The reason why I think Pneumatic Hammer and Laser Cannon are too strong is that they might grant too much tempo/value.
Pneumatic with 2 minions on board turns into a sort of 5/2 weapon, if you put some resilient stuff it's much likely to have that effect. I might be wrong (I was with many other cards printed before), but at first sight it looks very scary, at least as a 1-off.
Laser Cannon might be too strong (it's not blatantly broken, if I claimed that -or looked like I had done it-) then I apologize, because I simply think it might should have some theoretical limitation (restriction to non-mechs might be an "overkill" because of shredder). Most 1 mana deal 2 damage are'nt used against face anyways, but still you might have a point here.
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
I think I'm done with my basic set. Not sure about the balance of "Enhancement". 0 mana +2/+2 seems is very strong, but it's limited to Mech (although most class minions will be mech) and 0 mana +1/+1 is almost weak. 1 mana +1/+1 is UP and 1 mana +2/+2 that is limited to Mech is on the weak side as well (compared to mark of the wild, which gives +2/+2 AND taunt for 2 mana).
Feel free to give any feedback. Will do the same if you have your set already complete.
Class: Robot Hero Power:
It stacks until you attack.
Minions:
Pretty basic minions. Seeing them next to each other, I might swap one for something a bit more fancy.
Weapons:
Energy Sword needs your hero power to go along with it (since 0 attack characters can't attack), so it's 6 mana in total + face damage for 2 removals spread across 2-3 turns.
Spells:
Overcharge is either a damage boost for lethal (if the minion can survive 4 damage) or some sort of soft removal to your opponents minions, unless he has a way to boost its health over 4 (via heal, buffs etc). Repair can be targeted on a minion for the first part of the effect. Your hero will always gain the armor.
Hmmm... interesting.
Assault Droid definitively needs to be a 1/2. Think how for 1 mana you get a reverse mech Wolfrider. Gnomeregan Infantry gets 1 more health and taunt for 2 more mana. Druid of the Saber is a Bluegill Warrior but beast instead of murloc. It should be just a better version of Stonetusk Boar, not of 2 mana chargers. 2/10
Defendor Mk.1 is a beast, but as we have Fierce Monkey, we can say this card is perfectly ok. 7/10
Energy Sword is a cool design, I like it. At first sight I thought "this can be so broken...", then I saw the only way to buff it is Hero Power, so I came to the conclussion is a really smart design.It's actually my favorite card of the set.10/10
Pneumatic Hammer is too strong. Maybe rework it so it only buffs that turn? 3/10
Enhance is a tough card, because most of the times your class will heavily depend on mechs, so mech restriction is not that big of a deal. Still, it's just a tick f Iron Sensei buff, so it might be okay around 1 mana. 5/10
Laser Cannon... once upon a time, Backstab was a 0 mana deal 2 damage to a minion. Then, hearthstone devs noticed it was broken, so they added the "undamaged" thing on it. You could either do that, or make it point a random minion, like a 1 mana Flamecannon. 4/10
Overcharge is a really cool card. I'm not sure if it triggers before or after the attack (my two cents are on "before the attack"), in either case, is a curious buff (or curse), wich can be very interesting to work with. 9/10
Repair is a nice card. Nothing fancy, just something useful, wich you can work with in a sort of control/reno deck. 7/10
Transform-R is a card I find a bit strange. The Twilight's Hammer class had a 2 mana card, Curse of Flesh, wich turned the minion into a 2/3 Trogg. However, if this is more intended to enhance minions, I'm still unsure about it. Anyways, I suppouse you are giving this the right cost, and thus I'm giving a 7/10
Outburst, well, it's quite simple, a Consecration on steroids. It's a 7/10.
And now talking about other things. How does someone put a spoiler tag? I might repost my basic set, in order to see if I need to edit it if something happens and I get to the second phase.
Well this is going to be awkward. As I am also doing an Imperial Guard-themed class we're going to have some very similar cards... in fact some of the ones I already had in mind have the same name as yours haha. One of the effects are actually similar too.
Well, I guess it's somehow legit, some things about this class just can't change (like "common imperial guardsmen should be really really simple, and most infantry should'nt have big stats"). That being said, good luck, and may the Emperor stands with the best.
I've been making some new cards for my Patrician class:
His name is Cedric. His current goal in life is to unite his two major hobbies: tortures and kittens.
Oh, don't look at him like THAT! He is human. He even has papers to prove it! Nobby, show them your papers!
He is a Troll and an Assassin...He might become a legend one day...
The Low King of the Dwarfs and the Diamond King of the Trolls playing a game of Thud after successful negotiation, nothing special, move along.
For the love of Io, not so loud! - But we are the Watch?! - That will only make things worse!
NIL MORTIFI, SINE LVCRE - No killing without pay.
It is generally a good idea to read what is written on the signs near the road...
Could you please lay down your weapons? We will still kill you but that would save us a lot of trouble.
These days even an ordinary cook can become an assassin...
