Not sure, you might think on capping the Acid Mist, think of it this way. It works like Jade Idol, but instead of 1 mana summon a token that can be removed or interacted with, you deal an AoE damage that also hits face just for 1 more mana.
The Master, after hearing your thoughts, is a card I actually like. I feared it would be way too underpowered, because it was a high cost do nothing card that would easily get eaten by a minion (I thought on removals being used for stuff like taking down hypothetical stuff like turn 3-4 Abom). Knowing that I am perfectly ok with it.
Plus, don't get me wrong, the design on the class is very original and has quite a charm... my big concern is how unpredictable it looks like, it's actually hard for me to look in balance terms a class so unorthodox, and it makes me kind of uncomfy, that said, I'm definitively voting it this time just because it really looks like hard thoughts on this one.
I think Heavy Footsteps is worded correctly, I think he means put the Abomination as the third card starting from the top of your deck.
Some of these I don't really like much. The whole thing of sacrificing early game hoping to overwhelm opponent in late game sounds neat to me, but some of these just don't feel right. Acid Mist has bad synergy with itself and being infinite in both damage and number of cards give me little trust. Permanent Spell Damage is a terrible idea unless you are'nt making much face damage, wich judging by Acid Mist is not the case. Does The Master also trigger if a minion attacks it and dies? And by that extent, does it trigger if both die? Not sure how to balance the rest, but overall I'd change the name of the token from Ritual of Return (Raise Dead is a thing) and the art from Siphon-Sickle to one that features more sickle and less human.
Ok, and if a Boulderfist Ogre attacks Vengeful Agent, both die? Or Success triggers and Vengeful lives? Taunt looks fine with it (he becomes THAT good at not letting things go), although then definitively needs a boost on stats.
Some of these are overly complicated imo. Like how does Vengeful Agent interact with being attacked by a 4/3? Does he not attack? Does he attack and both die? Does he attack and heals, meaning Success triggers no matter if the minion survives or not? Also, it's an 8 mana 6/7 do nothing when you play it, I honestly would buff some stats, give it rush and done (and if so, make it common).
There's something weird about having all these similar looking dudes having such a wild range of stats, many of them on the side of giants, although I won't make a big fuss of that because hearthstone sometimes is that wacky with its minions.
Trying to start setting the balance right before release, what do you think of these? Second one would come instead of Unfinished Business, wich I'd still try to implement later, either as the same card, or somewhat different.
Looking better right now... that said, some of these I have issues.
9 mana on discovering a minion? Make i summon it at least or something, and even then, it's gonna be awfully overcosted most of the time since infect is much better against small minions than big ones.
Outbreak is definitively gonna make it to OTK. Depending on how many different ways are you gonna infect things, it is either ok or broken. Cost, however, is arguably not an issue here.
I think the 3 mana that shuffles Blightbursts is better, mostly because I think it is somewhat weird to have a minion from the vanilla set summoning another minion from the vanilla set.
Second Swamp Fever looks better to me, more simple. Virulent Decay also looks better to me because it showcases more play with your keyword.
Alright, I think I have come up with somewhat managable part of the set and I would like to hear some thoughs about it.
Set Name - Wingmate / or simply Recruit?
Class introduced in: Descent of Dragons (First time that the theme of Gryphon riders were somewhat explored in Hunter and with all the flying dragons I felt it would work the best.)
This part of a set is maybe a little bit too much Gryphon Rider theme centric, but I follower in the footsteps of DH, which fully explored core Demon Hunter before moving on to Acrobats and Quilboars.
NOTE: I know I am missing one common, I am just not too sure about it yet.
A quick recaps of a Hero, HP and Keyword in a Spoiler.
Hargen Bronzewingis more of a token/rush deck payoff card with perhaps a too big restriction for a Initiate styled set, while Gryphon MasterTalonaxe provides a win-condition/burst damage similar to Grommash Hellscream/Cenarius.
Weaponmaker fulfills the chalenge and I quite like it with the Sky'ree Weapon arsenal, so he probably stays.
Rallying Whistle/Hammer is mainly meant as a card for more control oriented decks as an access to survival with the class lack of healing options. Not sure which one is better, or perhaps it should loose Durability on a different occasion?
Klipce (sorry I skipped it last time, overlooked your post) - Gnome Watchmaker, Chronobreak are good.
Midnight Rager could may gain Health instead, seems like a terrible card.
Growing Menace could maybe scale a little bit faster, but it is probably balanced.
The Discard cards seem decent, just not too sure what is the flavor of card discarding.
Lara and Time Trap are on the more powerful edge, but Kairoz probably summons only once and then dies to aoe, and presents a Win Condition for the class, while Time Trap is comparable to Twisting Nether, so probably both are good. I do not like Rush Back In as it has no counterplay and you for example play Malygos / Kairoz. And then summon them again guaranteed for just (4) Mana.
