ugh, I somehow forgot about Eggnapper when making Toadmancer, was thinking more about Haunted Creeper. Still, I believe my card isn't strict powercreep, 'cause you can't play it in any other class, and my class lack area buffs, I'm kinda worried that makes Toadmancer not realy original though. If I will ever expand Witch Doctor outside of comp, I'll probably try to tweak it a bit.
Edit: also, it's arguable if a class card is a powercreep, if the powercreeped card is neutral, or of another class. Like, it may prove to be difficult to play Treenforcements over Blazing Battlemage in Warlock, becuase you just can't. Furthermore if you have two Exact cards, one is a class card, the other neutral, I'd say the Neutral one powercreeps class one, simpl because you may put it in other classes.
I just posted my submission, anyone who didn't should hurry up, I think. Also, 2 questions to McF4rtson: Will there be a voting phase, as usual, or just ratings based on likes in submission thread? And, are 3-cost Hero Powers allowed?
Some late feedback:
@Klaytonio
Your class is kinda cool, I like it. Make sure to not make it too much centered on your Hero Power, so a player would have tools for other strategies. I feel like Marksman Scope is kinda bad tho, maybe 4 Durability could work.
@Jengus
Your cards look realy good, and well put together. I am not sure abut two things: your Hero Power - are actualy 3-Cost Powers legitimate? I mean, I see you are qquite in contact with McF4rtson, so maybe you know better, but I was pretty sure you can't use them, so that looks kinda weird, and while I think it actualy is not a bad idea, I am not sure if that's not a bit unfair if you're the only one who knew they're not banned. Also, I think that like 2-cost Powers are equal to 0-cost spells, that 3-mana Hero Power should be 1-mana spell effect. That means, I'd say it's already good if your hero power just draws a card, without cost-reduction, because so far it looks like much better warlock's Hero Power. The second thing is your keyword - I feel like it's quite overcomplicated for hearthstone standards. Also, you should state in description that it summons a minion from hand.
@Nightmyria
Unfortunately, I can only see those cards you added to posts as attachements. That means I can't see your Hero Power, and that I see only 6 cards of your Basic set, making this less than required. Not sure how I can help with it. Did you make sure to put images of your cards in place other than Hearthcards, like Imgur? Custom class borders are available at hearthcards in 'choose a class' section. I am not sure if there are weapon buffs in your set, but if no, I don't see much point for Riot Shield. Also, again I am not sure how much Wheat generators are in your set, nor what Wheat does on its own, but Visit to the Market looks rather weak.
@McF4rtson
Like most of your classes, this also looks very solid. Not sure if there is much to change honestly, except that you should look carefully through Silithus Battlemaiden's text - you included 'and' twice.
Just checking here, Ritual is essentially Inspire but one time? If so, I think you should specify it is one-time, as Spellburst specifies it is one-time.
Not sure, is 3 mana 3/6 in stats a little too good in Carved Assistants?
Not a fan of the token generation in Deathnet Wand, as you do not need that token anywhere else in the basic set. Can you not just keep it simple and "When a friendly minion dies on your turn, refresh a mana crystal and lose 1 Durability"?
Ritual isn't minion-only mechanic, and it is meant to work kinda like Daring Fire-Eater. It's just an extra effect for the next Hero Power you use.
Carved Assisstants can't attack heroes, so I balanced them to be as good as a 1/1 rather than a 1/2, they might be a little better though.
I planned to use Ju-ju Essence as a token for more cards in the future, but few people complained that I have little card draw, so maybe I could just use it starting from next phase, and now just give Deathnet Wand draw instead, and increase it's cost to 3 or 4.
Water Warden's -2 *Attack* needs to be capitalized. It is still a weaker Shrinkmeister.
Actualy, Shrinkmeister only works during your turn, while this reduces attack during opponent's next turn too. I'd rather compare it to Scarlet Subjugator, but it still may be kinda weak.
