Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.
Alright I've come up with a good portion of the set, let's see what you all think. Btw, I'm aware some of those cards lack a watermark here or a rarity gem there, I'll fix all that once I get to the final cards don't worry.
Dragon stuff
Some discard synergy as well cause that's fun !
And a little bit more time stuff.
I'd love to read what you think !
FEEDBACK
@WKitsune
Endure seems a little dicey to me, since a player might have to sink a lot of resources into keeping their minions alive. In a game like Hearthstone with basically no reactivity (i.e. you can't play cards on your opponent's turn), It's really hard to make sure that your stuff stays alive, especially as the game progresses. Maybe you could instead have a keyword that protects minions by reducing damage or making them hard to target (things along the lines of Divine Shield and Stealth). If you really want to keep Endure as it is, I'd suggest pairing it with such keywords and effects, as well as stat buffs.
I think Halt Intruders! should cost 3, maybe 4 since in Hearthstone most enemy minions will have attacked last turn (except the ones that were just summoned and don't have Rush or Charge basically). Tol'vir Suppressor is fine as it is, but I think you can make it more thematic with attack reduction or Silence. The way Energized Bulwark is worded makes me think that it deals several instances of 1 damage (like Arcane Missile) but your description might mean it's just one big removal. For the latter, I would word it as "Then, deal damage equal to its Armor to a random enemy minion".
Shield Wall Protocol is fine but I would honestly just say "all friendly minions" for simplicity. Earthrager's Axe seems interesting but board size restriction is a frustrating mechanic. I would give the Earth Spike some kind of text like maybe "When you summon a minion, destroy this and deal 1 damage to it." to make it more of a dynamic removal/disruption tool. Flame Warden's payoff is a condition on a condition... I'm not a fan.
Eternal Protectors seems a little complicated and fiddly to me. I think you should pocket this for Uldum and make it work with Reborn instead.
Ammunae is great but I think it would be cleaner as "Whenever this minion gains Armor, summon a 2/1 ith Rush". Again it's a much simpler way of going about it imo.
@LivingOrganism
Pirates are fun ! I think Catelyn is in a weird spot. I would remove the Tribute part because that undermines the whole 'fast' feel you want to get. That being said,this paly on turn 4 is extremely powerful for an aggressive deck full of pirates. I would bump it to 5 or 6 so it's more of a finisher. Also maybe give it Rush just so it's clear that she gets it. Would love to see more.
@Laurendor
I think you can use the Plague mechanic of cards that upgrade each turn but not the Plagues themselves. Also you might want to use a different flavor. Nethrandamus uses the Spellstone mechanic but not their flavor so maybe follow that lead.
Also thanks a TONE for that visual you made ! Can I use it in my submissions to explain how Tick-Tock might look like in-game ? I'll credit you of course.
@JeanTheMedicRat
Yara and Balgruf are *chef's kiss* for your class ! I'm guessing that they keep their stats and buffs when they fuse, right ?
Rival Sibling sounds amazing but the wording doesn't work. Maybe something like "for each Heritage this has, summon a Rival Sibling with that Heritage". For your past expansion mechanic, you might want to look into unique dragon synergies. Think Wing Commander.
Egg Clutch is a little complexe imo. Does the attack even happen if the welp kills the target ? Protective Mother should get Swamp King Dread's wording. Could be your challenge epic btw.
In think Discover Your Origin should cost less. You'll still have to pay for the Heritages and the Dragon so 1 mana seems fair. Same thing for Dragon Claws, give it more Attack or make it cost less.
Concept is very good, but hearthstone UI does not do a very good job of this. You don't have a good indication of whether you are on an odd or even turn. Yes, there is a yellow highlight, but what if you have both tick and tock?
Like I said, I'm not sure design is about coming up with these UI solutions but I think I laid out some possible solutions. Blue and red highlights ? Idk it's definitely something new and weird but I think it's worth the complexity.
Okay so I have a cool idea for my keyword but it's a bit complex so I figured I'd pitch it here to see what y'all think.