Most issues were already mentioned by others, the main one is the Cost of Slimed! token. The Necropolis does not feel right and I do not like the shuffle mechanic in the first set (but that can be just me). A balanced Bane of Stradama seems good and fitting, Plaguefall kitten work while it can be buffed by a stat. Plaguewood Corruptor is on the other hand overstatted (6/6 for 5), I like both epics.
Thanks for the feedback.
You have only two Spirit Remnant generators I think one more could be added (it could probably be in the second part, though). The Tomb Revenant is a nice payoff card, while the 4-Cost Spark of Heroism could be scary if you have multiple way to generate the token. Depends on the setup Requirements. The first Spellstone misses a Shadow Tribe and could potencionaly start stronger you have to upgrade it to get to a Blessing of Kings, Maybe 3/3 5/5 7/7 would also work? Sacred Warden work well with Token playstyle, and Spirit Golem presents us with a value control card and potentionaly a win condition that work well with the class legendary. Spiritist is an interesting card, but there is not much else to support (havem't looked up your basic set) altough it is still a 4/5 that gives +2/+2 to a random friendly minion as a Deathrattle, which is perhaps too strong (as it could even be upgraded). I do not understand if unfinished business summon a 3/3 token, or a 3/3 version of the same minion.
Hello again! Let's start with saying thanks for your comments, I really appreciate them.
Your class is kinda growing on me, usually working since the basic set around a specific token gets tiring soon (believe me, I tried), but I do see myself trying this one (also helps that I freaking love dwarves, tbh).
On the legendaries, not sure about any of both, but considering you have to start showcasing your keyword, I'd advise Talonaxe is better. Also, opens space to some combo or powerplay with some 4-5 mana rush or a bunch of smaller ones. I like Rallying Hammer better, I could think of giving it 2/3 to open more space to either use Sky'ree more aggressively and also actually attack stuff with the hammer, kind of like Coghammer. I see you have some hardships deciding on your draw engine. Since each of these works in a different context, I think it depends mostly on your thinking for the card, but personally I like the 2 mana version better, since it's easier to meet and control. On the 10 mana spell I'm split, because objectively first one is clearly stronger, but flavorwise I side more with the second one. I like Legendfed Youngster better, although I am aware having turn 1 this turn 2 hero power is quite strong (that said, still not old Small-Time Buccaneer strong). I'd advise making your other common a good standalone card with formation, since that keyword has the inherent weakness of having to waste at least one formation in order to trigger the others.
And now, addressing comments:
Yes, there will be more token generation and synergy cards later, at least one of each (and the archetype will be kept fresh on further sets), I think you could be on to something with the upgrading (and I may also add some more flavor to it, but wanted to try and see if it was a good guess). On the Spiritist... I may print other versions to try and balance it to make it less a "toss it anywhere" card.
And yes, Unfinished Business ressurrects the minion and sets its stats. I awnted to try this wording as it is shorter, I want to try and avoid 5 lines of text, but if it ain't working I'll look it up. My reasioning behind the card is that Ancestral Spirit does the same but pretty much alwys sumoning something far scarier than a 3/3.
EDIT: Forgot to tell you, but Wingmate is the way, it's as much flavour as one name can give.
I guess you are adding more Blightburst cards out there, right? I mean... I kind of like how the class looks, not all cards, but balance wise they seem good (Looming Necropolis could use a buff tho). That said, you really have to tweak Bane of Stradama... so the Slimed! token card is not affected by itself. Else you will essentially win by playing this on turn 3 because the cost of removing this card will be 6.
Thinking of it... the problem is worse than I thought, because you can double cast this spell at turn 6 and eat a whole opponent turn and half the enxt one clearing both Slimes... perhaps the numbers have to be altered here.
Ok guys... I think I have a first idea of what my first part could be, I brainstormed a bit (although I have my doubts on some stuff.
First of all, while I don't have a keyword on my own, I have a mechanic I want to keep along this contest. It involves this token:
Main concept is, you can add it to your hand through several means. You can either save it to combo with other cards, or play it if you need more bodies on board asap. The token is destroyed by the synergy cards tho. I also wanted to start toying with cards that work around the other main stuff of the class, with buffs, end of turns, summons, ressurrections and deathrattles on top of the table.
By the way, I have my doubts on which one of these cards below is a better design.
On the epic card challenge... I don't know if I am taking it too literal, it's fine as it is, I should tweak its balance or I should probably rework the concept. In this case I'm replicating the upgrading spellstones from KaC (in this version, I would be releasing my class in Witchwood).
The legendary is based on one of Sylvanas nine val'kyrs (before that time they got armor from the Maw). I wanted this one to be both real lore character and a spirit. Might need some twweaking, but I wanted one that really helps establish an unique playstyle.