Reduce the cost of Protect is one easy way to balance it. If it is "Gives Immunity, but cannot attack" instead, will it be OP?
Earthen Fury is meant to damage minions only, thinking for pointing out the confusion.
Calm is strong against an empty board, but if your enemy already has board, Calm is a overcosted card drawing. Perhaps I will nerf it to "... costs (3)/(4) more.
About your card :Good synergy with spare part, I like it. Mana Wyrm is not a basic card so you might move it to expert
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.
Hero power - Fun and simple
Assault Droid - Definitely OP, need to be nerfed to 1/2
Defendor Mk.1 - As this is a class card, I guess it is OK?
Energy Sword - Interesting interaction with your Hero Power, I like it
Pnenumatic Hammer - Definitely OP, for one more cost, you have 1 extra damage and more value on board than Glaivezoka
Enhancement - I think it should be a 1 cost card
Laser Cannon - Too much value at its cost, having lighting bolt and dark bomb in mind
Overcharge - The most outstanding card of all, I really like the idea
Repair - Simple card, I don't think it is op or up, but most of the time you want to put something else in your deck. But it is fine, not every card need to be useful as someone pointed out
Transorm-R - A potential removal card which you want to use it on your own guy most of the time. I think it should cost 3... yeah it sucks if you use it as a removal
Outburst - Simple card. Balance wise it should be okay?
When I say simple, it is actually a positive thing, and this is something that you have done well. The main problem you have with your cards is they have too much value with its cost
Here are some cards that will come up in the next two phases. (Chances are I cannot make it there)
Concept and thought process in spoiler. As always, your feedback is appreciated
I know there is a lot of cards and text, I tried my best to keep it from being disturbing
(...)
Feedback in spoiler, as always~
Tonberry and Cactuar - I'm fine with the cards as they are. I would simplify Cactuar to be a 1/4 Taunt immediately actually, to make things even simpler.
Garuda - Mixed feelings about this card. Probably needs testing to really get the feel of it.
Siren - Zombie Chow came out after the expert set. So you might have to shift it down an expansion or so. The transform effect makes it a hard removal against many things on board, so I would say that it's pretty balanced if you don't have any hard removal creatures?
Ifrit - I think it's fine, since it's so dangerous. But this would be insane with Token creatures, such as your 1/1. Maybe if it's effect is as such that the minion you destroyed deducts from Ifrit's overall mana cost, would it be better?
Earthern Fury - I've thought about doing something like this for my class - however, the mana reduction is really too much from a Flamestrike. Yes, your opponent can play around it, but at the same time, it prevents them from summoning any creatures on the board - on Turn 5, this wil probably leave them with a 1-health minion on board to be taken care of. Mana Cost needs to be incresed.
Odin - I think it's fine? I would prefer the mana cost of the spell to be reduced since it has the drawback of disappearing from your hand.
Come Back! - At it's current state, most people will use it as a 2-mana, gain 3 cards spell. The return a friendly minion can be turned into a good effect if it takes back a Battlecry minion, so it's not really as much as a drawback. Return a friendly minion and draw a card would be better.
Protect - The effect is well-and-good, but it's a bit powerful now, since you can protect your big minions for them to stay on the board longer. I would give it 2-mana instead.
Chocobo Race - Remember the days when Warsong Commander used to give charge to all minions, and Warriors could use Molten Giants and Brewmasters to OTK an enemy?
Let's not make it happen again. This spell needs a major rework.
Summoner appears in different Final Fantasy games. They summon badass monsters to fight for them. The choice of hero is pretty obvious, Yuna is one of the most (if not the most) beloved heroin across all FF games, and she is a summoner, of course.
As I want this class be comparable to all existing classes, the heath and the cost of hero power will be ordinary.
Clarification: The hero power is stack-able.
Keyword: Enhance
The keyword of this class is “Enhance”.
Your card gain stated additional effect if hero power is already used in the same turn.
Clarification:
Enhance is not a conditional Battlecry.
Depends on the wording, Enhance effect can be permanent. For example, the Enhance effect of the example card Bahamut last as long as he stands.
Enhance interact with other Keywords, such as "Enhance: Taunt" or "Enhance - Deathrattle". I will make sure the card text and the effect is not over-whelming.
Enhance effect can trigger even if the minion is not played from hand, unless it is "Enhance - Battlecry"
Example Cards:
Chocobo flavor Text: "Battlecry: Change the BGM to the Chocobo theme."
Flavor Text: "Walk free, walk free, believe. By the time you manage to defeat him, you have also learnt to sing the entire theme song."
Flavor Text: "Fun fact: Final Fantasy X and Fatal Frame were published in the same year."
Play style
Cheating Mana curve by using hero power and class spells.
The hero power says “the next minion you play costs (1) less”, it does not say “this turn”. It is possible to tap the hero power on previous turn and set up for next turn.
Do note that the Enhance effect only trigger when hero power is used on the same turn. Therefore the player need to play around the micro decision. The should-be-staple minion Chocobo add even more complexity.
To Enhance or not to Enhance? - This is an alternative way to ask “value or tempo?”
Same minion can be played in different way to react to different situation.
For example, an Enhancable 4 cost minion can be summoned in the following manner:-
"Sending" set up on turn 2 and played on turn 3;
Play it as a normal 4 cost minion on turn 4; or
"Sending" set up on the turn 5 and summon it on same turn to gain the Enhance effect.
When and how to play minions will be the main decision for the summoner player to make. The class minions are going to be weak in stats-wise in general, but this is compensated by the flexibility and buff provided by "Sending" .
Moreover, Enhance effect is not a guaranteed good stuff, for example, Enhance effect could be “deal 5 damages to both hero”, which is not always welcomed.
Maintaining board control by minion
Summoner will have a very limited direct damage spells for the sake of balancing. Some Enhanced minion might give you a damage spell, it is rather slow however; the damage spell in summoner class will be designed in a "proactive" way rather then "reactive". Hitting enemy face by spell and win the game in such way is impossible for Summoner.