I'd recommend not using pictures from WoW, because low quality 3d doesn't look realy good in Hearthstone. Portrait should be easy to change simply by changing it to Hearthstone Isiset art, here's the link. Also, Armor on minions isn't realy better than giving them +Health, and I'd say you should balance it this way, so your HP could gice 2 Armor, and Protective Field could give 4 or 5 Armor. I'm not sure how Runecaster's Mace works, since in Hearthstone there are no cards allowing targeted effect after attacking. Maybe it should just target random friendly minion? I think Emergency Purge could do more damage at base, otherwise first part of the effect seems kinda irrelevant, i'd say 3 damage would be fine. Temple Guardian is kinda strong, I'd say Lone Champion is a good comparison. Your card is a class card so it may be a bit better, but maybe it should be 3/4 and Gain +1 Attack and Taunt if you have no other minions. I'd say Power Surge may cost 2, or give +3 Attack instead of 3 Attack this turn. Halt, Intruders is a worse Frost Nova. It could cost 3 Mana, but no more. Stern Guardian could cost 5, or hav 1-2 more stats. Maintenance Unit is kinda weak too, I'd say it could cost 7, or have 2-4 more stats.
@Laurendor
I'd say you went a little too much with buffing Assessing Symptoms. It's just 1 Mana more than consecration, and it gives a huge area buff and reduces enemy minions Attack. I'm still not cxovinced about balance of Slimepalooza, but all other cards look pretty balanced. Maybe Touch of Slime could deal 1 less damage, or cost 1 more, now that I think about it.
@whatTheHeck
These changes look fine, and the rest of your set is also good imo.
@El_Skele
Your class seem solid, and I only see one balance issue, being Silk Bandages, maybe that's not exactly fair comparison, because priest is meant to excel at healing, but Divine Hymn is just much better, and it would be fair for your card to cost 1.
Like McF4rtson said, you should reconsider how your Hero Power works. In my opinion a 0 Mana 1/1 is not a good idea either, because you would just make a better Paladin Hero Power. I'd say the token would work best as a 1 Mana cards, with power level of a basic 1 Mana card. (like 1/2 with taunt, 0/4 with Taunt, or whatever you find to be suitable effect for Monument.) Valiant Dungeoneer is good, but bpth Seek the Sun and Replenish seem rather weak. With the suggested changes to Monument, Seek the Sun could easily cost 2 Man, 3 at most, and Replenish is only 1 Health more than Healing Touch if the condition is met. I'd increase the base restoration to 5 or 6 Health,and then it seems good.
@TheNameForgotten
While I am not as against hero having Attack on opponent's turn as McF4rtson is, I'd say this mechanic on a Hero Power might be a bit unfair against aggro. You should also have less minions in your Basic Set, as the class with highest number of minions is Hunter who has 4. That means you also shouldn't have more than 4, and definetely not more than 5. Disruption may be kinda hard mechanic to put in basic, but I think you actually made it quite well. Cards that I think should go away to future sets are Plagueloc and Lab Rat, as both of them may be hard to use properly for a new player, and Lab Rat has no synergy in your Basic set anyway, so it's just dead slot for new players. Mutualistc Wurms should be "Give a minion +4/+4. When it dies, summon four 1/1 Grubs with Rush." Number of minions summoned is always a full word, unless it can change, like in Rafaam's Scheme. If you refer to card it's name should be capitalized, same with Keywords. Also, Hungry Sword looks kinda weak. You should also specify what do you mean by 'interact' in Spread, because that's not a wording used in Hearthstone.