Alright so you might be scratching your head trying to understand what this does. Basically, so cards would get a Tick or a Tock effect that work like Battlecries but ONLY if you play them on the right turn. Tick effects go off on odd turns (1, 3, 5, etc) while Tock effects go off on even turns (2, 4, 6, etc). A card may have a Tick or a Tock effect, or even both ! Here's an example :
So If you play this on turn 4, you get two 1/1s. If you play it on turn 7, you get a card !
Gaining or losing Mana crystals does NOT affect the Tick-Tock and you still go from one to the other after reaching 10 Mana.
I would imagine some kind of visual reminder of where you are at in the Tick-Tock, maybe a clock arrow above your hero that swings right or left at the end of each turn, maybe different colored overlays whether you're on a Tick or Tock turn, or maybe Tick-Tock cards have a doted overlay that rotates clockwise or counter clockwise depending on the Tick-Tock. Anyways, that's more of a UI/UX challenge than a design one.
So what do you think ? Is that too crazy ?
PS: I think I'll go with Boomsday for my expansion, that's just the most fun and wacky one :)
Thanks to everyone who voted for my entry ! I'm really happy to have a secure place next phase but that doesn't mean I'll sit around this time either !
So I didn't submit a custom keyword earlier because I'm still debating a lot of ideas, I hope to be able to share something final soon. In the meantime, I see we have to declare our introductionnary expansion and I'm also not sure there.
For Chromie and the Chronomancer, I think Decent of Dragons would be a great fit and provide a lot of dragon synergies. The thing is, both the Bronze and Infinite dragonflights are already portrayed in that expansion. If I were to do my own set, I would have to either overlap with Priest and Paladin cards from that set or invent something that probably wouldn't fit as well. So how would you feel about either scenario ? Are people okay with yet another version of Nozdormu ?
Other ideas I'm considering include : Journey to Un'Goro with its primordial elements, The Boomsday Project with its wacky hijinks and Saviors of Uldum with all that sand around. Do any of these sound better than Descent of Dragons for the Chronomancer ?
For clarity, the Epic with a mechanic from a past expansion : you mean past as in 1. Prior to the Core set or 2. Prior to the expansion where the class is introduced ?
Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.
Neutrals
Rares
Epics
Legendary
What do y'all think ?
Alright I've come up with a good portion of the set, let's see what you all think. Btw, I'm aware some of those cards lack a watermark here or a rarity gem there, I'll fix all that once I get to the final cards don't worry.
Dragon stuff
Some discard synergy as well cause that's fun !
And a little bit more time stuff.
I'd love to read what you think !
FEEDBACK
@WKitsune
Endure seems a little dicey to me, since a player might have to sink a lot of resources into keeping their minions alive. In a game like Hearthstone with basically no reactivity (i.e. you can't play cards on your opponent's turn), It's really hard to make sure that your stuff stays alive, especially as the game progresses. Maybe you could instead have a keyword that protects minions by reducing damage or making them hard to target (things along the lines of Divine Shield and Stealth). If you really want to keep Endure as it is, I'd suggest pairing it with such keywords and effects, as well as stat buffs.
I think Halt Intruders! should cost 3, maybe 4 since in Hearthstone most enemy minions will have attacked last turn (except the ones that were just summoned and don't have Rush or Charge basically). Tol'vir Suppressor is fine as it is, but I think you can make it more thematic with attack reduction or Silence. The way Energized Bulwark is worded makes me think that it deals several instances of 1 damage (like Arcane Missile) but your description might mean it's just one big removal. For the latter, I would word it as "Then, deal damage equal to its Armor to a random enemy minion".
Shield Wall Protocol is fine but I would honestly just say "all friendly minions" for simplicity. Earthrager's Axe seems interesting but board size restriction is a frustrating mechanic. I would give the Earth Spike some kind of text like maybe "When you summon a minion, destroy this and deal 1 damage to it." to make it more of a dynamic removal/disruption tool. Flame Warden's payoff is a condition on a condition... I'm not a fan.
Eternal Protectors seems a little complicated and fiddly to me. I think you should pocket this for Uldum and make it work with Reborn instead.
