Thanks for the feedback on Backstreet Cutthroat. While designing that card, I kind of wanted it to be strong. As a point of reference I used SI:7 Agent, which is a class card and a relatively old one too. For 1 more mana I changed the combo effect for a Battlecry (which is worth around 0.5 mana usually), added 1 attack (worth around 0.25 mana) and added 1 damage to the effect (worth around 0.25 mana). I know my logic won't work with some of the cards you mentioned, but:
a) some of them are neutral, so they should be weaker than class cards.
b) They are expansion cards (older ones too). Even if you compare the power level between them, you can find out that some are just naturally under- or overpowered. It's Blizzard's card design philosophy.
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.
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 :/
My suggestion - make it work the other way around. First draw then shuffle. That way on an empty hand, you would just draw 3 cards and shuffle them back into your deck.
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?
I really like the class. The cycling mechanic is something I always wished was actually added to Hearthstone and well, the new Tradeable keyword is just a sorry excuse of it. I am not sure how strong this technically is. It is a major thing in Gwent, one of the other card games I play, but the balance there is incomparable to Hearthstone. In my (as unprofessional as you can get) opinion you really nailed it!
The only issue I see is with your Hero and Hero Power. Fristly, Lazul is already a Priest skin, so I would refrain from using her. Secondly, there is an unwritten rule among Hero Powers in Hearthstone - they should always be usable. What I mean is that, there should be no other restricion than mana to using it. Yours requires a minion to be on board. I suppose someone more experienced should also comment on this, but in my opinion you should make your Hero Power do something no matter the board state, if you know what I mean.
Now for something of my own:
As @McF4rtson correctly pointed out my class had 3 AOE cards, which is too many for a basic set, so I decided to swap Explosive Enthusiast with a card I had prepared for one of the later phases. Here it is:
I think it's fairly balanced and has a nice flavor. I would like to hear others opinions on it too, as this would be my last change and polishment of my basic set.
PS. Thanks to everyone for pointing out the issues in card texts, I changed them already. I also made Dynamite Shot "Deal 2 damage. Then deal 1 damage to all enemy minions" witch for 3 mana is actually a combination of Arcane Shot and Arcane Explosion (just noticed that lmao)
Dynamite Shot is a tad too strong as it's essentially a better Shadowbolt if you target a minion.
Without hand buffs, Bilgewater Goon might be too weak
Thank You for the feedback. I wasn't sure about the balance on Dynamite Shot. I compared it to Dunk Tank, but I suppose powercreep makes new cards naturally stronger than older ones. I will make it deal 2 damage instead of 3 to tune it down a bit. As for Bilgewater Muscles, I think a 7 mana 9/9 with taunt is fine for a basic card. With hand buffs it will definitely be stronger, but I'm not planning any for my class.
Taking all the feedback into account I made quite a lot of changes to my basic set. Here are the cards I prepared, comments will be under them.
Hero Power Token:
Comments:
As you can see I changed the majority of my cards, which doesn't really mean I'm ditching the old concepts. Some cards were just too complicated for a basic set or simply used mechanics, which are not allowed in a basic set, such as mana manipulation.
I also decided to drop the concept of saving coins, as it seemed too complicated and too risky in terms of balance.
Bilgewater Muscles were changed. Now they are kind of similar to the Clown card from Darkmoon. The class itself will be kind of Midrange/Aggro oriented, so this is meant to be kind of a "Last Resort" defensive card.
Gadgetzan Dream wasn't changed. I saw someone suggesting it's too weak, but I believe it would be busted for 4 mana. After all, if you manage to cast it early in the game, you can potentially create some nasty combos with old Malygos, Mecha'thun etc. And even though these cards are now in wild, at the moment I'm planning to introduce my class in Witchwood and I have to consider neutral combos as well.
I believe the changes I made will result in achieving the Cartelist's identity as an Aggro/Midrange class. There are some Zoo(ish) archetypes planned, that's why Fireside Gathering is here. More card draw will also definitely help.
Yes, I know Stalking is a 4-lines card, but I really don't know how to make the text shorter without reducing it's clarity.
Ok, that's all from me for now. As usual I would be very glad to hear some feedback from you guys. As for some comments on other people's ideas I will have to look into it a bit more, but for now I really like MvonTzeskagrad's class. It's my favorite at the moment.
Been a minute since I last joined a card creation comp, so I could be misremembering the steps as to how to do it but I seem to be unable to upload images. What I did:
- Created them in hearthcards, saved to PC. - Uploaded to Imgur, (hidden) - Then tried every single link provided and all of them give me a blank square.
Any help would be appreciated. I'm gonna upload one of the blank squares with this post incase it works and in which case this whole post would be null and void.
When adding an image here, you have to click on the photo on imgur and find an option "get share links", copy the thing called "BBCode". In order for it to work, after pasting it in the box here, you have to delete the [img] in the beginning and end of the link. At least that's how I always do this.
Btw, before I start creating more cards I'd like to ask a question about spellschools. Can I create a new spellschool at this stage? Obviously none of the currently existing ones don't match the Cartelist's theme, so I thought about implementing a new one called "Crime". So the question is, can I do that? And if yes, do I do it now or later during the core set consolidation?
Taking all the advise into consideration (big thanks to @MrBurger, @MvonTzeskagrad and @whatTheHeck) I think I understand what needs to be changed.
G.C.O Frontman, Meeting Gone Wrong and Irritable Adventurer will be changed for other cards (spells). I don't know if I will use them later or just drop them completely. Meeting Gone Wrong is indeed too complex for a basic card, Irritable Adventurer probably too strong especially considering that I am planning to make more Aggro cards and Frontman is just weak and uninteresting.
I lookied into the wording @MvonTzeskagrad mentioned, will change that too together with a slight buff on Muscles. Also here's my original idea for the card itself, but I decided that it's too strong:
Businessman will be moved to 4 mana.
Now for some things that require clarification:
Mug 'em is indeed meant to "steal" a card. I know this kind of thing is very risky and it's difficult to access it's balance. I will think about what to do with the card. The main reason I creates it in the first place was to showcase Cartelist's class identity and I can't imagine creating a criminal-ish style class without "stealing" mechanic.
The hero power is honestly a 0 mana do nothing unless you have some way to synergise it with other cards. You pointed out Gadgetzan Auctioneer, but remember that you can only use the hero power once per turn. Yes you can use some neutral cards like the one from witchwood (if I remember correctly) that refreshes it, but is the setup really worth it? Additionally I haven't created a single face-damaging spell as of now, so I wouldn't really worry about it. Maybe I am mistaken, I am always open for discussion.
Anyway, thanks again for the suggestions. I will work on changes later today or tommorrow and share my ideas here. Also I will look into your guys' cards and give you my feedback on them when I will have more time.
Ok, let's cut straight to the point. Since I couldn't wait I have already prepared my basic set. I would be very gratefull to hear some feedback.Here I go:
The Cartelist
Honestly, it's difficult for me to even say anything at this point. The basic set is mostly meant to be versatile and support the later sets. I have always tried to create control classes, so this time my Cartelist is rather an aggro/mindrange oriented class. I believe my cards are mostly balanced and resemble the way basic sets work in Hearthstone, but obviously i would be glad to hear all your guys' comments/suggestions.
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Thanks for the feedback on Backstreet Cutthroat. While designing that card, I kind of wanted it to be strong. As a point of reference I used SI:7 Agent, which is a class card and a relatively old one too. For 1 more mana I changed the combo effect for a Battlecry (which is worth around 0.5 mana usually), added 1 attack (worth around 0.25 mana) and added 1 damage to the effect (worth around 0.25 mana). I know my logic won't work with some of the cards you mentioned, but:
a) some of them are neutral, so they should be weaker than class cards.
b) They are expansion cards (older ones too). Even if you compare the power level between them, you can find out that some are just naturally under- or overpowered. It's Blizzard's card design philosophy.