@Laurendor
Your class looks pretty well, I'd say I have some balance concerns though. Specimen 13.09.2005 is worded wrong, it should be deal 1 damage to all minions ad give them this deathrattle. It also looks a bit too strong. You seem to understimate power of 1/1 with Rush and Poisonous, which is almost as good as Destroy a minion. That means Plagueland Clinician may cost 8 or be 5/5, considering it's a Basic card. and Slimepalooza is definetely op, most likely will kill whole enemy board for just 5 Mana. What about summoning 2 Slimes for 6, or 3 Slimes for 8? Assessing Symptoms might easily be 4 Mana. You're getting no more than 4/4 stats, but considering you could finish enemy minion with more than 2 Attack, as well as immeadiately deal 2 damage if your buffed minion was on board I can see why this is not 3 Mana. Icky Splash Kinda looks like worse Arcane Shot It's not like you're getting more than 2 damage out of this, and you have to use Hero Power. Maybe Mana and both damage instances should be increased to 2? Also, I don't like Lingering Enfeeble as a Basic card.
@El_Skele
Doesn't look bad, but without cards kinda hard to say whether class is solid or no.
@LivingOrganism
Class looks realy good! As someone mentioned, Dynamite Shot could go from 3 to 2 Damage. I'm also not sure about balance Backstreet Cutthroat, but I guess it's fine considering that Rogue got Oil Rig Ambusher recently, and each class could use a bit stroner card than usual occasionally. I'd also say that Rockin' in the Cartel might give 3 Armor. Gadgetzan Dream looks well, I don't think it should be buffed. Also, both Underpriced Blacksmith and Explosive Enthusiast shouldn't have their numbers in parenthesis, those are only added if you refer to Cost of a card, like in Gadgetzan Dream.
@JeanTheMedicRat
I realy like your class, pretty good concept with buffing next minions you summon, and generaly looks realy flavorful. About Spread your Wings, I am not sure if it wouldn't be a bit too weak at 2 Mana, but it's you who decide. I am also not sure how much of a problem are 1 Mana cycle, considering newly introduced Tradeable keyword. Unleash the Whelps might indeed go to 4 Mana. Not sure if Black Dragon Blood isn't a bit weaker than other options, but maybe it's fine, the Hero Power looks rather balanced in general.
@Klipce
I realy like your class. I only have problem with Adept Chronomancer and Bronze Drake, because bothh 'this game' and 'wherever they are' doesn't seem like mechanics that should be included in basic set. I'd also say that Sandstorm could cost 5, like Chaos Nova
@MvonTzeskagrad
Your class looks pretty well! I like the second art on Heartbane Ritual most, although you did put an additional comma in the card text. I like 3 Mana version of Return to Life most. Also, Animate Constructs should be 'Summon two 3/2 Soul Constructs with Taunt'. If you refer to number of minions summoned, you use words, unless the numbers may change, like in Rafaam's Scheme.
@Screwjank
I think you should just change the name of your class, as your and Laurendor class are pretty different exceot names. After the changes, I'd honestly say all your cards look pretty good, and I don't realy have anything to complain.
@McF4rtson
I'd say the best wording for your HP would be "If you already had any, give one +1 Attack instead. Your set looks pretty good so far, but make sure to not include too much cards of the same mechanic (armor) in Basic. I like 2 Mana version of Silithus Battlemaiden more, although you should know you included 'and' twice in it's text
Finally I have access to PC, so I'll post my class real quick! I'll also try to give some feedback soon!
Some of the arts are still placeholder, but I just want to post the cards to get some feedback! I present you:
Witch Doctor!!!
Ritualist tools:
Note that 'temporary' in Hero Power means that Tools will be discarded at the end of turn, just like Echo or Throw Glaive.
Right off, I present you a Keyword used by this class, starting from week 2: Ritual
In-game it would look similarly to Secrets, by taking one of 5 slots on your Hero's portrait, and will have it's own symbol:
Kinda like this, but better:
As keyword implies, this class will be a bit more focused on it's Hero Power than others. I also allowed myself to give a general view on class themes, mechanics, strengths and weaknesses in the following spoiler:
Themes: Rituals, small minions, soul manipulating, dark magic, alchemy.
Mechanics: Hero Power synergies, sacrificing minions, (0)-cost spells, weapons, and as side mechanics, shuffling and copying cards.