Ammunae is great but I think it would be cleaner as "Whenever this minion gains Armor, summon a 2/1 ith Rush". Again it's a much simpler way of going about it imo.
@LivingOrganism
Pirates are fun ! I think Catelyn is in a weird spot. I would remove the Tribute part because that undermines the whole 'fast' feel you want to get. That being said,this paly on turn 4 is extremely powerful for an aggressive deck full of pirates. I would bump it to 5 or 6 so it's more of a finisher. Also maybe give it Rush just so it's clear that she gets it. Would love to see more.
@Laurendor
I think you can use the Plague mechanic of cards that upgrade each turn but not the Plagues themselves. Also you might want to use a different flavor. Nethrandamus uses the Spellstone mechanic but not their flavor so maybe follow that lead.
Also thanks a TONE for that visual you made ! Can I use it in my submissions to explain how Tick-Tock might look like in-game ? I'll credit you of course.
@JeanTheMedicRat
Yara and Balgruf are *chef's kiss* for your class ! I'm guessing that they keep their stats and buffs when they fuse, right ?
Rival Sibling sounds amazing but the wording doesn't work. Maybe something like "for each Heritage this has, summon a Rival Sibling with that Heritage". For your past expansion mechanic, you might want to look into unique dragon synergies. Think Wing Commander.
Egg Clutch is a little complexe imo. Does the attack even happen if the welp kills the target ? Protective Mother should get Swamp King Dread's wording. Could be your challenge epic btw.
In think Discover Your Origin should cost less. You'll still have to pay for the Heritages and the Dragon so 1 mana seems fair. Same thing for Dragon Claws, give it more Attack or make it cost less.
Like I said, I'm not sure design is about coming up with these UI solutions but I think I laid out some possible solutions. Blue and red highlights ? Idk it's definitely something new and weird but I think it's worth the complexity.
Okay so I have a cool idea for my keyword but it's a bit complex so I figured I'd pitch it here to see what y'all think.
Alright so you might be scratching your head trying to understand what this does. Basically, so cards would get a Tick or a Tock effect that work like Battlecries but ONLY if you play them on the right turn. Tick effects go off on odd turns (1, 3, 5, etc) while Tock effects go off on even turns (2, 4, 6, etc). A card may have a Tick or a Tock effect, or even both ! Here's an example :
So If you play this on turn 4, you get two 1/1s. If you play it on turn 7, you get a card !
Gaining or losing Mana crystals does NOT affect the Tick-Tock and you still go from one to the other after reaching 10 Mana.
I would imagine some kind of visual reminder of where you are at in the Tick-Tock, maybe a clock arrow above your hero that swings right or left at the end of each turn, maybe different colored overlays whether you're on a Tick or Tock turn, or maybe Tick-Tock cards have a doted overlay that rotates clockwise or counter clockwise depending on the Tick-Tock. Anyways, that's more of a UI/UX challenge than a design one.
So what do you think ? Is that too crazy ?
PS: I think I'll go with Boomsday for my expansion, that's just the most fun and wacky one :)
Thanks to everyone who voted for my entry ! I'm really happy to have a secure place next phase but that doesn't mean I'll sit around this time either !
So I didn't submit a custom keyword earlier because I'm still debating a lot of ideas, I hope to be able to share something final soon. In the meantime, I see we have to declare our introductionnary expansion and I'm also not sure there.
For Chromie and the Chronomancer, I think Decent of Dragons would be a great fit and provide a lot of dragon synergies. The thing is, both the Bronze and Infinite dragonflights are already portrayed in that expansion. If I were to do my own set, I would have to either overlap with Priest and Paladin cards from that set or invent something that probably wouldn't fit as well. So how would you feel about either scenario ? Are people okay with yet another version of Nozdormu ?
Other ideas I'm considering include : Journey to Un'Goro with its primordial elements, The Boomsday Project with its wacky hijinks and Saviors of Uldum with all that sand around. Do any of these sound better than Descent of Dragons for the Chronomancer ?
For clarity, the Epic with a mechanic from a past expansion : you mean past as in 1. Prior to the Core set or 2. Prior to the expansion where the class is introduced ?