My suggestion - make it work the other way around. First draw then shuffle. That way on an empty hand, you would just draw 3 cards and shuffle them back into your deck.
I really like the class. The cycling mechanic is something I always wished was actually added to Hearthstone and well, the new Tradeable keyword is just a sorry excuse of it. I am not sure how strong this technically is. It is a major thing in Gwent, one of the other card games I play, but the balance there is incomparable to Hearthstone. In my (as unprofessional as you can get) opinion you really nailed it!
The only issue I see is with your Hero and Hero Power. Fristly, Lazul is already a Priest skin, so I would refrain from using her. Secondly, there is an unwritten rule among Hero Powers in Hearthstone - they should always be usable. What I mean is that, there should be no other restricion than mana to using it. Yours requires a minion to be on board. I suppose someone more experienced should also comment on this, but in my opinion you should make your Hero Power do something no matter the board state, if you know what I mean.
Now for something of my own:
As @McF4rtson correctly pointed out my class had 3 AOE cards, which is too many for a basic set, so I decided to swap Explosive Enthusiast with a card I had prepared for one of the later phases. Here it is:
I think it's fairly balanced and has a nice flavor. I would like to hear others opinions on it too, as this would be my last change and polishment of my basic set.
PS. Thanks to everyone for pointing out the issues in card texts, I changed them already. I also made Dynamite Shot "Deal 2 damage. Then deal 1 damage to all enemy minions" witch for 3 mana is actually a combination of Arcane Shot and Arcane Explosion (just noticed that lmao)
Thank You for the feedback. I wasn't sure about the balance on Dynamite Shot. I compared it to Dunk Tank, but I suppose powercreep makes new cards naturally stronger than older ones. I will make it deal 2 damage instead of 3 to tune it down a bit. As for Bilgewater Muscles, I think a 7 mana 9/9 with taunt is fine for a basic card. With hand buffs it will definitely be stronger, but I'm not planning any for my class.
Taking all the feedback into account I made quite a lot of changes to my basic set. Here are the cards I prepared, comments will be under them.
Hero Power Token:
Comments:
Ok, that's all from me for now. As usual I would be very glad to hear some feedback from you guys. As for some comments on other people's ideas I will have to look into it a bit more, but for now I really like MvonTzeskagrad's class. It's my favorite at the moment.
When adding an image here, you have to click on the photo on imgur and find an option "get share links", copy the thing called "BBCode". In order for it to work, after pasting it in the box here, you have to delete the [img] in the beginning and end of the link. At least that's how I always do this.
Btw, before I start creating more cards I'd like to ask a question about spellschools. Can I create a new spellschool at this stage? Obviously none of the currently existing ones don't match the Cartelist's theme, so I thought about implementing a new one called "Crime". So the question is, can I do that? And if yes, do I do it now or later during the core set consolidation?
Taking all the advise into consideration (big thanks to @MrBurger, @MvonTzeskagrad and @whatTheHeck) I think I understand what needs to be changed.
Now for some things that require clarification:
Anyway, thanks again for the suggestions. I will work on changes later today or tommorrow and share my ideas here. Also I will look into your guys' cards and give you my feedback on them when I will have more time.
Ok, let's cut straight to the point. Since I couldn't wait I have already prepared my basic set. I would be very gratefull to hear some feedback.Here I go:
The Cartelist
Honestly, it's difficult for me to even say anything at this point. The basic set is mostly meant to be versatile and support the later sets. I have always tried to create control classes, so this time my Cartelist is rather an aggro/mindrange oriented class. I believe my cards are mostly balanced and resemble the way basic sets work in Hearthstone, but obviously i would be glad to hear all your guys' comments/suggestions.