Strenghts: Generating cards, swarming board, efficient AoE, and a bit of combo potential, thanks to delaying effects trough Keyword, and a bit of Mana-cheating.
Limitations: Not many hard removals, limited card draw, and a bit of survivability thanks to some healing cards.
Weaknesses: Lack of bigger minions, later in the game class tries to keep playing rather by generating cards than having late game options, lack of buffs, swarming decks rather rely on on-death effects, and very little burst.
Minion types and spell schools: Witch doctors don't realy rely on any minion type, but the most common would probably be beasts and a bit of totems. At some point there could also happen to be an Elemental. Most of spells will be rather Shadow or Nature, where Nature ones will be focused on Elixirs or herbs, but there will also be a few Fire spells.
And now, onto the cards:
Hero power synergy:
Swarms and death synergy:
Basic stuff most classes need (survivability, removal, AoE, draw):
Ju-Ju Essence from Deathnet Wand, and Toad from Toadmancer:
A few more words about each card:
Stamina Potion:
Class has a bit of Mana cheating, so here's my attempt at making a rather simple one. There won't be any ways to gain non-temporary Mana though.
Gurubashi Hexxer:
Basic Hero Power synergy. I didn't intend to make my basic set overcomplicated, so instead of Inspire-like effects, I had to come up with something simpler.
Toadmancer:
Pretty dangerous card, more aggressive than Haunted Creeper, but I'd say that every class deserve some a bit over the top cards for each archetype, and I won't make any Attack buffs for my class, so this should be fine.
Carved Assisstants:
I'm considering putting this card at 3 Mana, but for now I wanted to hear opinions about this version.
Deathnet Wand:
The most complicated card of my set, including own token, losing durability, and conditional aura effect. However, I kinda needed this because both of my minion slots were already taken, and I needed some death synergy. Ju-ju Essence will also be a recurring token, so I decided to put card with it in Basic set, just so player would get familiar with it from the start.
Enrage Spirit:
There wil be a decent amount of (0)-cost spells in my class, although I'll carefuly add anything what would synergise with them, so there won't be more broken combos than blizzard printed for other classes. Also, basic minion sacrifice.
Liferoot:
Basic Healing. Probably bit weak.
Harness Soul:
Basic removal, and card generating. I intend my class to have more card generating, but for basic I decided to include only one such card. Also, my class will have some card-copying effects, this being one of them. Another theme unexplored in Basic is card shuffling.
Invoke Flames:
Basic, but rather strong AoE, something my class is meant to be good at.
Mortal Blast:
Drawing cards is not the best part of my class, but I included one card which helps that. There also won't be any cards which do good immediate face damage for their cost, just like this card does not, but I decided that I could find some place for one target damage in basic set.
Aaand, that's all. I hope my class is at least a bit unique, and my basic set isn't too complicated. My main concern is that I am not sure if everything fits Witch Doctor thematically, but then, Blizzard once attempted to make No Spell Mage.
I think you should replace at least two minions with some spells, because there least amount of basic spells for a class is 6 - like in Hunter and Demon Hunter. I'd say that G.C.O. Frontman may go, because you already have Bilgewater Muscles, which is pretty similar. Both Underpriced Blacksmith and Explosive Enthusiast do not need paranthesis in their text. I'm also worried that your Hero Power is way stronger than other, and could easily cost 2. I also think that Bilgewater Muscles is rather bad, and may have 5 Attack. Other than that your class looks pretty decent, although you may give more insight about what the class does in your submission.
@whatTheHeck
Looks fun. Balance issues I see are both of your minions, which are pretty bad. Barrens Bandit could have 3 Attack or cost 2 Mana. Cavern Brute is strictly worse than, like 3 Common Neutral cards being Evil Heckler, Circus Amalgam and 5/10 centaur from Barrens which deals 6 damage to himself, whos name I don't remember. Maybe you could add some extra minor effect to it.
