• 0

    posted a message on Functional explanation/words for something that would have "First Strike"(MtG)?

    Personally, I don't really mind if this effect were to be put in Hearthstone (I believe it's an inevitability). However, what I do mind is that the effect uses up so much of the card text. I think using a keyword can easily address the issue (like MtG did with 'First Strike'), but I'm not entirely sure if that would be fine in-game though.

    Posted in: Fan Creations
  • 0

    posted a message on Code new cards! - My "Custom" gametype idea (+a lot of coding examples)

    I made this card quite a while ago. What code do you think will it use?

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Aelxer >>

    @0riginator: I'm not really convinced by the Hero Power, at least not based off the 3 sample cards you showed. Are the sacrifice effects you mentioned like Parasitic Overseer? Because the Hero Power makes me think of bigger sacrifices (if you're gonna be pumping out 2 0/2s that do nothing every turn) and the cards I've seen don't quite convey that. Would you mind showing a stronger sacrifice effect?

    Also, did you have some particular partner for Shock Therapy in mind (some minion it works specially well with, other than Frothing Berserker)?

    As for the Latent keyword, I like it. It has a lot of potential if there's enough variety of latent cards available.

     I've been able to come up with some cards that have way stronger sacrifice effects than Parasitic Overseer's. If that's what people like to see, then I'll gladly replace Parasitic Overseer - I just wasn't sure at the time since it might end up going overboard. As for Shock Therapy: Yes, I do have a lot of minions in mind that synergize with it perfectly, but I wasn't sure to include one of them in the example cards since you can only have 3 example cards. I'll consider it.
    I'm glad you liked the keyword! Thanks for the feedback!
    Quote from thebangzats >>
    Quote from 0riginator >>
    Reposting this since I didn't get feedback last time. Please let me know what you guys think!

    The Mad Scientist

     

    Unique Mechanic: Latent

    Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays

    So how does Latent work?

    Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.

     

    Sorry but I think this has a looot of problems.

    First, Latent doesn't seem like it's deserving of a keyword. You could've just wrote "Always at the bottom of your deck".  Even then, it's not a very exciting card considering you won't ever see it most of the time. This is different when, instead of simply at the bottom of the deck, you indeed utilize the "second deck" mechanic you mentioned, e.g. "Draw a Latent card." Now THAT I would like to see.
    Second, There's an inherent problem to giving minions permanent Attack stat debuffs, and that's ending up with 0 Attack minions, becoming useless. You can lock your opponent's board if they have all 0 Attack minions.
    Third, I'm not seeing any synergy between your hero power, first, second and third cards. Because of this, it seems like your class lacks direction, just a mish mash of ideas.
     Actually, I've already come up with some cards that allow you to draw Latent cards and even generate Latent cards, but I'm not sure if I should include one of them in the example cards since the class might end up looking one-dimensional. After all, the class isn't supposed to just revolve around the Latent mechanic. Having said that, which do you think should be included as one of the example cards - a card with Latent, or a card that supports/generates Latent cards? Also, this class isn't about debuffing your opponent's minions - it's debuffing friendly minions of your choosing to strengthen other friendly minions. I don't plan to include cards that severely debuff your opponent's minions, so your opponent won't be seeing his board full of 0-Attack minions anytime soon.
    As for the seemingly lack-of-direction aspect of the example cards, I ended up choosing cards that exhibit diverse aspects of the class so as to better represent it and not look one-dimensional. However, based on your (and others') feedback, I'll consider changing some (if not, all) of the example cards. Thanks for the feedback!
    Quote from 0riginator>>

    Reposting this to get more ideas. Please let me know what you guys think!

    The Mad Scientist

    Unique Mechanic: Latent

    Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays

    So how does Latent work?

    Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.

     I really like your Class's mechanic because it allows to play more strategically. While this idea is obvious, I think you should a few class-exclusive Silence into your core set. However, I really don't like your Latent mechanic given that it is pretty OP in Aggro decks with a lot of drawing and reduce the need for them to lose because they just need to hold out until the late game to draw into their big cards to finish off the control deck.

    I've never really thought of including Silence effects into the class, but given it's synergy with you debuffing your own minions, I'll consider adding a few (maybe not in the classic set). As for the Latent mechanic, I don't plan on making too many cards with an inherent Latent effect precisely for this reason - maybe one every other expansion. Cards with Latent are to be made OP, but with the downside of drawing them very late into the game; if I make too many, the supposed downside of the mechanic itself will be rendered moot, and I don't want that. I also don't want to make the mechanic (and the cards that utilize it) feel like it supports going aggro with this class, although I do have plans to include some cards that support the general idea of going aggressive.

    Thanks for the feedback!

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    Reposting this to get more ideas. Please let me know what you guys think!

    The Mad Scientist

     

    Unique Mechanic: Latent

    Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays

    So how does Latent work?

    Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.

     
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Aelxer >>

      

    [The Hero Power] is gated through a sheer 4 mana (you can only use Forewarning the same turn you used Foresight), which I hope makes it sufficiently balanced.

    -snip-

     Also, I have a specific balancing concern:

     vs  

    So, I've been told having negative and potentially negative effects as Prophecies was not a good idea and I want opinions on that. My intention was to open up the possibility of creating a kind of deck that forsook Scrying entirely and focused on cheap but negative Prophecies that can't trigger if they aren't Scried. Is that something I should give up on?

     I don't like the fact that Forewarning changes into Foresight at the end of your turn even if you didn't get to use Forewarning. Other than the fact that it's already 'gated' by 2 mana with Foresight alone, I really wouldn't want to pay 4 mana just to look at the top 2 cards of both my and my opponent's decks. Sure, you can get to rearrange to delay key cards for your opponents (and speed up yours simultaneously), but that's still not enough for 4 mana IMO.
    As for your balancing concern, I don't get why you have to limit your design space. There are so much more cards to be made, and limiting the class' mechanics this early on can really hold the class back in the future. Personally, I think it's a nice and unique side to the class and something worth expanding upon. I know it's cliche, but don't let the naysayers put you down :)
    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    It still technically gives Armor...

    Next: A statement. SNIPED!

    Next: A neutral "no duplicates" card, doesn't have to be legendary. It could even be a spell.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Kerdinand >>

    Would really like some feedback on this idea of mine:

    Class: Trader

     

     Personally, I'm not a huge fan of the Hero Power. One reason would be is that being able to draw 2 cards off a Hero Power is INSANE - unless you use Sir Finley Mrrgglton, you'll be keeping this Hero Power for the rest of the game. Also, there will be really bad repercussions if some classes were to somehow get a hold of this Hero Power. I also don't like the fact that Paycheck costs mana; it should be free IMO just so your opponent can benefit off of it immediately without affecting his/her mana curve.
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Ethenil >>

    I've just arrived to this competition, and I have three themes in mind. 

    What do you guys think will be more fun - a 'Dark Vindicator' or 'Fel Knight' class based on Tyrant Velhari from Hellfire Citadel, with unholy and fel seals and auras and stuff; a 'Chronomancer' based off the Nightborne and their timey wimey stuff; or rather a 'Lorewalker', with 'story' cards that will allow me to draw from countless stories and Legends from Azeroth's history? 

     I believe someone has already done the 'Dark Vindicator'-esque class, and I think I've seen a few Lorewalkers as well. So far, there have been no 'Chronomancers' and I don't really know what or who the Nightborne is/are.
    Posted in: Fan Creations
  • 1

    posted a message on Pokemon Trainer!! (Pokemon Making Game)

    No. 25 (Pikachu) and No. 26 (Raichu)

       

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Mewdrops >>

    @0riginator:

    I think the hero power is quite interesting. But I've got a question: If your board is empty, can you still use it? Normally, effects like that can trigger on an empty board. I'm not sure if that was your intention. Also, I have a general aversion to hero powers that have the potential to be completely useless, but that's just me. Maybe you have a lot of synergy with the tokens, but I'm not seeing it yet.

    Shock Therapy is kind of super-complicated and takes a long time to explain on the card text, but I get it. It can be pretty good if you're running big stuff. It's also kinda like Shadowflame, in a sense. I'm not a fan, but it can work.

    Parasitic Overseer: I'd add an 'if you do' in between the two sentences. That way, if you play him on an empty board, you don't get a better Totem Golem. Or maybe that was your intention?

    Aberrant Monstrosity is... OK, I guess. That's all I have to say.

    About your Mechanic: First off, I'm not sure this needs to be a keyword. I think it'd be fine without being a keyword.

    Secondly - I looked at it at first and was like 'okay, but why would I run a card that's always at the bottom of my deck? doesn't that just force me to go to fatigue or go bust?' but then I thought a bit more and realised that if you run a ton of these, you can essentially thin out your deck and increase its consistency in the earlier part of the game, while making running big stuff less risky cuz it won't clog up your opening hand. Of course, there'd have to be a lot of Latent cards for that to be a viable option, but it's something to think about.

     The Hero Power will not be usable on an empty board. I'm not sure if the "If you do, ..." part is necessary, but it's something to think about. The Hero Power tokens basically serve as 'food' for your minions and spells, as you can see with Parasitic Overseer. I will also make more cards that generate small tokens for your cards to use as sacrifices to be more powerful.
    It's unfortunate that you don't like Shock Therapy - I'll consider replacing with another card I've already made. I made it one of the example cards since I wanted to highlight how the class can survive long enough to get to use its win conditions - the Latent cards. One way would be to use very powerful board clears, but they usually come at a cost.
    As for Parasitic Overseer, it won't gain +1/+1 if you don't give one of your other friendly minions -1/-1; the -1/-1 occurs before it gains +1/+1. I apologize if the effect wasn't clear enough.
    To tell you the truth, I was actually quite happy when you had nothing to say much about Aberrant Monstrosity. I thought the card would be OP especially with its absurd statline and based on the tools the class will (might?) have to survive long enough to play it. But really, is it a balanced card?
    I'm glad you can see how good the Latent mechanic can be - how it greatly improves deck consistency early to mid-game. Unfortunately, I don't really plan to make a lot of Latent cards since having a huge amount of Latent cards would defeat the purpose of the mechanic and render its downside moot in the long run. And yeah, the class kinda forces you to go into fatigue, but I planned the class to have plenty of archetypes (one of which will be aggro/face) so as to not make the class entirely one-dimensional.
    Thank you very much for the feedback. Much appreciated!
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Reposting this since I didn't get feedback last time. Please let me know what you guys think!

    The Mad Scientist

     

    Unique Mechanic: Latent

    Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays

    So how does Latent work?

    Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    So here's what I came up with. Please let me know what you guys think!

    The Mad Scientist

     

    Unique Mechanic: Latent

    Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays

    So how does Latent work?

    Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Dracossack >>

    Behold, the Faerie Dragon class. Her name means "captivating power"

    The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will also be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand)

    (Say "Whelp Laid" out loud)

    I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. Hungry Lizard's stats may be a bit over the top, I might change it to a 3/3.

     The Faerie Whelp token is underpowered IMO. You're spending a total of 3 mana for summoning what is essentially a 1/1 - its stats are too weak for it to make its effect useful. But then, 2/2 is a bit too powerful and a statline of 1/2 or 2/1 seems a bit irregular and awkward for a token to have. 
    Your sample cards seem to be pretty good cards, and I wouldn't nerf Hungry Lizard if I were you since I it's already balanced IMO.
    (I lol'd hard when I read Whelp Laid, nice one!)
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Lathy >>

    Shadow Hunter

            

    Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?

     How exactly does the Voodoo keyword work? From what I understand, it can only affect minions and that will not qualify for 3rd Challenge IMO since the keyword has to apply to all card types (please correct me if I'm wrong).
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from thepowrofcheese >>

    So my idea a ramp / buff class that focuses on a single minion. Multiple cards would buff a 'Prototype', a specific 1/1 minion that the player may only control one of. Like Jade Golems, it will have a keyword: Prototype.



    Let's say you cast a spell that reads: "Give your Prototype +2/+2." If you have a Prototype minion already, it gets +2/+2. Simple. If you don't have one, then summon a 1/1 Prototype and give it +2/+2. If you have more than one (Duplicate, Faceless Manipulator), give one of them the buff at random.

    My only concern is there are two routes I could go. I could obviously make this a mech themed hero. I also had the idea to make it a Forsaken / Scourge themed hero, where the Prototype is an Abomination being pieced together. This might be thematically more interesting. I'm still looking into ideas and other themes to explore. Let me know what you think!

     That's actually quite interesting. I'm leaning more towards the Forsaken/Scourge type of hero since, as you said, it's thematically more interesting not to mention it also has a really nice flavor to it. Themes you might want to include in your class is giving some minions the 'Prototype' keyword, and effects that trigger if one or more Prototypes have a certain amount of attack/health (think Twin Emperor Vek'lor and Ancient Shieldbearer with C'Thun).
    Posted in: Fan Creations
  • To post a comment, please login or register a new account.