After all, you need to do some trade with your opponent to maintain the board. Good news is, while your spell seldom win you the board by unloading damages, they will enable fantastic trade, if you have minions on board. Yuna does use white magic, so expect some heal from her.
Sacrificing your minions
Two out of three example cards involving killing your own minions, although this is not going to be the backbone of Summoner play style, (like deathrattle combo to Shaman), it is definitely something to take into account. To maintain board control or take the risk and go for the combo is also an important decision for the player to make.
Win Condition
You want to control the board and most of the time you will be doing so by summoning minions on curve (which can be twisted by using hero power). Then the game is won by putting a big minion on board early or doing the sacrificing combo or both.
What to expect next?
Here is the schedule for the incoming phase (if I can make it there, of course).
I am so excited for the summoner class, I hope you are equally excited after reading all these. Do leave me comments or criticism if you have any. Thank you for reading!
Change log:
Explanation text updated.
Key word: Enhance
When a minion with Enhance effect is summoned after your hero power “Sending” is used that turn, the Enhance effect will trigger.
→Gain stated additional effect if hero power is already used in the same turn.
Hero power:
The next minion you play costs (1) less. Enable Enhance effect this turn.
→ The next minion you play costs (1) less and gain +1 health.
→ The next minion you play costs (1) less. (This buff is stack-able)
Chocobo: Cost increased from 1 to 2; Enhance effect becomes Enhance - Deathrattle.
Bahamut: Artwork updated. Enhance effect: "... deal 1 damage to all enemies." → "... deal 3 damages to a random enemy."
Fayth: Cost increased from 0 to 1
Tonberry
Tonberry was originally a 2drop, but he switched the role with the problematic Chocobo
In FF series, Tonberry threaten player with his Chief knife, then I decide to put the back stab effect for theme reason
As a 1 drop, he should be treated as a 3-2, which might be too strong
The damage will be dealt before his attack reach, so if he attack a Shielded Bot, the 2 damage will break the shield and the Bot will only suffer 1 damage, still very powerful
Some synergy with the spell card "Chocobo Race"
Cactuar
Your anti aggro minion
Originally a 3/1/5 taunt minion with Enhance:+1/+0, little bit too boring so I rearrange in this way
However, as a basic set, the simplicity perhaps is needed, please give me feed back on this
Garuda
A good representation of the Enhance mechanic, Enhance is not a always better option, play your minion accordingly
She control wind, therefore she has two effect representing this power
Good synergy with Chocobo Race
Is that really needed to remove its windfury if it is Enhanced? Return a minion to hand is not as deadly as toxic effect, opponent can also play around its 1 attack, as it cannot kill common 2 cost battlecrier like Dark Peddler. Although I admit removing 2 minion on turn 5 is pretty frustrating to play against.
Siren
An alternative 4 drop that perhaps outshined Garuda
In FF14 she transform innocent shipcrew into Zombie, which is the starting point of the design
Remove a big minion and providing some indirect heal, or using it effect on your own minion to gain tempo
The stat distribution is good, so you can just play it without using its effect for tempo
My concern is will this card be providing too much value? In what situation you want Garuda over Siren?
Ifrit
Summoner does play around sacrificing your own minion and I want Ifrit to be the second representative of this concept
An reverse Doomguard
Originally in basic set, the second effect might be too complicated so I moved it to expert set
Earthen Fury
Another representation of summoners' indirect damage
When designing this card, I have Doomsayer in mind, while Doomsayer is counterable and also clear your board, this card doesn't
Your opponent is forced to trade minion because of this card, unless they are trying to threaten lethal
I really need a debate on this card, kindly provide your feedback
Odin & Zantetsuken
Summoner does have limited access to direct damage, but sometime they have big spell
In FF14, Odin will channel Zantetsuken when he almost die, however if he is allowed to use this spell (in which case you failed the dps check), this spell is an instant group wipe
I want to achieve the same effect, if your opponent do not deal with it on time, they have a big trouble
The outcome is not as bad as letting Andy live for more than one turn. Having said that, 8 damages still threatening
It can combo with Fayth for 8 direct damage immediately
Come Back!
Summoners' main card drawing, but it require high level of decision making
When used correctly, the player can draw card and regain powerful Battlercry or Enhance at the same time, very strong value play
However, when used wrongly, you lose great tempo
Perhaps a dead card against aggro deck, there will be another card drawing powerhouse which serve different purpose
Protect
Simple buff card, despite that it is a very dangerous card to create
Put it on Garuda is fairly strong, if you can put it on a Enhanced Bahamut, you won
Should I increase the cost to 2?
Chocobo Race
Another card that is hard to balance
Despite being a 4 cost card, it is a late game card
Combo well with so many things, Come Back!, Fayth, Tonberry, Chocobo.....
However it does not affect what is already on your board
After using this spell, you have only 6 mana at most to work with... but bear Fayth in mind
If you want Tonberry to work the way you want it, the wording should be "Whenever this minion attacks an undamaged minion, deal 2 damage to that minion". However there is a mechanical problem here: if Tonberry attacks a minion with 2 hp that minion dies and Tonberry can attack again (similar thing happened in one of Toast's educational videos). Also the effect might be a bit complex for a basic card. I think you should make it into "Has +2 attack while attacking undamaged minions".
Garuda can't be a basic card because it has your class specific keyword. Also it should say "Lose" instead of "Lost".
Siren reminds me of pre-nerf Tinkmaster Overspark. The flavor is great but design is anti-fun. You can check what Blizzard said about pre-nerf Tink in that changelog.
Ifrit is alright. IT should however say "Costs".
Earthen Fury is an extremely good Control tool. It is a delayed Flamestrike. The problem I'm having is that it works similar to Doomsayer in a way that it forces your opponent to NOT play their minions without any possible counterplay other than playing Nerubian Egg into it. It is a very valuable stalling thing. It is unfair but only to the point of enabling Control archetype of your class. If however you are playing a Tempo deck and you use it as your comeback mechanism you have a second option of using it to prevent your opponent of challenging your board. And now THAT is a problem.
Can Enhance trigger multiple times? (over the course of multiple turns) If no - the effect you are trying to get won't happen. If yes - I need to take another look at those Chocobos of yours because they might be even more broken than I initially thought. Also I believe that Odin should be a Legendary.
IMO there is a wording problem with Come Back! I am unsure how to fix it.
Protect simply can't be designed this way. There are minions that would become way too strong if they get it. Just having this card in the game would warp the metagame into running at least 2 Silence cards in each deck.
Chocobo Race is an old Unleash the Hounds. I don't quite remember how much it cost back then but considering that we have Emperor Thaurissan now in the game this card CANNOT be printed (because it promotes easy OTK combos).
Now that I look at what I've written it is more negative than I intended it to be =/
Big thumb up, thank you as always! For me the only negative response is having no response at all, so don't worry!
Tonberry - I will change the wording accordingly and he cannot break Shield and still do damage now. With its ability to kill almost every 2 drop in the current meta (exception being Toten Golem and Wyrmrest Agent), I am surprised that both of you don't think it is OP.
Cuctuar - I want to introduce the player the Enhance mechanic. That's why I put an unnecessary Enhance: Taunt there.
Siren - I will move it to Naxx then, currently, there is no big directly removal card in this class. It can be something that can be played around by oppoenent, just like BGH
Ifrit - Because of the randomness, and the friendly minion is destroyed after Ifrit entered the field, I think Sylica's suggestion is impractical. I will change the text.
Earthen Fury - 3 possible solution in my head now, kindly discuss
Reduce its damage to 3, but it will do the same thing 90% of the time;
Increase its cost to 5, perhaps too slow for its purpose, and I have another stall card at 5 cost, being a reverse Loatheb, having 2 spells with same cost with similar purpose is something that I want to avoid
Change its effect to Give all enemy minion "At the end of your(summoner's opponent player) turn, take 4 damage." This will become a DOT that can almost take out everything in 2turn, but it does not stop your enemy from playing minion
Odin -
Enhance effect cannot be re-triggered unless the card says so. With current text, Odin can only give you one Z-Blade.
8 mana for 8 damage is not the best card with its limitation, so your argument on Odin failed to achieve what I wanted is pretty much right. He is not a legendary because of the existence of Bahamut, on top of that, he is not that game changing as a 7cost legendary should.
Here are some solution in my head:
Change its effect to :Enhance: At the start of your turn, add a Z-blade to your hand. With this change Odin is entitled to be a Legendary card. He is a less snowballing Andy.
Reduce the cost of Z-blade to 5 or even less, so your opponent really to treat it seriously. (8 damage which cost your entire turn is not a very strong play in mid-game I think)
Come back! - I will simplify this card. "Return a friendly minion to your hand, draw 1 card. If it cost higher than (2), draw an extra card." How does it look?
Protect - Simple change, now the protect effect only last one turn, how does it sound?
Chocobo Race - What if I take out the Charge effect while reducing its costs to 3?
Summoner appears in different Final Fantasy games. They summon badass monsters to fight for them. The choice of hero is pretty obvious, Yuna is one of the most (if not the most) beloved heroin across all FF games, and she is a summoner, of course.
As I want this class be comparable to all existing classes, the heath and the cost of hero power will be ordinary.
Clarification: The hero power is stack-able.
Keyword: Enhance
The keyword of this class is “Enhance”.
Your card gain stated additional effect if hero power is already used in the same turn.
Clarification:
Enhance is not a conditional Battlecry.
Depends on the wording, Enhance effect can be permanent. For example, the Enhance effect of the example card Bahamut last as long as he stands.
Enhance interact with other Keywords, such as "Enhance: Taunt" or "Enhance - Deathrattle". I will make sure the card text and the effect is not over-whelming.
Enhance effect can trigger even if the minion is not played from hand, unless it is "Enhance - Battlecry"
Example Cards:
Chocobo flavor Text: "Battlecry: Change the BGM to the Chocobo theme."
Flavor Text: "Walk free, walk free, believe. By the time you manage to defeat him, you have also learnt to sing the entire theme song."
Flavor Text: "Fun fact: Final Fantasy X and Fatal Frame were published in the same year."
Play style
Cheating Mana curve by using hero power and class spells.
The hero power says “the next minion you play costs (1) less”, it does not say “this turn”. It is possible to tap the hero power on previous turn and set up for next turn.
Do note that the Enhance effect only trigger when hero power is used on the same turn. Therefore the player need to play around the micro decision. The should-be-staple minion Chocobo add even more complexity.
To Enhance or not to Enhance? - This is an alternative way to ask “value or tempo?”
Same minion can be played in different way to react to different situation.
For example, an Enhancable 4 cost minion can be summoned in the following manner:-
"Sending" set up on turn 2 and played on turn 3;
Play it as a normal 4 cost minion on turn 4; or
"Sending" set up on the turn 5 and summon it on same turn to gain the Enhance effect.
When and how to play minions will be the main decision for the summoner player to make. The class minions are going to be weak in stats-wise in general, but this is compensated by the flexibility and buff provided by "Sending" .
Moreover, Enhance effect is not a guaranteed good stuff, for example, Enhance effect could be “deal 5 damages to both hero”, which is not always welcomed.
Maintaining board control by minion
Summoner will have a very limited direct damage spells for the sake of balancing. Some Enhanced minion might give you a damage spell, it is rather slow however; the damage spell in summoner class will be designed in a "proactive" way rather then "reactive". Hitting enemy face by spell and win the game in such way is impossible for Summoner.
After all, you need to do some trade with your opponent to maintain the board. Good news is, while your spell seldom win you the board by unloading damages, they will enable fantastic trade, if you have minions on board. Yuna does use white magic, so expect some heal from her.
Sacrificing your minions
Two out of three example cards involving killing your own minions, although this is not going to be the backbone of Summoner play style, (like deathrattle combo to Shaman), it is definitely something to take into account. To maintain board control or take the risk and go for the combo is also an important decision for the player to make.
Win Condition
You want to control the board and most of the time you will be doing so by summoning minions on curve (which can be twisted by using hero power). Then the game is won by putting a big minion on board early or doing the sacrificing combo or both.
What to expect next?
Here is the schedule for the incoming phase (if I can make it there, of course).
I am so excited for the summoner class, I hope you are equally excited after reading all these. Do leave me comments or criticism if you have any. Thank you for reading!
Change log:
Explanation text updated.
Key word: Enhance
When a minion with Enhance effect is summoned after your hero power “Sending” is used that turn, the Enhance effect will trigger.
→Gain stated additional effect if hero power is already used in the same turn.
Hero power:
The next minion you play costs (1) less. Enable Enhance effect this turn.
→ The next minion you play costs (1) less and gain +1 health.
→ The next minion you play costs (1) less. (This buff is stack-able)
Chocobo: Cost increased from 1 to 2; Enhance effect becomes Enhance - Deathrattle.
Bahamut: Artwork updated. Enhance effect: "... deal 1 damage to all enemies." → "... deal 3 damages to a random enemy."
Fayth: Cost increased from 0 to 1
Tonberry
Tonberry was originally a 2drop, but he switched the role with the problematic Chocobo
In FF series, Tonberry threaten player with his Chief knife, then I decide to put the back stab effect for theme reason
As a 1 drop, he should be treated as a 3-2, which might be too strong
The damage will be dealt before his attack reach, so if he attack a Shielded Bot, the 2 damage will break the shield and the Bot will only suffer 1 damage, still very powerful
Some synergy with the spell card "Chocobo Race"
Cactuar
Your anti aggro minion
Originally a 3/1/5 taunt minion with Enhance:+1/+0, little bit too boring so I rearrange in this way
However, as a basic set, the simplicity perhaps is needed, please give me feed back on this
Garuda
A good representation of the Enhance mechanic, Enhance is not a always better option, play your minion accordingly
She control wind, therefore she has two effect representing this power
Good synergy with Chocobo Race
Is that really needed to remove its windfury if it is Enhanced? Return a minion to hand is not as deadly as toxic effect, opponent can also play around its 1 attack, as it cannot kill common 2 cost battlecrier like Dark Peddler. Although I admit removing 2 minion on turn 5 is pretty frustrating to play against.
Siren
An alternative 4 drop that perhaps outshined Garuda
In FF14 she transform innocent shipcrew into Zombie, which is the starting point of the design
Remove a big minion and providing some indirect heal, or using it effect on your own minion to gain tempo
The stat distribution is good, so you can just play it without using its effect for tempo
My concern is will this card be providing too much value? In what situation you want Garuda over Siren?
Ifrit
Summoner does play around sacrificing your own minion and I want Ifrit to be the second representative of this concept
An reverse Doomguard
Originally in basic set, the second effect might be too complicated so I moved it to expert set
Earthen Fury
Another representation of summoners' indirect damage
When designing this card, I have Doomsayer in mind, while Doomsayer is counterable and also clear your board, this card doesn't
Your opponent is forced to trade minion because of this card, unless they are trying to threaten lethal
I really need a debate on this card, kindly provide your feedback
Odin & Zantetsuken
Summoner does have limited access to direct damage, but sometime they have big spell
In FF14, Odin will channel Zantetsuken when he almost die, however if he is allowed to use this spell (in which case you failed the dps check), this spell is an instant group wipe
I want to achieve the same effect, if your opponent do not deal with it on time, they have a big trouble
The outcome is not as bad as letting Andy live for more than one turn. Having said that, 8 damages still threatening
It can combo with Fayth for 8 direct damage immediately
Come Back!
Summoners' main card drawing, but it require high level of decision making
When used correctly, the player can draw card and regain powerful Battlercry or Enhance at the same time, very strong value play
However, when used wrongly, you lose great tempo
Perhaps a dead card against aggro deck, there will be another card drawing powerhouse which serve different purpose
Protect
Simple buff card, despite that it is a very dangerous card to create
Put it on Garuda is fairly strong, if you can put it on a Enhanced Bahamut, you won
Should I increase the cost to 2?
Chocobo Race
Another card that is hard to balance
Despite being a 4 cost card, it is a late game card
Combo well with so many things, Come Back!, Fayth, Tonberry, Chocobo.....
However it does not affect what is already on your board
After using this spell, you have only 6 mana at most to work with... but bear Fayth in mind
Hi everyone! First time doing this so hopefully it goes alright! Would love feedback for future reference!
Im new to all this, so hopefully I didn't copy anyones ideas... I read all the post on the submission thread but not from previous competition. Here goes nothing.
When I was younger, I imagined a whole world in my head and wrote a lot about it. I figured I could use all that and try to make a class with it. Here was my main character:
Aegis Dallaran
I'd probably call the class: The Looter
And his hero power:
I wanted to build a hero that would make it feel like you had choices on what you want to do. I'd love to make it a controlly kind of hero but will see what kind of ideas I come up with later on if I move on to next rounds.
And here are the 3 cards that go along with my kind of thought process for Aegis:
(yes I know it is somewhat of a rip off of Brainstorm in magic, but altered to fit my hero design :D )
I wanted to make use of quick card draw which will allow card selection for the right moment and there will also be good ways to interact with the discarding which is coming right here:
Made to be a undertaker look a like. I think it's still balanced considering it's hp will never go up. But if left unchecked can go out of control.
And finally the mechanic of my class:
So Flashback is a mechanic that allows you to look back through your discarded cards (think like graveyard) and you get to pick one and play it again for the same mana cost.
On this guy the flashback is precised to be for spells. So you'll look through all your discarded spells, pick one and play it again. So even if you discard spells with your hero power or any other card that makes you discard and you can still get to use those spells! Pretty cool huh?!
So here you go that's all I can post for now and hopefully you guys like what you saw! If you have any comments at all for balancing please share your thoughts with me! I'd love for any comments you have to say!
Just want to clarify: The player can always choose which card to discard? Because all discard mechanic in Hearthstone insofar is discard a random card.
Overflowing thought: A better tracking as you have more choice to discard.
Mindreaver: I think card can be 1/3, having Tunnel Trogg and Mana Wyrm in mind.
Thought Stalker: This is pretty cool, just want to ask that "Discarded Card" including the card that you actually used?
Pirate Captain by Widzei. Page 7 starts off well. I like, really like, the hero power. I like the Ship/onboard thing. Your spells minions are good. Well done. Grade A
Team Goku by theranch. Hero power is potentially broken. Cards are almost a complete unknown. The only card that makes sense is gogeta, and that's going against the hearthstone grain of no discard. And doing so in extravagant fashion. I'll give it a D because of how poorly he explained his cards.
Doctorwhoops. Whoops, you broke the rules. Grade F
c
Jedi Knight by aranck8. Seems OP to me. And I've only seen 3 cards. But, the tempo looks real. Take a good tempo play like Apprentice Sorcerer/Arcane missile on turn 2. That pales in comparison with an Apprentice sith followed by a Force lightning. And getting 12 damage on turn 7 with one card just makes Druid cry waiting to turn 9 to deal 14 with 2 cards. You'll just be outclassing your opponent with tempo then burst. And I haven't even seen all the cards, I can just tell that's where you are headed. Grade - C-
Plumber by Sinthuja. I'm doubting the power of the class. Hunter wasn't able to make any headway with Explorer's hat, and it is somewhat similar to what you are proposing. I just don't see it. Lets say you drop a Drybones on turn 3. Do you then spend all of turn 4 spending 3 mana on 2 random damage and a +1/+1buff on a minion that might still be on the board?? And I don't care for your weapon either. None of it looks viable to me. Grade D
Tracer by Uoeaa. Overwatch Operative seem OP to me. It's a growey 4/4 for 3. I compare it to Shade of Naxxramans. That has stealth, but, this can grow more than once a turn guaranteed by your hero power. I think it shoudl probably be a 2/3 at a bare minimum. Probably a 1/3. YOu still get a 2/4 out of it to start your next turn which isn't terribad, and a 3/5 if you hero power which is great. The rest looks good. Grade B+
Monster Hunter by bleakhawt. Everything seems OP from your hero power to your minions to your mechanic. Not terribly excited to see my opponent running 2 Leeroy Jenkins wannabes with no drawback and an extra health and ability. Grade D
Wendigo from undeadrebel. Just more Opness. Dark Stalker is horrifically OP, It's like someone thought it would be a good idea to buff up Aldor Peacekeeper a few notches. I guess on the plus side it's a good reason to run 2x elven archer. Devouring Shadows is Flamestrike level, for one less mana and also deals face damage. Nice. Grade D
Anakin by aaro. Well done. Seriously. This is my favorite Star Wars attempt so far. I love your hero power. You managed to get the power just right IMHO. Not easy to do. I'm looking forward to seeing what your mechanic will be. My only critique is that you have a stormtrooper hitting a target, on purpose. Grade A
Umbrawitch by elewindu. Witch time is a fine power, it's just that it should probably cost 1 or 2. Folks won't like you bouncing back Big game hunters and healbots for free. Let alone Reno. YOu know what. Even at 2 mana it might be too good. This plus Reno - 30 life each turn and you still have 2 mana left over. I'll pass. Madame Butterfly also seems a bit OP to me. Grade D
Dungeon Keeper by manzanzert. More OPness. Vampire is super strong. Looking like a 3 or 4 for 1 card. Training room looks extremely strong, broken really. At least the hero power looks weak. And honestly, the text on graveyard was so tiny I couldn't read it. My eyes are getting old these days. Grade D
Bender by Misterpasserby. Pretty good. Cards have good flavor, not over powered. I think if you are going to have a hero power that has synergy with your class cards having a 1 mana cost is probably a great idea. I look forward to seeing more cards. Grade A
Loco by siray. Everything seemed a bit on the weak side. A pleasant change. I think you can ramp it up a lil. Grade C
Socialite by seratoninronin. On Manicured Garden, you do know that if you have an odd number of minions and your opponent has an even number they don't line up directly across. So, it'll be quite easy to dodge the ability. Other than that I quite like the flavor. Keep it up. Grade B
Chemical by J1633. Your hero power is OP. Not sure why you thought 2 was too much to pay. And as such your minions like Angry dealer are OP. I think it's time to rethink things. Might be I didn't quite understand your crystals, perhaps there is a language barier. Grade C-
Commisar by Erc. Reasonable hero power. I'm not sure I like the mechanic, giving a choice of mana costs for your cards will likely slow the game down a fair amount. I guess if we can live with Discover and Choose one we can live with yours as well though. I think the Stratagem cost on Orbital Bombardment is low, Id guess 3 would be better. I think you have a good class going overall. Grade B+
Thank you for your effort for reviewing every single submission, reading all of them is not easy, giving comment is even harder.
I will take your comment as "Good mechanic represented by bad card design"
In fact, after I have designed more card for the basic and expert set, I found that I screw up by choosing wrong example cards.
For example, one card in the Basic set is Garuda, a 4 cost 1/6 minion which has windfury and Enhance: Lost windfury, return any minion damaged by this minion to its owner's hand.
I hope you find this minion is more interesting than Chocobo and Bahamut, of which you always want to Enhance.
I just did some playtesting with Angelcaller. It appeared twice, here were the situations: My opponent had lethal in two turns, played this out of desperation. He went face, so it lived, but since I could only choose card draw or board clear it wasn't going to be able to save me. I lost that game.
I played it on-curve on turn 6. It got entombed. I won that game.
So yeah, 2 games isn't really a big enough sample size, but it doesn't seem like immediately a big problem. I've got some far worse balance issues on my hand - Would you mind taking a look at them?
This card is pretty obviously overpowered on paper. In playtesting, it proved to be useful, but never too strong. By coincidence, it never actually mattered that the mana cost was 1 mana instead of two, so I thought it would be a good opportunity to make the mana cost 2. But it just felt like making that nerf would remove the super-efficient nature of it and take it out of being a staple bard card.
+ Songs are a type of card in bard identified by spell names in the form of "Song of...". All of them synergize with the more minions you have in one way or another, typically by buffing all friendly minions. Their mana costs range from 3-5. This one, Song of Fortitude, is by far the best, another one of them is alright, and the other two are pretty weak.
Song of Fortitude has always seemed OP to me, and even more so in combination with Composer. Every time I played the combo in game, I kept telling my friend "holy shit this is so OP it needs a nerf" but then I ended up losing the game anyway.
I feel like if I nerf the cost reduction on composer to (2) less, it destroys even the possible viability of the other songs. The obvious change is to make SoF cost 4 mana, but again, it just goes against my instinct of wanting to have a few really efficient cards.
And you said you wanted to see the legendaries? Well, I've already got them made. They're not 100% guaranteed to be finished yet, but this is the route I'm going with.
Conductor is definitely my least favorite, since it feels repetitive on top of brann and rivendare and, considering that the other two legendaries both use melody, it's just too much melody.
I rather like Otto Tune, although I don't know if he's healthy. He definitely embodies the spirit of GvG, and works as a legendary effect, and fits as an example of what a super strong melody looks like, but I think his RNG might be just a bit too extreme, even though that was intended.
I really like Mr. Popular, even more so after I found that name and art for him. I've always wanted to make a card with every activation keyword, and with Bard adding a fourth, I couldn't resist the opportunity. He's been made such that all of the effects see play at one time or another. I thought that it was a bit strong, but even when I beat my friend with it he said its power level felt good.
Here are my feedback, hope you find it useful:-
Lullaby - I have a exactly same card in my basic set list, same cost, same effect. I might need to change my card. I agree this card will be useful in almost any circumstance. PW:S give a draw and 2 health; while Earth strike silence a minion and deal one damage. With this in mind I think 1 cost should not be under-costed.
Composer - I am less impressed by this card. As a 3/3/3 class card, I will compare it with SI:7. Stat-wise it is balanced, however, sometime you need to play SI:7 without using its combo effect to gain tempo. Composer doesn't need to sacrifice any value to be played on turn 3, in almost no circumstance you do not want to play it on turn 3, which I dislike a bit. I will say "The next song you play this turn cost (x) less" is better, if you do not have a song to play (and even if you do, your song is better when you have lots of minions on board which most likely will not be the case on turn 3), you lose something, which is a decision for the player to make.
Conductor - With its costs, it is too hard to combo with other minions. Yes, I am aware of the fact that Melody take 1 turn to charge, so it cannot combo with anything that is summoned on the same turn anyway. Balance wise I think it is fine.
After thinking a bit more, I found my own argument is invalid. Nothing much to add on.
Otto-Tune - I hate RNG because RNG never favor me. If I ever play this card I would just hit attack .... then I would just use Dr.7 instead. Sorry for ruining the fun.
Mr. Popular - Very strong silence bait, I wonder if you have any strong late game card can take advantage of that.
These review is not very in depth, but if you want to elaborate, I will listen :)
Well, I've dropped back into 2nd place on the voting on my page. I need a push.
You probably do not. This is not like our WCDCs where only the top 10% or 5% get to move onto the finals. At least a good third of you will move onto Phase II.
Oh, that makes me happy. There are SO MANY good entries. I've been extremely impressed so far with the quality and scope. Be a shame to cut too many folks.
I agree, not only the submission is fantastic, the discussion also very enjoyable, even the discussion has nothing to do with my submission (particularly the discussion over the "Melody" mechanic)
So far I am having a VERY good experience at this community as a new comer
I don't have a concept for a unique keyword yet. I don't think Aura will fit well because I can't think of any character (except for Foul Ole Ron) that could be given an Aura. Something like Bribe (whenever The Coin is played do something) might be more fitting.
I will probably lower the health of the Alchemist's Guild to 5, that way it can be taken out by Wolfrider or Eaglehorn Bow.
On your submission:
1) if your Chocobo costs 2 your turn10 in topdeck wars will look like:
Heropower, play it for 1 mana (7 mana left), put another one in your hand, play it (5 mana left), again (3 mana left) and again (1 mana left). So you play 4 of them each turn. I think the card that can get infinite value without counterplay isn't a good design to begin with. (it can be delayed by Saboteur but it cannot be completely stopped).
2) If you have 6 minions already on board, chances are you already won.
12 O'Clock and all's well & Night at the castle can be a Aura card; you can also introduce other guild as well. It is your call after all.
On my submission:-
4 Chocobos on turn 10 is pretty weak imo. What do you think If Enhance effect becomes Enhance - Deathrattle?
You should give the kitten "Whoever does damage to this unit instantly lose the game"
Joke aside, could you explain what is the purpose of giving a receipt?
I apologize if you already explained in elsewhere
The purpose of giving a receipt is mainly thematic however it has practical purposes as well. For example, you generally would like to avoid giving Mages a receipt because in the long run it will equal an extra Fireball.
OK, that is clear now.
I am not sure the play style of your class; they seems like reacting to different situation more than has its own thing to do, perhaps this is exactly the play style? Do you want to elaborate?
Alchemist's Guild destroy most aggro decks (especially face hunter). I know the card itself also suffer damage by its own effect, but I will still consider it to be too strong as a 3 costs card.
Liberian - Silence Aura effect, simple and cool! But you might want to rephrase it to make it clear.
Btw, the flavor text is very enjoyable, perhaps I should start reading "The Color of Magic" which I bought 3 months ago.
@NotaGazella The Hero Power allows you to Ramp up into high-cost minions. On average it is worse than the Hero Power of adding The Coin to your hand (because Coins are stackable) so power-wise it is alright.
Minions that reduce the cost of Hero Power should cost at least as much as the Hero Power itself (that way putting them into your deck should be a strategic decision) unless they only reduce the cost for this turn only. Enhance allows you to swarm the board with these Chocobos. Lets say you have 10 mana and this thing in your hand: You Hero Power and play Chocobo for 0 mana; it puts a mana 1 Chocobo to your hand that you play and put another one to your hand... This leads to you having 7 Chocobos on the board, 1 in hand and 1 spare mana.
I just notice that I am not allowed to make dramatic changes after I have submitted.
If the cost of Chocobo is 2, and everything remain the same, will it still be OP?
Bahamut also need a change, if your opponent has Patron Warrior on field, there is a chance of infinite combo.
What if the Enhance effect is now: Whenever a minion dies, deal 3 damages to a random enemy.
Thanks for any feedback!
Currently my class is well rounded jack of all trades, master of none. However I'm planning to push it more towards one of the slower playstyles (Control, Midrange, Combo, Tempo *Grinding type*).
Alchemist's Guild is designed as an anti-aggro tool. It is SUPPOSED to hurt the faster decks. However the effect is mirrored which means that if it lives until your next turn it is now your problem as well. Also Face Hunter is built in a way that even if all the minions die immediately after attacking he still has a reasonable chance at winning the game. Also Charge minions can easily take it out.
I've rephrased it multiple times. This is the best wording I could think of.
Onto your submission: Dramatic changes mean those that would change the concept of your submission. This means that balancing things is fine while totally scraping a card and putting another one in its place is not.
Bahamut dealing 3 damage whenever (or rather after) a minion dies seems okay. It will be pain to take out but since the Battlecry is a drawback thats alright.
I noticed that you do not have a Keyword just yet, do you want to bring Aura into the Diseworld universe? :D
I know the Guild is suppose to punish aggro deck, I just feel this card is doing its job too well.
On my submission:-
Taking out 1/2 of a card is a big change I think. If 2 cost will make Chocobo a balanced card, I rather do it that way. Do you thing Chocobo will be balanced in that way?
Every 9/8/8 dragon in Heartstone (except Nozdormu lol) is a strong card with its own style, I want Bahamut has the same image. By the way, friendly minions killed by the battlecry also count toward the Enhance effect, so if you have 6 minions on board, you do 18 damages right away.
You should give the kitten "Whoever does damage to this unit instantly lose the game"
Joke aside, could you explain what is the purpose of giving a receipt?
I apologize if you already explained in elsewhere
The purpose of giving a receipt is mainly thematic however it has practical purposes as well. For example, you generally would like to avoid giving Mages a receipt because in the long run it will equal an extra Fireball.
OK, that is clear now.
I am not sure the play style of your class; they seems like reacting to different situation more than has its own thing to do, perhaps this is exactly the play style? Do you want to elaborate?
Alchemist's Guild destroy most aggro decks (especially face hunter). I know the card itself also suffer damage by its own effect, but I will still consider it to be too strong as a 3 costs card.
Liberian - Silence Aura effect, simple and cool! But you might want to rephrase it to make it clear.
Btw, the flavor text is very enjoyable, perhaps I should start reading "The Color of Magic" which I bought 3 months ago.
@NotaGazella The Hero Power allows you to Ramp up into high-cost minions. On average it is worse than the Hero Power of adding The Coin to your hand (because Coins are stackable) so power-wise it is alright.
Minions that reduce the cost of Hero Power should cost at least as much as the Hero Power itself (that way putting them into your deck should be a strategic decision) unless they only reduce the cost for this turn only. Enhance allows you to swarm the board with these Chocobos. Lets say you have 10 mana and this thing in your hand: You Hero Power and play Chocobo for 0 mana; it puts a mana 1 Chocobo to your hand that you play and put another one to your hand... This leads to you having 7 Chocobos on the board, 1 in hand and 1 spare mana.
I just notice that I am not allowed to make dramatic changes after I have submitted.
If the cost of Chocobo is 2, and everything remain the same, will it still be OP?
Bahamut also need a change, if your opponent has Patron Warrior on field, there is a chance of infinite combo.
What if the Enhance effect is now: Whenever a minion dies, deal 3 damages to a random enemy.
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? =)
You should give the kitten "Whoever does damage to this unit instantly lose the game"
Joke aside, could you explain what is the purpose of giving a receipt?
I have been thinking in depth about the suggestion and question raised by you guys, thank you for the feedback!
Hero power:
Less problematic, but still debatable. What if I remove the health bonus and make the cost reduce effect stack-able?
Chocobo:
Chocobo is definitely too strong, with a very low cost, it provides free hero power every turn. It can also floods the board by itself by turn 3 or 4
Here are the possible solution:-
(Reminder, Enhance trigger whenever you already used hero power on the same turn.)
Remove the Enhance effect, it can still enable a cheaper summon. Possibly can be buffed to 1/2 or 2/1 without its Enhance effect.
Remove the Battlecry effect, still provide a lot of resources. Like a inferior Dreadsteed which costs 3 less. Might need to raise the cost to 2.
Reduce its attack to 0, now it becomes a utility only minion (like blood imp). Will still be pretty strong under some circumstance (such as combo with knife juggler, sea giant etc...)
If you have any thought, or other solution, kindly let me know!
Thanks for your opinion!
Reduce the cost of Protect is one easy way to balance it. If it is "Gives Immunity, but cannot attack" instead, will it be OP?
Earthen Fury is meant to damage minions only, thinking for pointing out the confusion.
Calm is strong against an empty board, but if your enemy already has board, Calm is a overcosted card drawing. Perhaps I will nerf it to "... costs (3)/(4) more.
About your card :Good synergy with spare part, I like it. Mana Wyrm is not a basic card so you might move it to expert
Hero power - Fun and simple
Assault Droid - Definitely OP, need to be nerfed to 1/2
Defendor Mk.1 - As this is a class card, I guess it is OK?