I'd like to hear some feedback regarding these cards. Also I'd like to know if they are as appealing to the people who didn't read the Discworld novels as they are for those who did.
Note: the Receipt is a 1mana spell that does nothing. In general it is beneficial for your opponent to have it (because they might somehow utilize it).
I'd appreciate feedback.
Also, do you think I should put a shiner advertisement into my signature? =)
Most of these cards are well designed. Only things are the Inhumation might be overpowered and the License being extremely overcosted (think about how Emperor Cobra costs the same and comes with a nice 2/3 body). In my opinion could perfectly cost 1 or 2 mana.
I should actually read some Terry Pratchett books. The references I see are always funny and interesting.
Well, as I might not get enough votes for a phase II, I'll post my basic set.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3).
Line Infantry: Reliable 2-drop. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made 3/2 instead of 2/3.
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better drop, as it trades with it!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units.
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are really going to need minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
I wanted to make Da Boyz but there was way too much text for a real WAAAGH and so I'm left with a old and lonely bearded guy. Oh wel.
I also thought about making an Ork Warchief, but well, I like Imperial Guard better (Hero Power was a realpain in the ass, however, because making a strategist is not at all easy stuff), and Orks would have need a Waaaagh! keyword or even resource. And that's something I might do in a future, but now it just scares me xD
I feel like a lot of entries are "tryharding" too much. By tryharding I mean making over-complicated mechanics, a shitload of tokens or wall-o-text cards.
Hearthstone is supposed to be a casual game, easy to pickup. These said entries feel like they go the other way, just for the sake of standing out and maybe getting some votes for "effort" rather than usefulness or simplicity. Then again, it happens in most of the weekly competitions, so...
Not to mention that some classes (such as the Pokemon Trainer or the Angry Bird, for example) seem to be only playable with their own cards, instead of meshing with the rest of Hearthstone. It's like a class creation competition for a completely different game, but whatever :3
I actually didn't think of that, but yeah, getting deadly poison from thoughtsteal doesn't look so bad now...
BTW, this may be nitpicking, but I've seen some Hero Powers that use Discover or Spare Parts, but if we are supposed to do everything in order (you know, no mechs and spare parts until GvG, no Discover until LoE), shouldn't this be modified?
I asked Asylum Rhapsody about that (because my class hero power in fact uses discover). Asylum told me that I should not use the keyword, but rephrasing it is ok (like how Tracking, if it were made in LoE, would have discover in it). Also, the mech thing (and the dragon thing, if it's there too) is something we just can overlook, remember how Demolisher and Harvest Golem were'nt mechs until GvG. Spare Parts and classes that only can be played with its own cards are another thing of course, and I'm not sure if I have something to say about it or not.
Is a legendary i can put like this? at the start of your turn, summon a dreadsteed. Your other minions have +1/+1.
I think it still is overpowered and now it can get out of control.You are summoning 4 mana, nigh unkillable minions, and giving them +1/+1. So much value for 6 mana. I'm curious about why an angel (or so it looks like) summons Dreadsteeds? I'm not a fan of summoning minions from another class too.
Battlecry summoning two were already out of control, in fact I do not know how can this be balanced,without completely reworking it :P
Crescendo is waaaaaay overpowered. Think of it, each dreadsteed costs 4 mana, both tokens costs more than the legendary itself. And then you add a perfectly balanced sotrmwind champion to it (6 5/5 instead of 7 6/6, seems balanced). How is that balanced?
Maybe if you say "at the start of your turn, summon a dreadsteed"...
NarizArcana... I like this concet. Would replace Uther as the ultimate supervillain (Uther just sends innocent recruits to their deaths, Abdul does this and takes a lot more of profit doing it).
You can also try with cultist of games. It should'nt be that hard to pretend they are worshippers of the Ancient Ones.
I think we should do a thread for all those who want to post classes, no matter if they were rejected or not.
At least I think I'm going for it. And by the way, here are some more cards (till the moment all of them are from classic and basic sets, though the Leman Russ has the "mech" tribe on it, there will be little or no mech synergy until GvG.
First one: Just a little toy I had to make. Lasguns and laspistols are the most common weapons of the Imperial Guard (and also some of the worst weapons in terms of fire power you can find in Warhammer 40k). That's why is it so cheap but weak.
Second one: Smite at Will, once a basic order, is back! Now gives +2/+2 for that turn, in addition. But as it is a card, now you only have 2 at max.
Third: Is an AoE completely dependant of your minions, that's why this class should try and fight for board as much as possible.
Fourth: The most famous tank of the Imperial Guard, now adopting the form of a good 7-drop. Hits like a truck, but has nothing else to bring (except for mech synergy, wich we will see later).
Jazzfan27, I have to disaggree. First of all, the very concept of a strategist means the commander has to be able to decide what orders does he give. Giving random orders would make it another heavy RNG class like shaman. I understand "Move! Move! Move!" is a really good order, in fact, I should have added "this turn", like a prep for minions. Sorry.