@Laurendor
Looks kinda decent, although remember that you need basic cards for this week. Not much to say without more cards.
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ugh, I somehow forgot about Eggnapper when making Toadmancer, was thinking more about Haunted Creeper. Still, I believe my card isn't strict powercreep, 'cause you can't play it in any other class, and my class lack area buffs, I'm kinda worried that makes Toadmancer not realy original though. If I will ever expand Witch Doctor outside of comp, I'll probably try to tweak it a bit.
Edit: also, it's arguable if a class card is a powercreep, if the powercreeped card is neutral, or of another class. Like, it may prove to be difficult to play Treenforcements over Blazing Battlemage in Warlock, becuase you just can't. Furthermore if you have two Exact cards, one is a class card, the other neutral, I'd say the Neutral one powercreeps class one, simpl because you may put it in other classes.
I just posted my submission, anyone who didn't should hurry up, I think. Also, 2 questions to McF4rtson: Will there be a voting phase, as usual, or just ratings based on likes in submission thread? And, are 3-cost Hero Powers allowed?
Some late feedback:
@Klaytonio
Your class is kinda cool, I like it. Make sure to not make it too much centered on your Hero Power, so a player would have tools for other strategies. I feel like Marksman Scope is kinda bad tho, maybe 4 Durability could work.
@Jengus
Your cards look realy good, and well put together. I am not sure abut two things: your Hero Power - are actualy 3-Cost Powers legitimate? I mean, I see you are qquite in contact with McF4rtson, so maybe you know better, but I was pretty sure you can't use them, so that looks kinda weird, and while I think it actualy is not a bad idea, I am not sure if that's not a bit unfair if you're the only one who knew they're not banned. Also, I think that like 2-cost Powers are equal to 0-cost spells, that 3-mana Hero Power should be 1-mana spell effect. That means, I'd say it's already good if your hero power just draws a card, without cost-reduction, because so far it looks like much better warlock's Hero Power. The second thing is your keyword - I feel like it's quite overcomplicated for hearthstone standards. Also, you should state in description that it summons a minion from hand.
@Nightmyria
Unfortunately, I can only see those cards you added to posts as attachements. That means I can't see your Hero Power, and that I see only 6 cards of your Basic set, making this less than required. Not sure how I can help with it. Did you make sure to put images of your cards in place other than Hearthcards, like Imgur? Custom class borders are available at hearthcards in 'choose a class' section. I am not sure if there are weapon buffs in your set, but if no, I don't see much point for Riot Shield. Also, again I am not sure how much Wheat generators are in your set, nor what Wheat does on its own, but Visit to the Market looks rather weak.
@McF4rtson
Like most of your classes, this also looks very solid. Not sure if there is much to change honestly, except that you should look carefully through Silithus Battlemaiden's text - you included 'and' twice.
Ritual isn't minion-only mechanic, and it is meant to work kinda like Daring Fire-Eater. It's just an extra effect for the next Hero Power you use.
Carved Assisstants can't attack heroes, so I balanced them to be as good as a 1/1 rather than a 1/2, they might be a little better though.
I planned to use Ju-ju Essence as a token for more cards in the future, but few people complained that I have little card draw, so maybe I could just use it starting from next phase, and now just give Deathnet Wand draw instead, and increase it's cost to 3 or 4.
Edit: Sorry for double-posting.
Actualy, Shrinkmeister only works during your turn, while this reduces attack during opponent's next turn too. I'd rather compare it to Scarlet Subjugator, but it still may be kinda weak.
