A problem I have with your class (personally) is just how reliant on Sky’ree your cards are. A particularly egregious example is Dive In! which does nothing if you do not have Sky’ree.
The reason I mention this, since it is never a problem with the class because of the hero power, is because of Rogue and Priest. If they get their hands on a copy of this, they either a) can’t play it or b) waste 5 mana on it to do nothing (depending on how it works).
If the steal/copy/burgle mechanic did not exist, I would be fine with it, but since it does, very narrow cards like this one are a no-no for me. Other classes have Demons or Silver Hand recruits; but they have means of accruing them outside of the hero power, either through a variety of different class cards, as tokens or otherwise, or there are neutral alternatives that activate the synergies regardless.
Once again, with the legendaries you can guess that since they’re just vanilla minions if you don’t have Sky’ree, I’m not too enthusiastic about them. The tiny birb is a good concept though - is just hard to imagine a way around the limitation. Something more general about the hero power, perhaps?
Roughneck Rider is incredibly strong as a 3-drop. Your opponent wastes a lot of resources trading into it, if they can at all, and it gets 2 damage off without killing itself. It’s better than all cards that say “Immune until end of turn” or “Immune while attacking” basically.
Recurring Storm is like Headcrack except much more flexible. It’s a suboptimal cost, but it’s a ping every turn and could almost be seen as an extra hero power. If there were a condition as to whether it comes back or not, like Headcrack, I’d like it more.
I don’t think introducing spell school synergy in an initiate set is allowed? If it is, it seems very much “on the edge”.
Channel Storm is just cast when drawn, right? I don’t see why you can’t say this in the card text, it’s a pretty common keyword these days.
Alright, so I’ve restructured a lot of my set, I’d like some feedback on a few of these. I’m on mobile so I can’t really post pictures… Here’s the whole album - the second half of the set starts after the first legendary .
I guess I'm having a bit of trouble seeing how this set coheres together? Here are the themes I detect:
Granting, interacting, discovering deathrattles: A problem here is you only have 1 actual deathrattle minion on display - the Legendary, and you've made sure to avoid (somewhat) overpowered combos with Decrepit Necromancer. There should be more deathrattle minions in this half to justify the synergy.
Things that died: This is something I suppose we can't avoid with our classes (overlap). Fate Denied feels a bit swingy, seeing as you can pair this with a board clear to 'mind control' 3 enemies that you just cleared. It's a somewhat binary card though - you can't play it on an empty board - so I think it'll a) stay dead in your hand or b) be a game winner. Particularly egregious with Anima Overflow, which in itself seems quite powerful with its cast-again effect - it shouldn't be too difficult to set up a godfrey-friendly board for this to work with. Feels like it could cost 1 more imo.
Splitting Souls is like a subjectively better Flanking Strike. Good card, but quite aggressive - not sure if that's what you're going for.
Ascended Judicator is a good implementation of your mechanic - vanilla stats so it doesn't feel bad to play on an empty board, but with an upside based on how you trade.
Essence Harvest: What are Spirit Remnants again? Reminds me of Spirit Echo and cards like it in Shaman
Soul Form: Discover in initiate set is a no-no in my view, just like in basic. Even though it's evergreen. I'd say move this to core
Last Breath: It's an alright Deathrattle activator / pseudo windfury, but it just feels weird to have it on a 0-mana spell for this class, especially because it seems so... aggressive. It's essentially a hunter/warrior mechanic.
Aggramar: Seems like putting a titan straight into the initiate set sets a pretty high bar for making any legendary beyond that lol... I would tone it down a bit. Also, Plague of Death on a stick used to be a legendary effect for custom cards, but I don't think it quite cuts it anymore (also negative synergy with your deathrattle cards).
So I wanted to get some opinions on which one of these iterations is more balanced for one of my epics:
I'm trying to compare it to Echo/Twinspell spells, as well as health granting spells - Power Word: Shield, Witch's Brew. Also comparing to one of my basics:
So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice setis not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.
The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.
So without further ado, here are... A lot of cards.
So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure
Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.
or Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?
Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse: Original concept:
3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.
I'm a big fan of Dreamcatcher personally.
Hard to capture this flavor with an effect.
A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)
This basic card is a kind of analogue:
Question: Am I going overboard with dormant? Is it unfun?
EDIT: I went wayyyyy too far with dormant cards huh