Energy Sword - Interesting interaction with your Hero Power, I like it
Pnenumatic Hammer - Definitely OP, for one more cost, you have 1 extra damage and more value on board than Glaivezoka
Enhancement - I think it should be a 1 cost card
Laser Cannon - Too much value at its cost, having lighting bolt and dark bomb in mind
Overcharge - The most outstanding card of all, I really like the idea
Repair - Simple card, I don't think it is op or up, but most of the time you want to put something else in your deck. But it is fine, not every card need to be useful as someone pointed out
Transorm-R - A potential removal card which you want to use it on your own guy most of the time. I think it should cost 3... yeah it sucks if you use it as a removal
Outburst - Simple card. Balance wise it should be okay?
When I say simple, it is actually a positive thing, and this is something that you have done well. The main problem you have with your cards is they have too much value with its cost
After some consideration, I decide to go for a simpler approach. Kindly comment.
Big thumb up, thank you as always! For me the only negative response is having no response at all, so don't worry!
Tonberry - I will change the wording accordingly and he cannot break Shield and still do damage now. With its ability to kill almost every 2 drop in the current meta (exception being Toten Golem and Wyrmrest Agent), I am surprised that both of you don't think it is OP.
Cuctuar - I want to introduce the player the Enhance mechanic. That's why I put an unnecessary Enhance: Taunt there.
Siren - I will move it to Naxx then, currently, there is no big directly removal card in this class. It can be something that can be played around by oppoenent, just like BGH
Ifrit - Because of the randomness, and the friendly minion is destroyed after Ifrit entered the field, I think Sylica's suggestion is impractical. I will change the text.
Earthen Fury - 3 possible solution in my head now, kindly discuss
Odin -
Enhance effect cannot be re-triggered unless the card says so. With current text, Odin can only give you one Z-Blade.
8 mana for 8 damage is not the best card with its limitation, so your argument on Odin failed to achieve what I wanted is pretty much right. He is not a legendary because of the existence of Bahamut, on top of that, he is not that game changing as a 7cost legendary should.
Here are some solution in my head:
Come back! - I will simplify this card. "Return a friendly minion to your hand, draw 1 card. If it cost higher than (2), draw an extra card." How does it look?
Protect - Simple change, now the protect effect only last one turn, how does it sound?
Chocobo Race - What if I take out the Charge effect while reducing its costs to 3?
Here are some cards that will come up in the next two phases. (Chances are I cannot make it there)
Concept and thought process in spoiler. As always, your feedback is appreciated
I know there is a lot of cards and text, I tried my best to keep it from being disturbing
Tonberry
Cactuar
Garuda
Siren
Ifrit
Earthen Fury
Odin & Zantetsuken
Come Back!
Protect
Chocobo Race
I am still debating the balance, because when you have some minion like cobra that kills your unit right away, blow up a unit is not that op
Some time your opponent can even take advantage of that, with 1 attack Garuda can't even take out Dark Paddler
Just want to clarify: The player can always choose which card to discard? Because all discard mechanic in Hearthstone insofar is discard a random card.
Overflowing thought: A better tracking as you have more choice to discard.
Mindreaver: I think card can be 1/3, having Tunnel Trogg and Mana Wyrm in mind.
Thought Stalker: This is pretty cool, just want to ask that "Discarded Card" including the card that you actually used?
Thank you for your effort for reviewing every single submission, reading all of them is not easy, giving comment is even harder.
I will take your comment as "Good mechanic represented by bad card design"
In fact, after I have designed more card for the basic and expert set, I found that I screw up by choosing wrong example cards.
For example, one card in the Basic set is Garuda, a 4 cost 1/6 minion which has windfury and Enhance: Lost windfury, return any minion damaged by this minion to its owner's hand.
I hope you find this minion is more interesting than Chocobo and Bahamut, of which you always want to Enhance.
Once again, thank you for all the effort!
Here are my feedback, hope you find it useful:-
Lullaby - I have a exactly same card in my basic set list, same cost, same effect. I might need to change my card. I agree this card will be useful in almost any circumstance. PW:S give a draw and 2 health; while Earth strike silence a minion and deal one damage. With this in mind I think 1 cost should not be under-costed.
Composer - I am less impressed by this card. As a 3/3/3 class card, I will compare it with SI:7. Stat-wise it is balanced, however, sometime you need to play SI:7 without using its combo effect to gain tempo. Composer doesn't need to sacrifice any value to be played on turn 3, in almost no circumstance you do not want to play it on turn 3, which I dislike a bit. I will say "The next song you play this turn cost (x) less" is better, if you do not have a song to play (and even if you do, your song is better when you have lots of minions on board which most likely will not be the case on turn 3), you lose something, which is a decision for the player to make.
Conductor -
With its costs, it is too hard to combo with other minions. Yes, I am aware of the fact that Melody take 1 turn to charge, so it cannot combo with anything that is summoned on the same turn anyway. Balance wise I think it is fine.After thinking a bit more, I found my own argument is invalid. Nothing much to add on.
Otto-Tune - I hate RNG because RNG never favor me. If I ever play this card I would just hit attack .... then I would just use Dr.7 instead. Sorry for ruining the fun.
Mr. Popular - Very strong silence bait, I wonder if you have any strong late game card can take advantage of that.
These review is not very in depth, but if you want to elaborate, I will listen :)
12 O'Clock and all's well & Night at the castle can be a Aura card; you can also introduce other guild as well. It is your call after all.
On my submission:-
I noticed that you do not have a Keyword just yet, do you want to bring Aura into the Diseworld universe? :D
I know the Guild is suppose to punish aggro deck, I just feel this card is doing its job too well.
On my submission:-
I have been thinking in depth about the suggestion and question raised by you guys, thank you for the feedback!
Hero power:
Less problematic, but still debatable. What if I remove the health bonus and make the cost reduce effect stack-able?
Chocobo:
Chocobo is definitely too strong, with a very low cost, it provides free hero power every turn. It can also floods the board by itself by turn 3 or 4
Here are the possible solution:-
(Reminder, Enhance trigger whenever you already used hero power on the same turn.)
If you have any thought, or other solution, kindly let me know!