@Wkitsune
I'd recommend not using pictures from WoW, because low quality 3d doesn't look realy good in Hearthstone. Portrait should be easy to change simply by changing it to Hearthstone Isiset art, here's the link. Also, Armor on minions isn't realy better than giving them +Health, and I'd say you should balance it this way, so your HP could gice 2 Armor, and Protective Field could give 4 or 5 Armor. I'm not sure how Runecaster's Mace works, since in Hearthstone there are no cards allowing targeted effect after attacking. Maybe it should just target random friendly minion? I think Emergency Purge could do more damage at base, otherwise first part of the effect seems kinda irrelevant, i'd say 3 damage would be fine. Temple Guardian is kinda strong, I'd say Lone Champion is a good comparison. Your card is a class card so it may be a bit better, but maybe it should be 3/4 and Gain +1 Attack and Taunt if you have no other minions. I'd say Power Surge may cost 2, or give +3 Attack instead of 3 Attack this turn. Halt, Intruders is a worse Frost Nova. It could cost 3 Mana, but no more. Stern Guardian could cost 5, or hav 1-2 more stats. Maintenance Unit is kinda weak too, I'd say it could cost 7, or have 2-4 more stats.
@Laurendor
I'd say you went a little too much with buffing Assessing Symptoms. It's just 1 Mana more than consecration, and it gives a huge area buff and reduces enemy minions Attack. I'm still not cxovinced about balance of Slimepalooza, but all other cards look pretty balanced. Maybe Touch of Slime could deal 1 less damage, or cost 1 more, now that I think about it.
@whatTheHeck
These changes look fine, and the rest of your set is also good imo.
@El_Skele
Your class seem solid, and I only see one balance issue, being Silk Bandages, maybe that's not exactly fair comparison, because priest is meant to excel at healing, but Divine Hymn is just much better, and it would be fair for your card to cost 1.
ok, time for some big feedback
@MasterGolos
Like McF4rtson said, you should reconsider how your Hero Power works. In my opinion a 0 Mana 1/1 is not a good idea either, because you would just make a better Paladin Hero Power. I'd say the token would work best as a 1 Mana cards, with power level of a basic 1 Mana card. (like 1/2 with taunt, 0/4 with Taunt, or whatever you find to be suitable effect for Monument.) Valiant Dungeoneer is good, but bpth Seek the Sun and Replenish seem rather weak. With the suggested changes to Monument, Seek the Sun could easily cost 2 Man, 3 at most, and Replenish is only 1 Health more than Healing Touch if the condition is met. I'd increase the base restoration to 5 or 6 Health,and then it seems good.
@TheNameForgotten
While I am not as against hero having Attack on opponent's turn as McF4rtson is, I'd say this mechanic on a Hero Power might be a bit unfair against aggro. You should also have less minions in your Basic Set, as the class with highest number of minions is Hunter who has 4. That means you also shouldn't have more than 4, and definetely not more than 5. Disruption may be kinda hard mechanic to put in basic, but I think you actually made it quite well. Cards that I think should go away to future sets are Plagueloc and Lab Rat, as both of them may be hard to use properly for a new player, and Lab Rat has no synergy in your Basic set anyway, so it's just dead slot for new players. Mutualistc Wurms should be "Give a minion +4/+4. When it dies, summon four 1/1 Grubs with Rush." Number of minions summoned is always a full word, unless it can change, like in Rafaam's Scheme. If you refer to card it's name should be capitalized, same with Keywords. Also, Hungry Sword looks kinda weak. You should also specify what do you mean by 'interact' in Spread, because that's not a wording used in Hearthstone.
@Laurendor
Your class looks pretty well, I'd say I have some balance concerns though. Specimen 13.09.2005 is worded wrong, it should be deal 1 damage to all minions ad give them this deathrattle. It also looks a bit too strong. You seem to understimate power of 1/1 with Rush and Poisonous, which is almost as good as Destroy a minion. That means Plagueland Clinician may cost 8 or be 5/5, considering it's a Basic card. and Slimepalooza is definetely op, most likely will kill whole enemy board for just 5 Mana. What about summoning 2 Slimes for 6, or 3 Slimes for 8? Assessing Symptoms might easily be 4 Mana. You're getting no more than 4/4 stats, but considering you could finish enemy minion with more than 2 Attack, as well as immeadiately deal 2 damage if your buffed minion was on board I can see why this is not 3 Mana. Icky Splash Kinda looks like worse Arcane Shot It's not like you're getting more than 2 damage out of this, and you have to use Hero Power. Maybe Mana and both damage instances should be increased to 2? Also, I don't like Lingering Enfeeble as a Basic card.
