Review for your cards below. First some comments about your input. First off, of course it's greatly appreciated. Thank you.
I had Transform-R as a 3 mana version before but it felt way too weak in either circumstance. 2 Mana feels actually good, but maybe I'm missing something. Spending 2 mana for a 4/4 transform effect doesn't seem all that strong, even on a 1 mana minion. The range where you can effectively trade up and then use it is very limited and even then it's a 2 card 3 mana combo for a 4/4. Buffing a nerubian is actually way better and also gives some sort of deterrence against board clears. On your enemy minions it's better imo, but still leaves a 4/4 behind, so in some scenarios it's just a -x/-x debuff, in others it's just a silence and a +-x/+-x. Still unsure. Altering it to 3/4 or something, would maybe make it too strong in this case, since you can trade more effectively.
Overcharge triggering afterwards makes it way, way, WAY worse than Corruption actually, if you think about it, so it needs to happen before. 4 damage is also very deliberately, since I still plan to include my Quickkill in some form or another, since it's another card that has direct synergy with my hero power (and I love these kind of cards):
I need to be careful with buffs. Maybe I even make it a non-mech to avoid cheesy Enhancement OTKs. As for Enhancement itself, I can see why 0 mana is a problem. I will probably change it to 1 mana. This way it's a botched up turn 2 if you buff your 1 drop or you need to coin it out. Making it +0/+1 extra if it's a mech feels too weak imo.
4 mana basic cards? Senjin and Yeti and this one is a combination of both. ^^ I actually plan to introduce Mk 0 and Mk 2 at some point, which will all be fairly simple cards with different mana costs (0 costs less mana, 2 more). I will consider your feedback. 5 mana would translate to 4/7 with taunt (making druids jelly). Dunno how to feel about that yet.
Your feedback:
Soul Extraction
Seems balanced compared to Hex, but I would like to see your other idea.
Fairy Leader I think Fairly Leader might be a bit too weak compared to Stormwind Champion. It's a class card after all and only provides +1 Attack to fairies. Unless you have something in your class that can summon them on-mass, I think it could be slightly buffed. (for instance +1 to ALL friendly fairies (including itself))
Gaia Fairy This could end up being rather good considering your hero power. But then again, it requires you to actually hoard those, which means they cost more mana. Stat-wise it's already punished for it, so it's ok. This is one of these cases which would need to see some test play to see how often you end up with cheap spells in your hand and a board full of fairies.
Sol Summoning (typo?) This cards power level itself is balanced, but you need to always consider this card when you include other cards with fairy-synergies. Could be dangerously easy to push over the top.
Water / Blue Fairy Indirect Hero Power Interaction, which I like, but 2/1 is a fairly poor stat-line tho, but I can see how you can't alter the stats much around without changing the effect. It's balanced, but I'm not sure if it's too viable. Weak turn 1 and an even weaker turn 3. An alternate solution would be to make it a 2+ mana minion of some sort.
Further feedback:
Transform-R: Yeah, I can see what you mean by that. Especially since when you transform a minion of your side, you can't use the minion immediately unlike how the opponent is able to. I think that this card need to be tested a bit to see it's full effects, though you can see the flavour behind it.
For Quickkill, perhaps a "Can't be targeted by Spells" might help? It both solves the problem of buffs (other than your Hero Power) and allows it to stick on the board for a little bit longer as your opponent can't remove it by spells.
Druids have the benefit of Versatility already. :P Some might mind, but I think a 4/7 Taunt is fine if you feel that way haha.
My Cards:
For Soul Extraction 's alternative, I might not make it for the Basic Set, since it's a bit wordy, but the gist of it is that it transforms an enemy minion that does something bad to you if you were to use spells to destroy it, say, a 3-mana spell that transforms a minion into a 1/3 minion with the effect, "Whenever your opponent casts a spell, deal 1 damage to all enemies." (Whenever is chosen so that it doesn't proc as you cast the spell first.)
So, the card can be used by you to becomes an anti-spell against your opponent, or you would have to be careful in dealing with it if you were to cast it on an enemy minion.
Fairy Leader - I wouldn't compare it to Stormwind Champion per se, because it is a Battlecry that grants currrent minions a permament attack buff, even when it is killed. Though I agree that it can be buffed a bit, so I might make it either a 6/6 or a 5/7.
Gaia Fairy - One key consideration is that I probably won't be creating any 1-mana spells (maybe 1 - there's already Spare Parts which synergises well with my class), since the Hero Power does that for you, so it's a bit more balanced out in that sense.
Sol Summoning - Not a typo when I first typed it, just wanted to name something unique. :P The main consideration for this card is that though value is justified (3 mana for 2/2's is fine) it will synergise with existing spell effect cards, since the Spell triggers first before the After Spell effect comes into play.
Water Fairy - I'll probably push this card for the Basic Set, since it's intended to teach players about the various ways that Spells can be used to buff minions, while providing a small card for them to use at the start. I do agree that it is weak though, so I might do a different version of this in the future sets that makes it better. :3
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List:(With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
We do have a bit if a problem that didn't come up at all during our first Class Creation Competition, though. There are a couple of potential Phase II contestants whose Hero Powers are actually entirely non-functional without their class's unique keyword mechanic. An obvious example of this is the Pokemon Trainer on page 1. We need to figure out what to do about that without giving those users an unfair advantage.
This was a problem that I encountered with quite a fair number of classes. My initial concept had that flaw, but I managed to do smth about it before submitting it. One of the reasons why I didn't up-vote quite a fair number of potential entries is because of the fact that their Class Keywords and Hero Powers are not conciliable when used with other classes.
Let's face it, most, if not ALL, of the cards currently designed in HS are designed such that any classes are able to use the cards, given the circumstances you have for it. Yes, there will be those matches where a Mage gets a Deadly Poison/Sacrificial Pact from Spellslinger, but if you could get equipped with a weapon from Blingtron, you are still able to use Deadly Poison in some way and if you're fighting a Warlock... well, you win if they use Jaraxxus.
Given a week for the first phase of this competition, and the many discussions on this topic about it already... I don't really have much to add on it lol. I did close an eye for entries whereby their class cards could still do something, but become even more powerful with their hero powers only, but if these entries don't tweak in the next phase, I won't be voting for them. :/
If my class doesn't have a new keyword, but instead a new mechanic, are the cards based on it allowed? For example, is a card that moves a minion to the left until it's the leftmost minion allowed? What about a card that deals damage to the leftmost enemy minion? Are they allowed?
This sounds fine, in terms of accessibility! In terms of cards, I think we just need to see how your mechanic works, but it checks out well since other classes can use them. There are classes (such as Shaman) which focus quite a fair bit on board placement.
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.
Feedback as always, given in spoiler tag below~ In general, I think they're pretty well-done~ Would appreciate if you could look at my class and the current batch of cards, I don't have a full set up yet - the current set is here.
If I don't comment on something, it means that I find it great. (Such as the Weapons and all~)
Defender Mk. 1 - This one isn't really about card balance per se, but what if you did a 5-mana version of this card instead? Currently the 4-mana slot is very populated, even among basic cards, so it might be better to fit a minion onto the 5-mana slot.
Enhancement - Actually, I feel that the 0-mana +1/+1 is fine for those situations when you don't have a mech. For +2/+2, it feels very strong - immediately buffing your 1/3 charge minion to a 3/5 will effectively counter many early-game threats that can be thrown at it. For those times when you have a mech, would it be better if they were given +1/+2 instead? This way, you can still work in your Hero Power to deal additional damage in the future.
Before anybody comments on a 0-mana +1/+1 being overpowered, do take note that it takes up a card space in your deck.
Overcharge - Personally, I would prefer for the effect to trigger AFTER the minion has attacked. That way, it would be useful to use this card as when you're using a low-healthed minion to attack. I do understand the rationale behind placing a Whenever instead though, it definitely feels balanced.
Transform-R - Well, it is a pseudo-hard removal, you can say. I feel that 2-mana might make it too good, because you can transform your own minion into a 4/4, which, similar for the enhancement mechanic, will be very good for you in the early-game. Perhaps tweaking the attack/health values of minion to something like 3/4 would make it better instead?
Thinking about it more, it may have even made sense to do the hero power as a 0 cost. Going forward, I think I'll actually work with the deck as though the hero power was an activated 0-cost ability.
What do you guys think? Should my season-change hero power be a 0 cost activated ability? Or one mana?
0 mana change seasons sounds quite good, but would work broken with Inspire :/
An idea I had is to keep the seasons changing passively, but have your hero power cost 1 mana to stop the seasons~ (And when you stop the season, it will trigger Inspire Effects if you want~)
After all, in real life, seasons don't just stop there... unless if you were to use your power to stop the seasons from changing instead. :3 At least this way, your opponent can predict what the next turn's season will be and play proactively. I think that would make things a bit more fun.
For Reclaim Voice, I think removing silence from a minion is pretty powerful to be 1-mana costed. Yes, it'll mitigate some effects early game, but in the late game, this card will be powerful. Perhaps, it should provide a small buff (like +1 Health or something) so that it makes it a bit better?
A 1/3 weapon with When your hero attacks, Deal 2 damage randomly split among all enemies. Should cost 2 or 3 mana?
This question can of course go to anyone who feels like they are competent enough to answer.
Definitely not 2 mana. I think 3 would be fine - 4 would be too overcosted for it's random effect imo.
This is because coupled with your effect, it is a 3/3 weapon. Yes, the effect is a random split among all enemies, and the 2 damage might go to the opponent's face, but you're still doing more damage than a Fiery War Axe already.
In addition, the random split might not be a bad thing. Would definitely be powerful against Aggro decks for sure~
Hero Power should be (2), since broken down , your hero power can be considered as "Drawing a specific Spell Card."
That way, yes, you still pay 3 mana to do a Hero Power of your choice. I don't really like the flexibility, but at least it's more balanced.
I believe that feedback has been given to your class a few pages back, but one of the examples that was given is that it would enable for easy Turn 3 Mountain Giants and 4/9 Twillight Drakes.
Hey, as the first phase submission phase is over people may be thinking more about their Basic/Classic cards now. I ended up making a spreadsheet with some descriptive statistics on the vanilla hearthstone cards.
It gives a bit of an insight into the set, such as distribution between minions, spells and weapons. I also put in different types of spells and how much usage cards get overall (although this bit is entirely made up but it seemed like a good idea at the time).
Thanks for the link! It'll make referencing in Hearthwiki easier haha. I did some research before this, just some things to highlight how simple Blizzard made it for players to form a Basic Deck~
All classes which included weapons in their Basic Set included 2 in their decks. Rogue has 1-card, but their hero power summons a weapon, so it balances out. (The main reason why I didn't include my weapon in my Basic Set)
Most classes have at least an AOE, but they're all flavoured differently to their classes.
Most classes have at least one form of hard removal.
All classes have at least 1 mid/late-game minion to help push things in their favour.
Here's some thoughts I have! In general, I like how simple and straightforward the card texts are.
Spirited Drummer - Feels like an alternate Mukla's Champion currently, but you do trade out damage to buff minions instead. I've not much quealms of your card, but does your card effect affect the original card itself? From the wordings it feels like it.
Composer - I like it.
Song of Protection - Feels quite powerful now - if you have a board, it swings the tempo immensely for playing that way.
What I would personally suggest is to have it remain at 3-mana, but to let the Divine Shield last until the start of your next turn. That way, you can still grant protection for your Melody cards for a turn, but it won't swing things too much in your way haha.
Song of Chivalry - Feels a little bit powerful at 2 mana early on, but I'm thinking about this a bit. Let me think.
Song of Fortitude - Looks fine!
Song of Passion - I like it, but it wouldn't have much of an impact if you're losing in the game. :/ It's really a card that pushes your advantage when you have an advantage, but it won't do much when you're losing.
In general, this set feels like it rewards you for doing well, but if you're in a tight spot/losing, it'll be a bit hard for you to catch back tempo if you receive these cards~
(Post about Fall Discussion - This is done to prevent cluttering of posts, that's all!)
Stealth until your next turn sounds okay for now!
I've looked through your cards, they seem alright. However, I'm just concerned that you may be including too many class keywords in the future - for example, what is Whirlwind? The explanation isn't really clear enough from what I see.
Beyond just being hard to play, I think enemy heroes will find it tough to play against this class as well, since it can get quite unpredictible, and your class is the only one able to play around certain threats. Hmm.
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
Haha, I do reflect on all feedback seriously, no matter how limited they are. It teaches you about how to balance things better. :)
Soul Extraction - I was trying to prevent a Polymorph: Boar from happening, but true, sometimes it might be better to buff your own minion! I'll tweak it that way~
It's quite funny, while creating this card, another possible effect was to "Destroy a minion and summon a 2/2 Fairy Soul." It would be either be UP/OP lol!
Fairy Leader - Coming up with 5 Attack came right after imagining the zoo-possibilities of this deck - basically, the attack effect should pay off by itself when at least 1 Fairy is on the board, and reward those who played more than 1 on the board.
Hearing your reasoning, I do agree that it should be buffed though. Probably to keep in line with the lower-attack for higher health/effects theme for Fairies, I might go with a 5/7 instead. Do you feel it would be better that way?
Thanks for your feedback, really appreciate it! :)
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
I agree. Didn't think of that, forgot she wouldn't take damage.
For some reason, I keep having the impression that it was after attacking the minion, she would change their minion attack to 0. If that's the case, then a simple change of wording to After would solve it.
If the whenever was working as intended, well... yeah I agree it's quite powerful.
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List:(With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
Are you sure you don't want to tax Gaia Fairy a bit for her effect? IF you want her to still be a good tempo play I'd at least recommend to make her 3/2 so classes that have trouble dealing 3 damage that early can actually remove it and not lose the game to a 2drop.
I am not quite sure but I think the Purification Rod might even be considered balanced at 2 mana. Or you could at least give it 1 more durability making it more of a value-over-time sort of weapon as opposed to spot removal.
I think that a Spellcaster class shouldn't have too many weapons and those that it does have should be more of a cool effect sort of weapon as opposed to being extremely efficient spot removal that makes you pay health for value.
I'd say Purification Rod should be expert simply for the "complicated" text. I can't think of any weapon in the basic set that has text.
Gaia Fairy - Hmmm... due to the flavour of the Fairy Class, which trades attack cost for health/spell synergy effects, I'm partially against changing it to a 3/2. Don't forget that the Hero Power gives a +1 Attack, so this card can easily become a 4/2 and burst something down - which goes against the nature of the tribe.
Perhaps, instead of it giving it to all friendly Fairies and allowing it to self-buff itself out of attack range, I would change it to be a 3-mana 2/3, "After you cast a spell, give all other friendly minions +1 Health." This way, it can be used in synergy with spells to buff up your entire board, and since it's a Basic Card, it can be used to teach spell synergy and work in basic decks as well. Sounds better this way? :)
Purification Rod - Card text directly altered from Truesilver Champion on purpose. :P A 2/3 sounds better - it helps in the latish game since you can combine it with your hero power to become a 3/3 if you have spare mana to burn. Just to note though, I've planned it in such a way that class cards wouldn't have a direct healing spell for the hero haha.
I'm partially pushing for this card in the basic set so that it promotes the playstyle of keeping your high health minions alive to continuously trade the board, similarly to a Priest. But I do understand your concerns for it, so let me think about it.
I'll probably tweak it as such - "Whenever your hero attacks, restore 2 health to a damaged friendly minion." Sounds better that way? :)
Burning Hands: Another one of those cards that's not really comparable to anything in the game at the moment. I like this one a lot as well though, I feel like it's very well designed and could make for some interesting matches. The wording may/may not be correct, I think it should read "Give all enemy minions "At the start of each turn, take 1 damage" or "At the start of each turn, deal 1 damage to this minion." A quick question though - with Spell Damage, does this card's damage increase? Or no? And would it be affected by both players' spell damage or just the caster/controller of the minions?'
Given how Curse of Rafaam works, I don't think Spell Damage should do a thing to it. With Spell Damage, this spell could be pretty powerful. :X
I like the flavour of the cards, you really have to think of how to evaluate it since it's so strong. Burning Hands is the same as one of the concepts I had thinking about while designing the AoE cards - it's flavourful, and there are some situations that are not good for using it. (Acolyte of Pain would love burning soooo much.)
I feel that the card could be better costed at 4-mana; while it looks like a Consecrate, it really isn't, since lower-healthed minions can trade first, and higher-healthed minions can still die from it after a few turns. :3
Medusa... Currently, it feels like a weaker Aldor Peacekeeper, especially since Aldor's effect is immediate. Currently, the 3-health cost means that it would often just trade with one big minion to reduce it's cost to zero, while dealing damage to it.
Yes, it might reduce the attack to zero and make it useless for a while, but good decks out there would have methods of buffing minions, especially those who run Nerubian Egg.
Personally, I would make it a bit stronger - maybe as a 2/4 or a 2/5. That way, at least it has the potential to reduce another minion to have zero attack, distinguishing it a bit from Aldor.
Charm is fine, I think some others have stated it would be better as a 9-mana and I do agree with them, since it does give you more health as a taunt. It feels more tech'd towards Control styles, which is always nice to have as an option.
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.
Feedback would be loved for future phases if I make it :D The submission is on page 10 of the thread
As always, feedback in the Spoiler Tag~
Hero Power - Hero Power looks fine. However, is there anyway that you have planned for your hero power to interact with your class cards? I understand that your keywords do make it such that it's minions only that attack, but your hero power looks like it might be tough to have synergy.