That being said, when we count with the "At the end of your turn" thing it pretty much becomes balanced, as it means a certain minion comes 1 turn earlier if you happen to be in the correct turn to play it / you can combo 2 smaller minions.
Eager Recruit is not at all an Undertaker, it's more like a Secretkeeper, a situationally bonkers minion, but often just a pretty nice body. That happens because you have to give her orders to work, and often this means is something like Inspire: +1/+1 (because you have other orders that will affect minions, but orders like "Move! Move! Move!" does'nt).
Vox-Caster, now I have fixed it I think is pretty much ok, would be something like Flamewaker, maybe stronger maybe weaker, depending on your board, RNG, and other factors.
Thanks for your advice, I think the only thing I should really fix was that (first I thought about making Eager Recruit a 1/1, but then it would be unplayable, because she would automatically force you to give her orders in order to not lose that much value,in fact, it would be a lose/lose card), but if you did'nt make me look at the orders again to see if there was something wrong, I would have just keep on ;)
EDIT: Tuned "Move! Move! Move!". It should be fine now.
@Zukuu
The reason why I think Pneumatic Hammer and Laser Cannon are too strong is that they might grant too much tempo/value.
Pneumatic with 2 minions on board turns into a sort of 5/2 weapon, if you put some resilient stuff it's much likely to have that effect. I might be wrong (I was with many other cards printed before), but at first sight it looks very scary, at least as a 1-off.
Laser Cannon might be too strong (it's not blatantly broken, if I claimed that -or looked like I had done it-) then I apologize, because I simply think it might should have some theoretical limitation (restriction to non-mechs might be an "overkill" because of shredder). Most 1 mana deal 2 damage are'nt used against face anyways, but still you might have a point here.
Click to see my Hearthstone projects:
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
Yeah, we have to admit jazzfan is doing a pretty good ob seeing all these things.
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
@layrit thanks for looking. I rephrased "Take Cover!", I think it looks better indeed. And good luck for your hero.
Click to see my Hearthstone projects:
Well, as I might not get enough votes for a phase II, I'll post my basic set.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3).
Line Infantry: Reliable 2-drop. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made 3/2 instead of 2/3.
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better drop, as it trades with it!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units.
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are really going to need minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
Click to see my Hearthstone projects:
NarizArcana... I like this concet. Would replace Uther as the ultimate supervillain (Uther just sends innocent recruits to their deaths, Abdul does this and takes a lot more of profit doing it).
You can also try with cultist of games. It should'nt be that hard to pretend they are worshippers of the Ancient Ones.
Click to see my Hearthstone projects:
I think we should do a thread for all those who want to post classes, no matter if they were rejected or not.
At least I think I'm going for it. And by the way, here are some more cards (till the moment all of them are from classic and basic sets, though the Leman Russ has the "mech" tribe on it, there will be little or no mech synergy until GvG.
First one: Just a little toy I had to make. Lasguns and laspistols are the most common weapons of the Imperial Guard (and also some of the worst weapons in terms of fire power you can find in Warhammer 40k). That's why is it so cheap but weak.
Second one: Smite at Will, once a basic order, is back! Now gives +2/+2 for that turn, in addition. But as it is a card, now you only have 2 at max.
Third: Is an AoE completely dependant of your minions, that's why this class should try and fight for board as much as possible.
Fourth: The most famous tank of the Imperial Guard, now adopting the form of a good 7-drop. Hits like a truck, but has nothing else to bring (except for mech synergy, wich we will see later).
Click to see my Hearthstone projects:
Jazzfan27, I have to disaggree. First of all, the very concept of a strategist means the commander has to be able to decide what orders does he give. Giving random orders would make it another heavy RNG class like shaman. I understand "Move! Move! Move!" is a really good order, in fact, I should have added "this turn", like a prep for minions. Sorry.
That being said, when we count with the "At the end of your turn" thing it pretty much becomes balanced, as it means a certain minion comes 1 turn earlier if you happen to be in the correct turn to play it / you can combo 2 smaller minions.
Eager Recruit is not at all an Undertaker, it's more like a Secretkeeper, a situationally bonkers minion, but often just a pretty nice body. That happens because you have to give her orders to work, and often this means is something like Inspire: +1/+1 (because you have other orders that will affect minions, but orders like "Move! Move! Move!" does'nt).
Vox-Caster, now I have fixed it I think is pretty much ok, would be something like Flamewaker, maybe stronger maybe weaker, depending on your board, RNG, and other factors.
Thanks for your advice, I think the only thing I should really fix was that (first I thought about making Eager Recruit a 1/1, but then it would be unplayable, because she would automatically force you to give her orders in order to not lose that much value,in fact, it would be a lose/lose card), but if you did'nt make me look at the orders again to see if there was something wrong, I would have just keep on ;)
EDIT: Tuned "Move! Move! Move!". It should be fine now.
Click to see my Hearthstone projects: