. Dragons are likely to show up as Chromie's allies.
The Chronomancer is also a class with weapons but those aren't your typical axe or sword. Instead, they provide additional utility to the class.
Finally, here is a control tool for Chronomancers who want to play it slow.
I'm really happy with the set and can't wait to read what y'all think of it ! I'm still not sure about the cost of Accelerate, Sandstorm, and Time Trap but I decided to go with the cheaper option as a starting point. Cost manipulation is a thing for this class so maybe that was a horrible decision... Sandstorm in particular is hard because it's quite weak if you play it alone but can because a 5 Mana Twisting Nether pretty fast.
As far as keywords go, I'm debating wether I'll keep Stock (with a different name) of make a completely new one.
Thanks @Jengus, @DanFel and @McF4rtson for your feedback ! I'm already looking into some tweaks to the current set I have but I'll need to consider more drastic changes.
This is definetly a "mechanics first" design so I'm not above changing the theme completely but I'm happy with the flavor thus far and I would have to let go pf a lot of puns... I'll have to go look at the previous Merchant winner to get a good feel for wether I have something distinct enough.
While I agree that the second player getting a Coin might be a little hard to manage, I do like the fact that the class plays into something that already exists in HS. I need to think about this a little more, especially in regards to the Finley test (i.e. what happendms when you class gets a different hero power or a different class gets your hero power).
FEEDBACK TIME ! (sorry for double posting)
@MvonTzeskagrad
Your Hero Power is a little weak imo because it requires minions on the board. Your set is pretty solid. Touch of Decay should be 4 Mana because the timing doesn't matter in most situations. Vengful Spirits need a more standard wording like "Fill your board with 1/1 Spirits. They attack the enemy hero." Keep in mind that only Attack, Health, Armor, Durability, Mana and Cost get numbers. If a card summons minions, it summons "two" not "2". In general, avoid two numbers in a row if they apply to different things.
@Jengus
I think you're onto something but only because the cost goes down. 3 Mana is too much to pay for the kind of effect a hero power should have.
@LivingOrganism
Well, this is akward... Having close themes with another contestant is always a wierd position to be in. We seem to be taking very different routes so it should be fine. I hope you don't mind.
So as you may have guessed, I think this hero power should cost 2. Even without leaning into it, mana acceleration is one of the strongest things in Hearthstone, especially in the early game. Your hero power allowed for for 5-cost cards to be played on turn 3, 9 cost cards on turn 5. That's a lot of tempo. You will also have to consider a LOT of combos down the line. Especially with Gadgetzan Dream. Especially with that infinite loop that was pointed out earlier.
Looks like you're gonna change a couple things around so I'm not gonna too deep into each card but I think the class could use a little bit more direction. What kind of playstyle do you want to encourage ?
@Laurendor
Cool hero power, I'd like to see cards that lean into it. Not much to say about the rest since this week is the basic set but I'm excited for any class that mixes damage and healing !
@whatTheHeck
Solid stuff. Blind Fury should cost 3 imo since it's really strong and swingy at 1 while still not terribly hard to take advantage of.
Hope this helps.
Let's do this ! Introducing : The Merchant ! (Yes, I know, done and done but I'd like to try my hand at a simple idea)
So, I'm doing a merchant class and the hero power was quite easy to figure out from there. Still, I want to get as much use for it as I can in my card design. For the hero, I'm not so sure. I know we're doing Warcraft-esque flavor this time around but I couldn't find a good merchant character. There's Gallywix but I don't think he fits super well for the class I envision and it's already been done in the past. I went with an original character but I'm still looking for a warcraftian character and I'm open to suggestions.
As you will have guessed, Coins are really important to the class. I wanted to explore as many synergy points as I could in conjunction with the hero power. I'm starting to think that I might have overdone it... Here I'm also not quite sure what qualifies for the 3rd challenge. Tailoring is a type of craft in WoW and Coin Toss is a boss ability from Gallywix. Is that enough ?
Since the class is taking a control turn and has access to mana acceleration with Coins, I wanted to encourage spending a lot to get huge swigs. A big upside of the class is its ability to reliably play these high-power cards a few turns before they should be available.
To finish the set, I wanted to give the class some draw potential and disruptions tools. Its also a weapon class and I want to expand on that synergy.
Tokens
The class keyword, which will not be used for Basic but that I'm quite fond of. Expect deck and hand manipulation in the future !
I know some of the cards in there might be a little over-the-top for Basic cards but I think the set is very cohesive as a whole and I'm really happy with the flavor. Feedback will be appreciated !
So what do y'all think ?