Turn () - Currently, I can't think of any circumstances that I wouldn't play your Crash() card first instead of later! It doesn't show much about the deliberations between choosing to use it first versus using it later. Perhaps, if instead of offering a direct upgrade, it might be better if it gave alternative, yet still viable effects instead! More examples would be nice.
Cache - I think Cache is fine, but this means that you should provide many minions with the keyword to ensure that there will always be a choice. If you can only summon one cache minion a turn, you would basically keep getting the attacks in. :P
Creeper and Sybil look fine currently. It's a matter of seeing your deck synergies now~
I've seen some people doing actual playtesting of their cards. Can someone explain me how it can be done? It would help me (and others) a lot in designing new cards as they are often hard to balance without testing.
It's a mod on Starcraft 2 if I'm not wrong. Check out Fullasgames on Youtube for more information!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
⚙
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List: (With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
If I don't comment on something, it means that I find it great. (Such as the Weapons and all~)
Defender Mk. 1 - This one isn't really about card balance per se, but what if you did a 5-mana version of this card instead? Currently the 4-mana slot is very populated, even among basic cards, so it might be better to fit a minion onto the 5-mana slot.
Enhancement - Actually, I feel that the 0-mana +1/+1 is fine for those situations when you don't have a mech. For +2/+2, it feels very strong - immediately buffing your 1/3 charge minion to a 3/5 will effectively counter many early-game threats that can be thrown at it. For those times when you have a mech, would it be better if they were given +1/+2 instead? This way, you can still work in your Hero Power to deal additional damage in the future.
Before anybody comments on a 0-mana +1/+1 being overpowered, do take note that it takes up a card space in your deck.
Overcharge - Personally, I would prefer for the effect to trigger AFTER the minion has attacked. That way, it would be useful to use this card as when you're using a low-healthed minion to attack. I do understand the rationale behind placing a Whenever instead though, it definitely feels balanced.
Transform-R - Well, it is a pseudo-hard removal, you can say. I feel that 2-mana might make it too good, because you can transform your own minion into a 4/4, which, similar for the enhancement mechanic, will be very good for you in the early-game. Perhaps tweaking the attack/health values of minion to something like 3/4 would make it better instead?
Hero Power should be (2), since broken down , your hero power can be considered as "Drawing a specific Spell Card."
That way, yes, you still pay 3 mana to do a Hero Power of your choice. I don't really like the flexibility, but at least it's more balanced.
I believe that feedback has been given to your class a few pages back, but one of the examples that was given is that it would enable for easy Turn 3 Mountain Giants and 4/9 Twillight Drakes.
Spirited Drummer - Feels like an alternate Mukla's Champion currently, but you do trade out damage to buff minions instead. I've not much quealms of your card, but does your card effect affect the original card itself? From the wordings it feels like it.
Composer - I like it.
Song of Protection - Feels quite powerful now - if you have a board, it swings the tempo immensely for playing that way.
What I would personally suggest is to have it remain at 3-mana, but to let the Divine Shield last until the start of your next turn. That way, you can still grant protection for your Melody cards for a turn, but it won't swing things too much in your way haha.
Song of Chivalry - Feels a little bit powerful at 2 mana early on, but I'm thinking about this a bit. Let me think.
Song of Fortitude - Looks fine!
Song of Passion - I like it, but it wouldn't have much of an impact if you're losing in the game. :/ It's really a card that pushes your advantage when you have an advantage, but it won't do much when you're losing.
In general, this set feels like it rewards you for doing well, but if you're in a tight spot/losing, it'll be a bit hard for you to catch back tempo if you receive these cards~
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List: (With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
Given at Start:
Token:
Level 4:
Level 10:
(Hint: Fairy Zoo!)
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.
Hero Power - Hero Power looks fine. However, is there anyway that you have planned for your hero power to interact with your class cards? I understand that your keywords do make it such that it's minions only that attack, but your hero power looks like it might be tough to have synergy.
Turn () - Currently, I can't think of any circumstances that I wouldn't play your Crash() card first instead of later! It doesn't show much about the deliberations between choosing to use it first versus using it later. Perhaps, if instead of offering a direct upgrade, it might be better if it gave alternative, yet still viable effects instead! More examples would be nice.
Cache - I think Cache is fine, but this means that you should provide many minions with the keyword to ensure that there will always be a choice. If you can only summon one cache minion a turn, you would basically keep getting the attacks in. :P
Creeper and Sybil look fine currently. It's a matter of seeing your deck synergies now~