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.
Known Fugitive is a weird concept to me , I think you should boost it and summon the bounty hunters for your opponents if anything.
Silk Bandages should heal more, 5 minimum. Or do something else in addition to the healing effect.
The crossbow could become damn powerful but I'm sure you are aware of it. To balance it a bit maybe I would increase its cost.
Also the token are inconsistent at the moment.
@Klipce
I think your entry looks much more polished than before. I like how you removed the Sand School and even though I liked the mechanic of the hourglasses I think like this is way easier and definitely more "basic". My only suggestion would be to change the Bronze Drakonid so it cost less for each card you played LAST turn. I think it's a kind of cool mechanic and it fit the chronomancer theme.
I;m a bit confused about the +2 Armor to minion. I think it would be more natural to just give him + Health. Apart from that and the typo that other mentioned the cards looks fine. Power Surge I think deserve a better artwork, if is about electric type of thing you are after you can have a look at Lei Shen artwork on google which he is also linked to the Titans :)
For my entry guys I'm thinking to change some cards as follow...I removed the all "Increase costs mechanic" as it might be too much for a basic set as suggested by some of you, what do you guys think?
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I really need a better artwork here but for the moment will do.
I know Hammer of Wrath and Starfire did'nt see much play... but this is one hell of a powercreep to those.
Assessing Symptoms I think it's a good job now. Absorption Studies... well, appart from your hero power having essentially Lifesteal so it gets a bit awkward to talk about both its damage and healing, I kind of understand and somewhat support the card, although in the end is Wildfire.
Carrier Camel's art is already on druid, in Saviors of Uldum.
Known Fugitive is kind of a design flaw for me. I mean... Bounty Hunters should be going after the fugitive, that tries not to be caught, not protect her while she tries to get hurt. Also, having to identical tokens but one having rush and the other not, is not great.
Not a fan of both What a Steal and Deals at Night having you drawing 2 cards. What a Steal perhaps is the one I like less of them, as you can either cast it with no weapon, or is clunky because of all those interesting weapons you might destroy instead of a crappy gun.
Claim the Bounty is a bit overcosted now, as Assasinate costs 4.
Silk Vandages is not only boring, but terrible. Divine Hymn costs 2 and heals for 6. As it stands now, I'd put it at 0 mana.
S.A. Crossbow so far looks weak to me. Hunter's Descent of Dragons hammer is better in each and every way, as it has 2 durability and its condition does'nt compromise your face in a class with so far low healing.
Whenever I see someone using Armor on minions I have to ask... what's the exact point of armor on minions? Like... is it just normal Health? Because if then, why not just give it Health?
Plus, most of your cards are too weak. Water Warde is a weaker Shrinkmeister. Halt Intruders is a weaker Consecration, Stern Guardian is understatted. Maintenance Unit is terribly weak, And then there is Temple Guardian, wich will alwawys be played because it is a 3 mana 4/4.
I like this class. Not sure exactly how good mana refresh is if it is not suppoused to come with strong draws or combos, but so far really digging it here.
That said, not sure if I'd actually buff the Figurine a bit, considering it can't attack heroes. Not sure how to do it, because a 2/2 could be an overkill... but maybe if you make it a 1/1 taunt?
I like your set in general. While I would change some arts, balance wise I love the designs of most stuff (and some of them left me wondering why is'nt tht thing done yet).
However, I am not keen on both the deathrattle on hero power and basic set and the undead tribe. I admit, the hero power is kinda tricky, because it is not easy to work on something lower than a vanilla 1/1. Also... Cripple affects also minions opponent plays that turn? If so... how does that work? If not... is'nt that a worse Frost Nova?
I've been toying around with some designs for Auchenai Ritual and Return to Life, I want to know opinions (auchenai one is purely aesthetic, I might lower it to 8 mana, but that's the end of it)
Which one of these is better?
And for Return to Life... well, it's a bit of a brainstorm, please be patient
I personally think the 2nd and 5th one are the best ones, but I wanted to have a wide sample to get that "non-priest" ressurrect. Also, as far as I have understanded, shuffle is better to avoid it until initiate set.
Does your class have any lifesteal or other heal? Else converting Health to Armor is kind of weak as it has no direct benefit besides stuff like Toxic Fangs, and the nerf of it not being able to work well if under 9 Health.
On the minion, I think the first one is more original, I'd go for it.
Yeah it does, and I will have a lifesteal minion in the basic set as well.
See, this is what I was afraid of. I was told that "Convert up to X Armor into Health" was clear enough in that it could convert up to the amount that would otherwise kill you, but clearly not...
Are the other cards ok? Or are they just kind of "yeah ok, but nothing special"?
Oh, I got it right (I think).... it's just I think in a dire situation being capable of only making 5 armor because you were at 6, for example, has to be taken into account into thinking of this card's potential...
Rest of the cards I like, the idea of paying stuff with armor is neat, even if can be abused... although thinking of it maybe Crypt Queen could be 7 mana, I know two hits make you really pile up a ton of Armor, but at the turn it comes may often find itself in situations where it can't even trade 1v1 that good.
@Klipce
Not sure if I dig the sand school... that said, if you really want to go for it, I advise you keep arcane spells as well, as time manipulation often is shown as something from the advanced arcane magic.
Btw... I think you should look again on Turning Staff... it's the same Cost as Accelerate, and does the same job but worse.