@El_Skele
Doesn't look bad, but without cards kinda hard to say whether class is solid or no.
@LivingOrganism
Class looks realy good! As someone mentioned, Dynamite Shot could go from 3 to 2 Damage. I'm also not sure about balance Backstreet Cutthroat, but I guess it's fine considering that Rogue got Oil Rig Ambusher recently, and each class could use a bit stroner card than usual occasionally. I'd also say that Rockin' in the Cartel might give 3 Armor. Gadgetzan Dream looks well, I don't think it should be buffed. Also, both Underpriced Blacksmith and Explosive Enthusiast shouldn't have their numbers in parenthesis, those are only added if you refer to Cost of a card, like in Gadgetzan Dream.
@JeanTheMedicRat
I realy like your class, pretty good concept with buffing next minions you summon, and generaly looks realy flavorful. About Spread your Wings, I am not sure if it wouldn't be a bit too weak at 2 Mana, but it's you who decide. I am also not sure how much of a problem are 1 Mana cycle, considering newly introduced Tradeable keyword. Unleash the Whelps might indeed go to 4 Mana. Not sure if Black Dragon Blood isn't a bit weaker than other options, but maybe it's fine, the Hero Power looks rather balanced in general.
@Klipce
I realy like your class. I only have problem with Adept Chronomancer and Bronze Drake, because bothh 'this game' and 'wherever they are' doesn't seem like mechanics that should be included in basic set. I'd also say that Sandstorm could cost 5, like Chaos Nova
@MvonTzeskagrad
Your class looks pretty well! I like the second art on Heartbane Ritual most, although you did put an additional comma in the card text. I like 3 Mana version of Return to Life most. Also, Animate Constructs should be 'Summon two 3/2 Soul Constructs with Taunt'. If you refer to number of minions summoned, you use words, unless the numbers may change, like in Rafaam's Scheme.
@Screwjank
I think you should just change the name of your class, as your and Laurendor class are pretty different exceot names. After the changes, I'd honestly say all your cards look pretty good, and I don't realy have anything to complain.
@McF4rtson
I'd say the best wording for your HP would be "If you already had any, give one +1 Attack instead. Your set looks pretty good so far, but make sure to not include too much cards of the same mechanic (armor) in Basic. I like 2 Mana version of Silithus Battlemaiden more, although you should know you included 'and' twice in it's text
Finally I have access to PC, so I'll post my class real quick! I'll also try to give some feedback soon!
Some of the arts are still placeholder, but I just want to post the cards to get some feedback! I present you:
Witch Doctor!!!
Ritualist tools:
Note that 'temporary' in Hero Power means that Tools will be discarded at the end of turn, just like Echo or Throw Glaive.
Right off, I present you a Keyword used by this class, starting from week 2: Ritual
In-game it would look similarly to Secrets, by taking one of 5 slots on your Hero's portrait, and will have it's own symbol:
Kinda like this, but better:
As keyword implies, this class will be a bit more focused on it's Hero Power than others. I also allowed myself to give a general view on class themes, mechanics, strengths and weaknesses in the following spoiler:
Themes: Rituals, small minions, soul manipulating, dark magic, alchemy.
Mechanics: Hero Power synergies, sacrificing minions, (0)-cost spells, weapons, and as side mechanics, shuffling and copying cards.
Strenghts: Generating cards, swarming board, efficient AoE, and a bit of combo potential, thanks to delaying effects trough Keyword, and a bit of Mana-cheating.
Limitations: Not many hard removals, limited card draw, and a bit of survivability thanks to some healing cards.
Weaknesses: Lack of bigger minions, later in the game class tries to keep playing rather by generating cards than having late game options, lack of buffs, swarming decks rather rely on on-death effects, and very little burst.
Minion types and spell schools: Witch doctors don't realy rely on any minion type, but the most common would probably be beasts and a bit of totems. At some point there could also happen to be an Elemental. Most of spells will be rather Shadow or Nature, where Nature ones will be focused on Elixirs or herbs, but there will also be a few Fire spells.
And now, onto the cards:
Hero power synergy:
Swarms and death synergy:
Basic stuff most classes need (survivability, removal, AoE, draw):
Ju-Ju Essence from Deathnet Wand, and Toad from Toadmancer:
A few more words about each card:
Stamina Potion:
Class has a bit of Mana cheating, so here's my attempt at making a rather simple one. There won't be any ways to gain non-temporary Mana though.
Gurubashi Hexxer:
Basic Hero Power synergy. I didn't intend to make my basic set overcomplicated, so instead of Inspire-like effects, I had to come up with something simpler.
Toadmancer:
Pretty dangerous card, more aggressive than Haunted Creeper, but I'd say that every class deserve some a bit over the top cards for each archetype, and I won't make any Attack buffs for my class, so this should be fine.
Carved Assisstants:
I'm considering putting this card at 3 Mana, but for now I wanted to hear opinions about this version.
Deathnet Wand:
The most complicated card of my set, including own token, losing durability, and conditional aura effect. However, I kinda needed this because both of my minion slots were already taken, and I needed some death synergy. Ju-ju Essence will also be a recurring token, so I decided to put card with it in Basic set, just so player would get familiar with it from the start.
Enrage Spirit:
There wil be a decent amount of (0)-cost spells in my class, although I'll carefuly add anything what would synergise with them, so there won't be more broken combos than blizzard printed for other classes. Also, basic minion sacrifice.
Liferoot:
Basic Healing. Probably bit weak.
Harness Soul:
Basic removal, and card generating. I intend my class to have more card generating, but for basic I decided to include only one such card. Also, my class will have some card-copying effects, this being one of them. Another theme unexplored in Basic is card shuffling.
Invoke Flames:
Basic, but rather strong AoE, something my class is meant to be good at.
Mortal Blast:
Drawing cards is not the best part of my class, but I included one card which helps that. There also won't be any cards which do good immediate face damage for their cost, just like this card does not, but I decided that I could find some place for one target damage in basic set.
Aaand, that's all. I hope my class is at least a bit unique, and my basic set isn't too complicated. My main concern is that I am not sure if everything fits Witch Doctor thematically, but then, Blizzard once attempted to make No Spell Mage.
I think there should be a list of banned keywords in Basic in the rules.
Ok, I'll try to give some feedback:
@LivingOrganysm
I think you should replace at least two minions with some spells, because there least amount of basic spells for a class is 6 - like in Hunter and Demon Hunter. I'd say that G.C.O. Frontman may go, because you already have Bilgewater Muscles, which is pretty similar. Both Underpriced Blacksmith and Explosive Enthusiast do not need paranthesis in their text. I'm also worried that your Hero Power is way stronger than other, and could easily cost 2. I also think that Bilgewater Muscles is rather bad, and may have 5 Attack. Other than that your class looks pretty decent, although you may give more insight about what the class does in your submission.
@whatTheHeck
Looks fun. Balance issues I see are both of your minions, which are pretty bad. Barrens Bandit could have 3 Attack or cost 2 Mana. Cavern Brute is strictly worse than, like 3 Common Neutral cards being Evil Heckler, Circus Amalgam and 5/10 centaur from Barrens which deals 6 damage to himself, whos name I don't remember. Maybe you could add some extra minor effect to it.
@Laurendor
Looks kinda decent, although remember that you need basic cards for this week. Not much to say without more cards.