Does your class have any lifesteal or other heal? Else converting Health to Armor is kind of weak as it has no direct benefit besides stuff like Toxic Fangs, and the nerf of it not being able to work well if under 9 Health.
On the minion, I think the first one is more original, I'd go for it.
I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).
Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.
Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.
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Wait... I see my submission nowhere. Whats wrong?
Ok, never mind.
Click to see my Hearthstone projects:
I'm planning on giving my submission this night, any ideas about whether to change the hero (not the class itself) or not?
The draenei lore-wise are said to have a strong connection with death (the soul of their world in fact becoming a death titan)
On the other hand I could either directly roll on with Argus (not originally planned, but it could work).
Or have a spirit instead taking the lead.
Click to see my Hearthstone projects:
@JollyCroquet
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.
Click to see my Hearthstone projects:
Hey, I had a thought while packing up stuff to release my submission...
Would my class work better if I rename it to Spiritwalker and/or had a different portrait?
I had this in mind as possible replacement.
Click to see my Hearthstone projects:
I know Hammer of Wrath and Starfire did'nt see much play... but this is one hell of a powercreep to those.
Assessing Symptoms I think it's a good job now. Absorption Studies... well, appart from your hero power having essentially Lifesteal so it gets a bit awkward to talk about both its damage and healing, I kind of understand and somewhat support the card, although in the end is Wildfire.
Click to see my Hearthstone projects:
@El_Skele
I have some issues with your cards.
Carrier Camel's art is already on druid, in Saviors of Uldum.
Known Fugitive is kind of a design flaw for me. I mean... Bounty Hunters should be going after the fugitive, that tries not to be caught, not protect her while she tries to get hurt. Also, having to identical tokens but one having rush and the other not, is not great.
Not a fan of both What a Steal and Deals at Night having you drawing 2 cards. What a Steal perhaps is the one I like less of them, as you can either cast it with no weapon, or is clunky because of all those interesting weapons you might destroy instead of a crappy gun.
Claim the Bounty is a bit overcosted now, as Assasinate costs 4.
Silk Vandages is not only boring, but terrible. Divine Hymn costs 2 and heals for 6. As it stands now, I'd put it at 0 mana.
S.A. Crossbow so far looks weak to me. Hunter's Descent of Dragons hammer is better in each and every way, as it has 2 durability and its condition does'nt compromise your face in a class with so far low healing.
Click to see my Hearthstone projects:
@WKitsune
Whenever I see someone using Armor on minions I have to ask... what's the exact point of armor on minions? Like... is it just normal Health? Because if then, why not just give it Health?
Plus, most of your cards are too weak. Water Warde is a weaker Shrinkmeister. Halt Intruders is a weaker Consecration, Stern Guardian is understatted. Maintenance Unit is terribly weak, And then there is Temple Guardian, wich will alwawys be played because it is a 3 mana 4/4.
Click to see my Hearthstone projects:
@MrBurger
I like this class. Not sure exactly how good mana refresh is if it is not suppoused to come with strong draws or combos, but so far really digging it here.
That said, not sure if I'd actually buff the Figurine a bit, considering it can't attack heroes. Not sure how to do it, because a 2/2 could be an overkill... but maybe if you make it a 1/1 taunt?
Click to see my Hearthstone projects:
I think one of you should just change the name of the class. I mean, conceptually they are both very different.
Click to see my Hearthstone projects:
@Screwjank
I like your set in general. While I would change some arts, balance wise I love the designs of most stuff (and some of them left me wondering why is'nt tht thing done yet).
However, I am not keen on both the deathrattle on hero power and basic set and the undead tribe. I admit, the hero power is kinda tricky, because it is not easy to work on something lower than a vanilla 1/1. Also... Cripple affects also minions opponent plays that turn? If so... how does that work? If not... is'nt that a worse Frost Nova?
Click to see my Hearthstone projects:
I've been toying around with some designs for Auchenai Ritual and Return to Life, I want to know opinions (auchenai one is purely aesthetic, I might lower it to 8 mana, but that's the end of it)
Which one of these is better?
And for Return to Life... well, it's a bit of a brainstorm, please be patient
I personally think the 2nd and 5th one are the best ones, but I wanted to have a wide sample to get that "non-priest" ressurrect. Also, as far as I have understanded, shuffle is better to avoid it until initiate set.
Click to see my Hearthstone projects:
Oh, I got it right (I think).... it's just I think in a dire situation being capable of only making 5 armor because you were at 6, for example, has to be taken into account into thinking of this card's potential...
Rest of the cards I like, the idea of paying stuff with armor is neat, even if can be abused... although thinking of it maybe Crypt Queen could be 7 mana, I know two hits make you really pile up a ton of Armor, but at the turn it comes may often find itself in situations where it can't even trade 1v1 that good.
@Klipce
Not sure if I dig the sand school... that said, if you really want to go for it, I advise you keep arcane spells as well, as time manipulation often is shown as something from the advanced arcane magic.
Btw... I think you should look again on Turning Staff... it's the same Cost as Accelerate, and does the same job but worse.
Click to see my Hearthstone projects:
@McF4rston
Does your class have any lifesteal or other heal? Else converting Health to Armor is kind of weak as it has no direct benefit besides stuff like Toxic Fangs, and the nerf of it not being able to work well if under 9 Health.
On the minion, I think the first one is more original, I'd go for it.
Click to see my Hearthstone projects:
I think this might be a better starting set overall, what do you think?
Click to see my Hearthstone projects:
I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).
Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.
Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.
Click to see my Hearthstone projects: