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

    HAHAHA. Your version is way better at ending the game in your favor, my card is meant to be an aggro/gamble card.

     I dunno about ending the game in my favor since mine pretty much takes up my whole turn. Aside from my opponent drawing fatigue first, my draw oriented class won't be too happy to run out of cards (though I guess it wouldn't mind if it were close to running out of cards because of said card draw in the first place).
    Posted in: Fan Creations
  • 0

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

    This is everything, including the next round for now. I may not make it but regardless I need somewhere to put this. If the thread could be left open for a tiny bit of time after the next round so that I can easily get access to this that would be great. If not I can still get it, but its just a lot more a pain haha.

    Ladies and Gentleman, welcome to Mirage Raceway. 
    Prepare yourself for a day of fast and furious action.
    NOW, RACERS START!! YOUR!! ENGINES!!!!

    Hero & Power


    Commencing countdown! Engines on!
    I'm coming off the line when the light turns green!
    Give me fuel! Give me fire! Give me that which I desire!
    One foot on the break and one on the gas!
    Engines pumping and thumping in time!
    There a voice in my head that drives my heel!
    100+ through Black and White!
    I just can't wait to get back on that road again!

     

    Class and Keyword Explanation.

    So, here we have it, The Racer. Madcap, maniacal, motor-loving madmen, and women, who can't get enough of putting their engineering and driving skills to the test. The inspiration for all of this was Mario Kart, or any sort of game in that genre, on top of all the good time I had in Vanilla WoW hanging out watching those weird scripted races while I farmed cooking and skinning mats. I wanted to take something that isn't even part of WoW anymore, and merge it with one of the other things I've had a blast playing with my friends, and that led me to the racer. I was never a huge Racing fan otherwise, but my step-dad was, and for about 10 years my brother worked for Lowe's, and so I just kind of off-handedly learned a bunch of racing terms.

    Chase is a host body for our Keyword, Draft. Draft is a very powerful and dynamic mechanic, however it has takeaways. Draft only affects cards in you hand, never your deck. It triggers are part of the casting of the spell, like Overload, and only lasts until the end of your turn. Its not Emperor Thaurissan. You can't slowly snowball down the cost of very card. You have to set up turns and make the most of it. Still when I thought of it I initially dismissed. I can't let my class just lower the cost of its cards can I? Combo decks are already a thing, and if I just give my class the ability to reduce the cost of its cards, won't it just be the best combo class? Well, what if we designed a class around that, away from combo pieces and OP interactions, and instead we focus on tempo. Right now tempo is a huge thing in HS. Going first is a huge factor in many games and having a good curve and not floating mana is a big key to not only winning games, but even being able to participate. This is what I wanted to look at. What if I could turn those turns where you just hero power into part of a larger tempo swing? The ability to take off a turn or 2 or even play a bit off curve because of what you're dealt, but still have potential to get back in the game. That's what Draft is about to me. coming from behind and turning the game back around in your favor. 

    You'll notice as you look through my cards that Draft doesn't appear on that many cards. Far fewer times actually than most other classes keyword, but there's a pretty big difference in my class than most, and that's in the fact that the keyword is built into my hero power, and something as powerful as massive hand discounts can't just be put on every card. In fact, you'll also notice this keyword shows up toward the high end of the curve, that's because its not about having an explosive early game. We don't need to dump our whole hand on turn 2-3 through perfect Drafting. In fact that would just as easily lead to issue as throwing in tons of face damage and card draw. Instead Draft appears on slower later cards because it allows you to fit in extra plays on those later turns. Sneaking in 1 or 2 drops along side your midgame plays to regain some tempo. I hope this helped you understand some of the design restrictions and choices I've had to make, as well as my philosophy and approach to the class moving forward.

     

    LOE & WotOG

    LoE

    Explanation

    Loot-a-rang - Nothing impressive here. Reinforces a bit of what we had going on last set. Was designed after that art and direction from the last set.

    Unsavory Guide - I wanted to make a different kind of minion and I was thinking about what the game hadn't really done that kind of hit on some classic ideas. So I thought about the weasely, sleazey, scumbag who knows where the treasure is, and he knows he can't get it himself, so he goes out there and hopes everyone else dies and he can get away with the riches. He really is inspired a lot by Beni Gabor, from the 1999 Brendan Fraser The Mummy. Cowardly, greedy, scumbag.

    Ancient Engineer - This card has changed a lot since I showed it off originally, that's mostly because I think all the older versions were over powered. I couldn't get the balance right. So now we have a class version hybrid Garrison Commander/Fencing Coach. To prevent absurd abuse the battlecry won't get major value if he doesn't live the turn. Giving your opponent a few more outs to it.

     

    WotOG

    Frog

    Explanation

    Chicken Launcher - This is kind of a derpy niche card. It has a small amount of synergy with another card in the set, and but is mostly there to counter Reno and Mill decks, but has some decent strength against combo, just adding pointless 1 drops to their deck.

    Holy Diver - Ok, this is the first of 1 "Corrupted" cards. I thought it would be hilarious to take a couple of my cards and instead of having the Old God's make them crazier, instead it made them more sane. So this is an analog to Hellbound Speedster from my Classic set. He's got a smaller body and instead of racing rockets he's become a pious deep sea diver. Of course N'Zoth still loves him some Deathrattles.

    Whisper Receiver - I thought this was kind of clever also. So, you have normal people that sometimes come to close and get these whispers in their head, but what if you're out on a desert race track trying to use a radio communication device? Its more like voices screaming in your head. Its actually so loud its starting to infect the local wildlife. And let's be real, as soon as I saw that Frog art I've been waiting to make this card.

    Careful Rocketeer - Ah, our second analog. So, Careless Rocket Jockey has become a Careful Rocketeer. Now completely fine attacking players, he's very weary of other minions. Afraid he might somehow crash and burn. 

    God's Speed - So, this is an important card to me. Racer is not meant to be a C'Thun class. C'thun has the most direct OTK and crazy game ending potential, and I don't want that to be part of what my class is doing. So instead we've tried to open that up to the other Old Gods. Now, the art here is indeed C'Thun, but that's just because there is so very little art for the other Old Gods and this one had a guy on a griffin on it. The card is more meant to assist Y'Shaarj, Rage Unbound. Allowing you to play a lot of huge minions, not be afraid to draw them, and in fact have that be a powerful ramp effect. 

    Pile Up - I wanted another real AoE, and I came up with this ages ago, but didn't want to put it in until it felt right. I chose this specific wording because of how I imagined the effect triggering, and because I liked the spell damage synergy, since my class has very little otherwise.

    All Downhill From Here - I just created this to replace a card I was highly sceptical of. This card is very very powerful, but also very dynamic. I felt like it was fun if not really good. Its my classes new Fel Reaver.

    Klaxxi Inciter - I think that Y'Shaarj is the weakest of the Old Gods by a pretty fair margin. I mean Yogg-Saron, Hope's End is certainly down since the nerf, but the card still sees more play than Y'Shaarj. So I created a minion that worked with him specifically. I felt like the card and the effect were cool and interesting. Though I have been thinking of making the minion an 8/8.

    Norman Gobsborn - I previewed this ages ago. Nothing like a crazy guy that hears voices to be the legendary of choice for Old Gods. Old Gods also kind of really represents our first hard push at being an aggro deck. Between this and All Downhill From Here we have a way to really put on some early pressure. Its easier to get this off than it is to get a big Edwin VanCleef, but he's also a lot less snowbally. He's never coming out before turn 3 and he's never going to do that as a 14/14 or something absurd. 8/5 or 10/6 is probably close to what he'll appear as on turn 3-4 and you could save up for a long time to get a larger one later in the game, but his attack grows by 2 his health only grows by 1, making him easier to take out.

     

     

    BRM and TGT

    BRM

    TGT

    Token and Justicar Trueheart Hero Power

     Expansion Explanations

    Expansion Approach -  My goal moving forward was to shift things in a new direction. Even though we never showed off Naxx and GVG I still created those cards for myself and started building an identity pushed heavily on the "less Health than opponent" comebacks and Mech synergy. Leaving GvG I wanted to move toward a new push. Therefore we started pushing Dragon, and "cost (0)" to open up new deck concepts. This our Dragon approach I went more toward midrange/control and with our other cards we hit some heavy Aggro/Tempo notes. We still have a nice beefy value legendary, and funky new removal spell at the high end to give us play against other control decks.

    Goof-off Technician - This card is a bit of a crossover between our two new focus points. Its also where I decided to give my class a serious Dragon push. This didn't really happen in BRM and for that reason Dragon decks didn't really come into being until TGT, and really they still didn't have enough oomph to make a major meta impact. That lead Blizzard to continue creating cards for the mechanic with each expansion, but that also means classes end up in weird places with Standard rotations. I also felt like every successful Dragon deck had to have a good low cost minion to keep in play with tempo. Therefore I created this guy.

    Ride or Die - This is the first ever Dragon Spell. Its also a good example as to why Blizzard hasn't really done this. The wording gets a bit long, even if its fairly simple. I still really like the card and I think it could really have opened up a few more fun things with "Dragon" decks.

    Runaway Aspirant - I hate the scaling 1 drop, so I took the Druid route to things and went with the 1 mana 2/2. I adding a bit of bonus to push the "cost (0)" mechanic. 

    Wrench Sergeant - Other forces may use Drill Sergeants to train people, but the racers use Wrenches instead. Honestly this is one of the first TGT cards I came up with. Simple, flavorful. It touches Inspire without going too far into it. This was a huge part of TGT and I wouldn't dream of leaving it out.

    Bear Rider - This card is here as another small seed actually. Its a nice midrange value minion, kind of a step of from the super Basic, Desirable Mechanic. He's here to either give you a more consistent Draft experience or just give you that value. I felt like the Black War Bear having Charge meant less since it was just as likely for it to come out on your opponents turn, negating the effect.

    Prepared to Win - I know this card has to look absurd. Its got a large health buff because I already have a large attack buff in classic. I also have a balanced buff in Basic, referenced here actually. So this closes out the trinity. Plus I mean come on, she's wearing a horse floaty for protection, its great. We get to hit a ton of different themes and really open our class up.

    Bitter Rivalry - I know this card is going to freak people out. I spent a very long time trying to decide if I could make this card. And I came to the decision it was possible. My class has no face damaging spells, charge minions that can go face, or weapons. My hero power doesn't deal damage or heal/gain armor. You have to win with minions, this just lets you prevent your opponent from killing your face for awhile. It happens to shut down your minions from killing there face for a bit of parity. And worst case almost any opponent can use removal on one of their own minions if you've somehow locked them out of the game and actually set yourself up to win by fatigue.

    Compliant Proto-Drake - Ok, so my entire reason for designing this was 2-fold. First I wanted to do something different with Dragon synergy. Second I wanted to make a legitimately playable late game minion. I think its pretty lame that pretty much every Dragon since BRM has not been good unless its specifically a Dragon deck. I think that's a lame design choice. Second, I think its stupid that there are a bunch of 1 mana 3/2s and growing 1/3s and crazy 2 drops that decide games, and 4 mana 7/7s. The average value of a 6+ cost minion is awful. Unless you're the cream of the crop you're just unplayable. You have to have instant dramatic effect or insane value. I think that metric needs to be pushed. I've kind of done that with other cards, this is by far the most pushed of those. I do think this card is on the very high end of power level. I think that its a very very playable 7 cost minion, and I think that's a great thing. I adjusted the power level slightly by giving it Ignores Draft, making it harder to have insane turns when you play this, something that has to come up on occasion to keep things fair.

    Big-time Promoter - This is my nod to bringing the Races to the Tournament. Cross promotion and good times. If he feels like he's behind and needs to catch up, he brings in his muslce, "Tiny" the Ogre. This is kind of medium risk/high reward, and I only say high reward because the card is abysmal without the bonus, and that's intentional. I feel like these are the sorts of cards that show up on occasion at epic and either work or don't, but the power is here if you make it work.

    The Bigger One - This is a card I had been thinking about for awhile and didn't want to put into this set, but after not being able to consolidate one of my other cards this got the nod. This is a card that I think might look scarier than it is, and I think there is a chance this could cost 6 mana, but I'm being conservative. This obviously has no effect on Legendaries and only gets the second copy of a minion if that copy is in the deck, it will never force someone to discard. So while it might accelerate fatigue or gain a bit of extra value, that situation isn't really that common. I kind of balanced it aroundEntomb. But instead of adding a resource to your deck for sure it might remove one from your opponent. 

    Dr. Autto, Octo-Engineer - The main idea for me is he hates spiders! Those bastard Nerubians will all be crushed by the true king of the eight-legged freaks. I had a few thoughts to do a combo of multiple legendaries or something else, but really this felt right to me for the expansion. Its big and beefy on its own but summons nice value minions. Its kind of like a reverse Confessor Paletress, without the variance.

    Justicar Trueheart "Better" Hero Power - I feel like Justicar doesn't have any major bonuses for me if I do anything traditional. I could have taken the route of making it bad for me, as blizzard did with Hunter, Rogue, Shaman, kind of Druid, and in that regard kind of everyone but Warrior and maybe Paladin. Now I know adding Draw a card is a huge change. But honestly, I think my hero power is very very weak in many situations. Its not versatile. It has no value, only tempo. The class is built on and around tempo, but I think the Justicar side of things should allow me to gain value. Maybe this is too much value, but I think anything else wouldn't make sense. Tempo can only be taken so far without value. 

     

    Basic Set

    Basic Explanations

    Fall Back - Here we are. First card in and its already familiar but different. One of the big aspects I put emphasis on is wide or aoe buffs. But ones not so tied into boosting stats, but more so in adding abilities to my racers. From a flavor standpoint Fall Back, is about letting yourself appear weak at some point in the race to get ahead later. I've represented that by giving all my minions Taunt, as they are now more viable and visible opponents.

    Last Ditch Effort - Removal. Its something we all know, but I needed to find a way to make cheap removal that didn't deal damage to the opponent. That led me down many paths and this was just the first. Last Ditch Effort is that point where to stay in the race you just launch off everything. You do whatever it takes, you might even just ram the other driver off the road. And the bigger and badder they are the harder they hit you back.

    Caution - Every race still wants to keep its racers safe, so when things get too wild, we pump the breaks. But its not just one person we're trying to keep safe, its everyone, and so we have protection for everyone. This helps reinforce our AoE buff theme, and provides an even more unique take on it by hitting all minions, friendly or otherwise.

    Clumsy Mechanic - For every good driver, you have to have a car, and who else but the Mechanics do we have to thank for that. This gal may not be the most graceful, but she's still one hell of a mechanic, and she's not just going to roll over and give up. She represent, along side Last Ditch Effort, part of our self damaging sub theme. This is put into play because those comebacks can't happen if we aren't getting behind in some way. So we might take a bit of damage, but that's ok, we can always make a Pit Stop and get some repairs and get back out there. 

    Start Your Engines! - Our last AoE buff, this one hits a nice icon race moment, that point where the race is really about to start. Obviously this is just Charge, in AoE form, but like many of our other effects, we've made it iconically our own.

    Speed Freak - This is a minion many people told me didn't make sense. It didn't have any abilities, it was just this weird vanilla minion. But its not just some weird vanilla minion. Its our minion. Its got a statline we'll likely never see on an Neutral minion. Its something different. Its part of our class identity. How? Well, we are already going wide with out buffs. We can pass out Taunt, Divine Shield and Charge. If we spend a bunch of time putting all these abilities on our minions we close off part of our unique design and so by not doing that we instead open up even more unique design. Dynamic statlines. Here we have out first example, the high attack low health minion. But we're getting a full 10 stat points for just 4 mana. Who needs abilities when you've got great stat value? Ok, maybe the distribution isn't great, but that's the point as well. Not every card is great. We have to fill out set and I could make a bunch of awesome cards to show you how many great ideas I have, but I think it takes just as much effort to design mediocre to bad cards. I'll obviously try to avoid downright awful cards, but I think we all know that not every card is, and more so shouldn't be, great.

    Tactical Maneuver - So, we are almost definitely going to have to do a few damage spells, we just have to avoid the ability to BURN THE DOME!!!! Oh, sorry, my winner's instinct kicked in for a second there. This card represents our first look at the "comeback" trigger. Being behind on life won't be a super huge thing, because let's be honest, we don't always want to play from behind, but I think its nice to have a few cards that make that feel better. This lets us take and enemy out, and if we got lucky and that was the guy just ahead of us in the race, we eek out that extra advantage.

    Crowd's Favor - The crowd is a big factor in any sporting event, and this is my representation of that. Being the guy(s) or girl(s) getting the cheers and really boost performance. Giving the underdog that advantage to beat the big favorite. It can also lead that Fan Favorite to a dominating victory. I decided to go with a very high cost on this to prevent easy abuse of Drifting to lead to major OTK potential.

    Eliminate the Competition - Every once in awhile you have to thin the pack. That's when a nice rocket barrage can be a huge help. Taking out a group of weaker drivers let's you get back in the race and go for the win! Plus, every class needs some AoE.

    Fan Favorite - Oh, here he is. That big dog we were talking about earlier. He's won more races than you, hell he's won more than anyone in recent memory. He's cool, he's collected, and he's a serious threat to anyone else winning the race. At least that's how I justified a big beefy Taunt minion to myself when I designed this guy. I think the Fonzie style is a great nod as well.

     

    Classic Set

    Tokens 

     Classic Explanations

    No Magic Zone - "Mirage Raceway would like to inform you that this is a No Magic Zone. We are here to test engineering and driving prowess, not who's fireballs are the biggest." - Fobeed and Zuzubeed, race annoucners. If that's not enough, I don't know how else to get the point across. The other reason I added this was to keep things going. Wide, AoE style effects. This hits both sides of the board, and while we do have AoE buffs, we also don't have too many powerful persistent effect or powerful deathrattles. In fact our only deathrattle is actually a drawback. That gives us a bit of fun play with the Self Silence mechanic that never really worked out for Priest. Flavor Text "Also, no outside food or drinks."

    Smoke Screen - When racing is war, sometimes defense is the best offense. A well placed Smoke Screen can help you stay in the race long enough to pull ahead. I though this twist on Divine Shield was a cool one. Doesn't work on Spells, but hell your opponent isn't supposed to be bringing those to the track anyway! Flavor Text: "Did you know Smoke Bomb is under trademark by the SI:7?"

    Upstart Mechanic - Oh, this young fella, well young for a gnome, thinks he has all the knowledge and skill anyone could ever need, until this Old-Timer gives him whatfor. You gotta learn from the best, not just from some book! This gives us a nice tempo minion and also gives us a touch of Self Damage and healing play. Working all those themes into a 2-drop. Flavor Text: "If he was as smart as he is stupid we'd win every race." - Old-Timer

    Quick Fix - Sometimes you take a big shot, your rides almost toast, you're sucking in smoke and you can't see out of one eye. If you just pull over and slap some duct tape on it you can, drink some coolant, (don't worry, its safe, the Speed Freaks drink it all the time), you can get back on the track in no time. Quick fix plays into our healing. Healing might seem out of place, but that's only when you think about it as some sort of divine intervention or holy light, and not a bit of wrench work and some Croc-ade® (patent pending). Then it kind of makes sense. Just because you take a hit doesn't mean you're out of the race! This is our first Draft effect. Draft is something we have to be somewhat conservative with because of our hero power, and here its tacked on for both flavor and effect. Flavor Text: "Is this one the coolant or the Croc-ade®? Eh, same difference"

    Desirable Mechanic - Ah, you know you love a nice piece of eye candy! What I'm talking about that flying machine you pervert! This fine little piece of tail...pipe is our.... Oh who am I kidding, she's hot right? And she's one of the most brilliant mechanics I've ever seen! Its like very motor she touches runs that much faster. Seriously though, this card probably seems super simple, but that's the beauty of it. Its a fine on curve body with upside. What more do you really need. Flavor Text: "She really revs your engine."

    The Draft Pack - Every generation has an icon group of winners, except this bunch of losers. The only person they ever beat is each other. I took a big inspiration from the Summit, more popularly known as the Rat Pack, a supergroup of singers including Frank Sinatra (Old Blue Eyes), Dean Martin (the King of Cool), and Sammy Davis Jr. (Mister Show Business). This group was actually the second iteration and would later be the inspiration for the Brat Pack and the Frat Pack, as well as the movie, The Rat Pack. I thought it was a great nod to some classic crooners and a bit of fun at the same time. Lil' Blue Eyes, Baron of Cool and Mister Go Business are the three tokens, and each is that little bit different from the other. I think I found some decent art to bring the concept to life and I hope you have a much fun seeing it as I did coming up with it. Flavor Text "They want to be called the Draft Pack? Like they ever won something, just a bunch of filthy rats if you ask me." - Fizzle Brassbolts, Gnome Team Racing President.

    Magne-TNT - What better way to take out a group of tightly packed competitors in their fancy cars than a piece of dynamite and a magnet? Just set it and forget it! I wanted my second AoE to have a very unique feel, and so I came up with Magne-TNT. It seems like some sort of crazy thing someone would invent and use, and it gave me a cool twist. Half single target removal, half AoE. Flavor Text: "Just gotta make sure I throw it past my own...uh oh."

    Pit Crew Chief - A pit crew is only as good as its best man, and luckily this guys pretty good. Typically taking a Pit Stop at the right time is important, and this guy knows how to make that call. Making you look out of the race when you're secretly about to make a big comeback. Another small subtheme is what I call Full Drift. Pushing a card to 0 mana. This means you've gained enough advantage from good "driving" that you reap special rewards. This one may not seem like much but on those potentially large tempo turns being able to add a Taunt all is a pretty sweet bonus. Flavor Text: "I said "Stop It" not "Pit Stop" you idiot, keep going!" 

    Pit Stop - This is it, one of the biggest moments in any race. Get in and out of the Pit fast and you're sure to be in position to win. Making a good pit stop when you're behind is even more important. You have to refuel the car, but you might even get in a few repairs and maybe even chase the leader out of the pit! Here again, we play into a lot of things in one card. Its probably a touch wordy, a touch cluttered, but its hits those flavor notes and nothing feels out of place to me. Flavor Text: "Can't we just change cars?"

    Just A Bit Further - Sometimes you're out. You've taken too many hits and the wheels are coming off. You've lost your mirrors and your bumpers are blown to bits, but you know if you just hold onto the steering wheel and pray maybe there's just enough momentum to get you across the line. Hey, look the shield generators back online, and we've got one more rocket left, and its just a quarter mile to the finish line. WE CAN DO THIS! This card was inspired more by the art than most. Most of the time I found art to fit cards, here I found this art and couldn't help but make it into a card. Ignores Draft is something that we have to use to keep just a few cards from being very dangerous. Here it keeps this large protective buff in check.

    Hellbound Speedster - He's on a Highway to Hell, and he's going dooooowwooown. And he's probably taking you with him. No, I felt like I couldn't use the same card for both the music and high cost common theme, so I created this card as an homage to AC/DC. I live in Australia after all. This may not be super obvious, but I felt like it still hit the right note.... I'll stop now. This also reinforces our Dynamic statline and self damage themes and helps give No Magic Zone more of an in-game use and not just a flavor one. Flavor Text: "He's got Season Tickets on a one way ride."

    Careless Rocket Jockey - Ah, the most out of place low mana card ever. This card seems beyond weird I'm sure. And honestly, we already have a 1 mana removal in our basic set, so what made me put this one there? Well, that actually part of it. We already have a 1 mana removal, and that's already going to be floating around Arena, we don't need to have a bunch of running around. Plus this has some other interesting things going on that I felt pushed it toward a special slot. Its a minion that is actually meant to be removal, similar to Force of Nature, which ended up being a combo piece until its nerfing. So I felt like in a lot of ways I was paying Homage to a nerfed Force of Nature. I love this card and I think it makes a great epic, especially if you look at Blizzards track record with epics. Flavor Text: "Look at what I can do." - Stuart, former Goblin Rocket Jockey

    Rocket Fuel Tech - Our second Full Draft card. One of my original previews and one of the first cards I designed. It hasn't changed a bit since then and its still a great example of flavor and substance. Flavor Text: "This stuff will take you to the moon and back. Oh, you're here for fuel?"

    Qualified - Our second Ignore Draft card, and our biggest potential hair puller. Some times you think you're winning the race, but it turns out its just for a chance at the real prize. I tried to cost this in such a way that makes it playable, but not great. And in a way that typically makes the second copy much worse than the first. Back in the classic days I think more games against aggro went past turn 7 but now it seems like they don't. Flavor Text: "I blew him off the track, how did he qualify?"

    ToGny Starkwrench - Ah, we all need a good legendary, and who better to help us build amazing machines and sick weapons then warmongering, egotistical, millionaire, playboy, ToGny Starkwrench. Yeah, so he got kidnapped by Goblins in held in the desert, but he's still alive. What do you mean he stopped making weapons? Renewable energy? Well I'm already paying him, so let's just hope he's got something helpful against those goblins. I really am going to make every legendary comic book subthemed so just get used to it. We get to play off ToGny's ingenuity and off his skill. We get both designer and creator in one go. I hope this guy feels cool and fun, that's what I'm aiming for most. Flavor Text: "I told you I don't want to join your super secret boy-band." - ToGny Starkwrench.

     

     

     

     Not much to say right now, except for a little thing: All Downhill from Here is a card after my own heart. Except I went all the way with mine:
    Posted in: Fan Creations
  • 0

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

    So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:

    The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.

    vs

    The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.

    vs

    Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.

    vs

    The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.

     vs

    The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.

     I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?

     

     I get what you're aiming for here, but the card is a bit heavy. This isn't as good as Jaraxxus from a topdeck standpoint when you want to play it right away, but its actual not bad that its versatile. There might be some games where you know you simply can't afford to go to 20 and you can just play this as an 8/8 and its not that bad. Also, you do straight up get an 8/8. I know that Jaraxxus gives you a weapon, but an 8/8 is legit. I think therefore it might be fine to be a touch conservative with your Echoes, or there just might need to be other tuning changes.
    The Baine is an issue as a 4/5 taunt is crap. That's a 4 mana class minion. Looking at all the rest they are worth 5-6mana easy. I think you need to make a decision about how you want to handle this and then go that way. I do think balancing these around Neutral minions is ok, but don't overdo it. Make sure each one is similar. If Sylvanas is a Windfury Harpy, and Jaina is an Archmage, Baine needs to be at least a Lord of the Arena. Tyrande is interesing because she trigger over and over so she's better than Darkscale Healer or Priestess of Elune
    So you mentioned scaled up totems, does that mean if you have one of the Echoes you can't summon that same one again?
    I considered having Murozond destroy itself if the Latent effect went off, but that felt a little awkward.
    I totally missed Lord of the Arena when making Baine, I think that should be a fine comparison point, actually, since I've based all the others on Common/Basic minions and was only comparing Baine to a rare. I suppose it would be fine to take a 5 mana 4/5 Darkscale Healer and then have the recurrent effect be the +1 mana since no battlecries to make Tyrande a balanced card, right?
    As for the totem comparison, that was indeed the idea. Do you think that's too weak? Mostly I wanted to be able to get the one you wanted just like with totems your chances of rolling the one you need are higher the more totems you have. I guess I could change the effect to the Upgraded Shaman hero power, but that might be a tad to strong.
    @thepowrofcheese: Can't believe that typo made it past me >.< As for the power of the card, the numbers are totally up for discussion, I didn't think I'd get them right on the first pass so I just chose some that didn't feel totally outlandish. As I said earlier I considered making Murozond destroy itself but that just didn't feel right. I suppose I could make the body smaller too, then it would feel off compared to Nozdormu and it would also feel plain bad to play without the extra effect either when you're unable (as a topdeck when you need board presence) or can't afford to (if having 20 Health puts you in combo range). Also, while you do get a greater variety of minions that can have a greater impact than a vanilla 6/6, most of the effects are situational while compared to the upfront power of Infernals. Sylvanas can deal more damage and clear more stuff, but she has a worse time surviving the enemy turn. Tyrande is just a weaker body if there's nothing to heal. Jaina is also a (slightly less) weak body if you have no spells to benefit from the spell damage. Baine is the only one that would stand a chance (once I change it to 6/5 courtesy of Lord of the Arena).
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:

    The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.

    vs

    The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.

    vs

    Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.

    vs

    The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.

     vs

    The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.

     I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Submission

    The Bronze Guardian

    As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.

    Class Keyword:

    Example Cards:

    Explanations:

    Bronze Watcher: Much like Mana Wyrm and Tunnel Trogg, this 1 mana 1/3 grows in power thanks to one of the class' main themes: card draw. It will grow passively at the start of each turn without any additional intervention, but both the Hero Power as well as other class cards can accelerate the process.

    Wormhole Technician and Unstable Wormhole: Cannot deny the artwork was awfully convenient when trying to tackle this challenge. Wormhole Technician is an expert on Wormholes of all kinds, and will make sure Unstable Wormhole actually remains stable for longer than expected, as well as being able to easily create more as needed.

    Azure Ally: The dragonflights might now always get along too well, but that doesn't mean there's always conflict. The blue dragons are masters of the arcane, and this one is particular is always ready to lend a hand.

    Kairoz: A 4/4 body for 3, no strings attached, is always a tempting prospect early on when you're fighting for the board. An Arcane Intellect that shuffles itself back into the deck is great for the long game, but also when you need answers. Neither of them is anything to scoff at, and only justified because of the legendary status, which will ensure you always think it twice before deciding which part of Kairoz you want: the body or the effect? 

    BRM:

    TGT:

     

    Justicar Hero Power:

    Classic Set:

    Basic Set:

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from Diamon_Boots >>
    Quote from Diamon_Boots >>
    Quote from aaro54 >>

    About the interaction of Slow Motion and Peer into the Future, I'm not sure if it would work as you say, but it could be tested by having a spell be countered by Counterspell while the caster has a Flamewaker or other card like that in play. I atleast assume that it would work the same way.

     I will test it out, and tell the results here. Wait a bit guys.
     The result is: No, Flamewaker does not trigger if the spell is countered. Hope I've been helpfull.
     It's as I suspected then, the spell doesn't count as cast if countered.
    I don't think this is a good comparison. Flamewaker triggers when a spell is 'cast'. Your card says it triggers when 'played'. Is that the same thing? A better example would be seeing if Questing Adventurer triggers when you play a spell but it's countered. Since you've come up with a new mechanic, I also think it would be fine if you defined the interaction between these two cards. Slow Motion isn't exactly the same as any card that currently exists as I see it.
    To be honest I wasn't really paying attention to that particular wording when I wrote the effect, I'm not sure if there's really a difference aside from form (you use play when it applies to any card/minions and cast when it only applies to spells, I think), and if so, I should probably change it to cast instead of play. Besides, I cannot really define it arbitrarily if there's a precedent of a similar interaction working differently though (like with Questing Adventurer/Flamewaker).
     If you read the notes on Counterspell, some effect still do trigger if a spell is countered, like Questing Adventurer, while some don't, like Flamewaker. The difference between Flamewaker and Questing Adventurer is that Questing Adventurer activates when a card is played. Flamewaker says 'after', so it triggers on spell completion. Effects that trigger upon spell completion, like Flamewaker and Overload, do not trigger if that spell is countered. Effects that trigger just when a card is played, like Questing Adventurer or Slow Motion, still will trigger if that spell is countered, because you still played it, and they don't care if the spell was completed. So, I think we have resolved this. You will not get Slow Motion back if the spell they cast is countered.
     Good to know. The problem wasn't in the cast/play thing (I still think it's the same mechanically, since Mana Wyrm benefits from a Countered spell and it says cast) but only the when/after wording. Given I'm using an 'if' wording (is there precendent for that?), I suppose I do get to define whether that implies completion or not (and I'd say not, since that was the source of the problem).
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from Diamon_Boots >>
    Quote from Diamon_Boots >>
    Quote from aaro54 >>

    About the interaction of Slow Motion and Peer into the Future, I'm not sure if it would work as you say, but it could be tested by having a spell be countered by Counterspell while the caster has a Flamewaker or other card like that in play. I atleast assume that it would work the same way.

     I will test it out, and tell the results here. Wait a bit guys.
     The result is: No, Flamewaker does not trigger if the spell is countered. Hope I've been helpfull.
     It's as I suspected then, the spell doesn't count as cast if countered.
    I don't think this is a good comparison. Flamewaker triggers when a spell is 'cast'. Your card says it triggers when 'played'. Is that the same thing? A better example would be seeing if Questing Adventurer triggers when you play a spell but it's countered. Since you've come up with a new mechanic, I also think it would be fine if you defined the interaction between these two cards. Slow Motion isn't exactly the same as any card that currently exists as I see it.
    To be honest I wasn't really paying attention to that particular wording when I wrote the effect, I'm not sure if there's really a difference aside from form (you use play when it applies to any card/minions and cast when it only applies to spells, I think), and if so, I should probably change it to cast instead of play. Besides, I cannot really define it arbitrarily if there's a precedent of a similar interaction working differently though (like with Questing Adventurer/Flamewaker).
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from Diamon_Boots >>
    Quote from Diamon_Boots >>
    Quote from aaro54 >>

    About the interaction of Slow Motion and Peer into the Future, I'm not sure if it would work as you say, but it could be tested by having a spell be countered by Counterspell while the caster has a Flamewaker or other card like that in play. I atleast assume that it would work the same way.

     I will test it out, and tell the results here. Wait a bit guys.
     The result is: No, Flamewaker does not trigger if the spell is countered. Hope I've been helpfull.
     It's as I suspected then, the spell doesn't count as cast if countered.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from The_Odinson >>
    Quote from Aelxer >>
    Quote from The_Odinson >>
    Quote from Aelxer >>
    Quote from The_Odinson >>
    Quote from Aelxer >>

    Last pass before I post in the submission thread, let me know if you think something's amiss.

    Hero Power and Justicar upgrade.

     Example Cards:

    For the last example card, I'm not sure which of these I should go for (or should I go for a spell instead?):

    BRM:

    TGT

    Commons:

    Rares:

    Epics:

     

     I say go with Azure Ally. It still shows a level of support for a Dragon deck, but it also is just a good card. So its attractive to everyone, instead of more narrow.
    I haven't really been active in the discussion but Slow Motion seems broken as hell. I know adding 2 to the cost isn't as high as Loatheb's 5, but getting it back if they don't or simply can't cast a spell is brutal. As early as turn 1 you can just start locking your opponent off spells, and if you draw the second you can keep them locked for more and more and more turns. This would make aggro outright insane, even if its not strongly supported by your class.
    I was more inclined towards Azure Ally too, but mostly I realized I have no spells in my example cards (Unstable Wormhole doesn't really count since it's not from TGT/BRM) as I was writing the post, and I dunno if I should add one instead of the Dragon or maybe instead of Kairoz.
    I'll admit I didn't realize how powerful this could become when you get the two copies going. As a single copy though I'd think you'd end up paying more mana for it than the opponent, but given the first point I guess I have to change it. And that is why I always post things that one more time to clear this kind of oversights.
    I have two possible versions:
    The first one I came up alongside the version I posted earlier. Technically, this one has more guaranteed value for less investment, seeing as it's a one off kind of thing, but it is a one off kind of thing. The second version would be an amended version. I would have just made the second part of the original effect into a Latent effect to at least give the opponent a respite to play their spells, but that's just way too wordy, so this is what I came up with. With this version I can only get the increase every other turn, or two turns in a row and then it's over. I suppose if you get both copies you could use one each turn to maintain the effect, but it still wouldn't be as aggravating as the original one I hope. Do let me know if you thing either is any good or if you have some other idea for this.

     

     I kind of like the original one more. I don't really like any version of this that is constantly reusable. Loatheb was a one time use effect because it was there to buy you a turn, but not allow you to constantly prevent your opponent from being able to play their cards. That's one of HS's big things. You can play your way. There is not discard. There is no forced mill. You can build your deck and play your cards. 2 of these limit that pretty greatly. Even the first one is pretty scary. Again, in aggro this can shut the opponent off of AoE just long enough to win a lot of the time. I would almost much rather see the Latent effect be a mana cost reduction for the spell itself or an increase in the effect. I know that probably seems way more boring or lame, but this sort of effect is very powerful, and when its a super cheap spell version its even more so.
    Just to make it clear, you're saying that out of the 3, the less aggravating one is the one that only affects a single spell (or 2 with Latent), right? As for aggro, I expect the class to be as successful at it as priest (that is too say, not very). I suppose a zoolock style may be sustainable at best, given the card draw, but I've pretty much cut off the class from any kind of face damage from the beginning. There is only one single spell that can even target face at all so far, and there's no weapons or charge either so little chance it can turn its back on control in favor of aggro like warrior did last set.
    Would it feel stronger or weaker if I changed the effect to 'The next enemy spell or Hero Power costs (2) more.'? On one hand it would be a way to get rid of the cost increase without playing a spell if you only have expensive ones but on the other now it's also restricting the hero power, so I don't know. Would it feel better if it was costed at 2 instead of 1? The main effect would become 'Pay 2 mana and a card slot to make your opponent pay 2 mana', which doesn't really feel that good, though.

     

     If you're confident aggro won't be an issue I think you can go whatever way you want. Though I still think the third options is probably the most frustrating. I did misread the original one. Its definitely weak. I thought it was all spells, and the latent increased the duration to 2 turns. But the effect lasting 2 turns seemed really strong for aggro. Obviously on Loatheb the effect cost 1 stat point or roughly .5 mana. So I think 1 mana is a fine cost.
     I'm not too worried about aggro but you're right the last one is just too exploitable. And unless I'm badly mistaken I've realized there's an interaction that would also make the first one rather frustrating too:
    If I'm not mistaken playing the both of them would make enemy spells cost 2 more and then if the next spell your opponent casts is countered then it wouldn't count as casted so you'd get Slow Motion back anyway. Or at least that's what I think would happen, which would be rather aggravating I believe.
    Posted in: Fan Creations
  • 0

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

    Last pass before I post in the submission thread, let me know if you think something's amiss.

    Hero Power and Justicar upgrade.

     Example Cards:

    For the last example card, I'm not sure which of these I should go for (or should I go for a spell instead?):

    BRM:

    TGT

    Commons:

    Rares:

    Epics:

     

     I say go with Azure Ally. It still shows a level of support for a Dragon deck, but it also is just a good card. So its attractive to everyone, instead of more narrow.
    I haven't really been active in the discussion but Slow Motion seems broken as hell. I know adding 2 to the cost isn't as high as Loatheb's 5, but getting it back if they don't or simply can't cast a spell is brutal. As early as turn 1 you can just start locking your opponent off spells, and if you draw the second you can keep them locked for more and more and more turns. This would make aggro outright insane, even if its not strongly supported by your class.
    I was more inclined towards Azure Ally too, but mostly I realized I have no spells in my example cards (Unstable Wormhole doesn't really count since it's not from TGT/BRM) as I was writing the post, and I dunno if I should add one instead of the Dragon or maybe instead of Kairoz.
    I'll admit I didn't realize how powerful this could become when you get the two copies going. As a single copy though I'd think you'd end up paying more mana for it than the opponent, but given the first point I guess I have to change it. And that is why I always post things that one more time to clear this kind of oversights.
    I have two possible versions:
    The first one I came up alongside the version I posted earlier. Technically, this one has more guaranteed value for less investment, seeing as it's a one off kind of thing, but it is a one off kind of thing. The second version would be an amended version. I would have just made the second part of the original effect into a Latent effect to at least give the opponent a respite to play their spells, but that's just way too wordy, so this is what I came up with. With this version I can only get the increase every other turn, or two turns in a row and then it's over. I suppose if you get both copies you could use one each turn to maintain the effect, but it still wouldn't be as aggravating as the original one I hope. Do let me know if you thing either is any good or if you have some other idea for this.

     

     I kind of like the original one more. I don't really like any version of this that is constantly reusable. Loatheb was a one time use effect because it was there to buy you a turn, but not allow you to constantly prevent your opponent from being able to play their cards. That's one of HS's big things. You can play your way. There is not discard. There is no forced mill. You can build your deck and play your cards. 2 of these limit that pretty greatly. Even the first one is pretty scary. Again, in aggro this can shut the opponent off of AoE just long enough to win a lot of the time. I would almost much rather see the Latent effect be a mana cost reduction for the spell itself or an increase in the effect. I know that probably seems way more boring or lame, but this sort of effect is very powerful, and when its a super cheap spell version its even more so.
    Just to make it clear, you're saying that out of the 3, the less aggravating one is the one that only affects a single spell (or 2 with Latent), right? As for aggro, I expect the class to be as successful at it as priest (that is too say, not very). I suppose a zoolock style may be sustainable at best, given the card draw, but I've pretty much cut off the class from any kind of face damage from the beginning. There is only one single spell that can even target face at all so far, and there's no weapons or charge either so little chance it can turn its back on control in favor of aggro like warrior did last set.
    Would it feel stronger or weaker if I changed the effect to 'The next enemy spell or Hero Power costs (2) more.'? On one hand it would be a way to get rid of the cost increase without playing a spell if you only have expensive ones but on the other now it's also restricting the hero power, so I don't know. Would it feel better if it was costed at 2 instead of 1? The main effect would become 'Pay 2 mana and a card slot to make your opponent pay 2 mana', which doesn't really feel that good, though.
    Posted in: Fan Creations
  • 0

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

    Last pass before I post in the submission thread, let me know if you think something's amiss.

    Hero Power and Justicar upgrade.

     Example Cards:

    For the last example card, I'm not sure which of these I should go for (or should I go for a spell instead?):

    BRM:

    TGT

    Commons:

    Rares:

    Epics:

     

     I say go with Azure Ally. It still shows a level of support for a Dragon deck, but it also is just a good card. So its attractive to everyone, instead of more narrow.
    I haven't really been active in the discussion but Slow Motion seems broken as hell. I know adding 2 to the cost isn't as high as Loatheb's 5, but getting it back if they don't or simply can't cast a spell is brutal. As early as turn 1 you can just start locking your opponent off spells, and if you draw the second you can keep them locked for more and more and more turns. This would make aggro outright insane, even if its not strongly supported by your class.
    I was more inclined towards Azure Ally too, but mostly I realized I have no spells in my example cards (Unstable Wormhole doesn't really count since it's not from TGT/BRM) as I was writing the post, and I dunno if I should add one instead of the Dragon or maybe instead of Kairoz.
    I'll admit I didn't realize how powerful this could become when you get the two copies going. As a single copy though I'd think you'd end up paying more mana for it than the opponent, but given the first point I guess I have to change it. And that is why I always post things that one more time to clear this kind of oversights.
    I have two possible versions:
    The first one I came up alongside the version I posted earlier. Technically, this one has more guaranteed value for less investment, seeing as it's a one off kind of thing, but it is a one off kind of thing. The second version would be an amended version. I would have just made the second part of the original effect into a Latent effect to at least give the opponent a respite to play their spells, but that's just way too wordy, so this is what I came up with. With this version I can only get the increase every other turn, or two turns in a row and then it's over. I suppose if you get both copies you could use one each turn to maintain the effect, but it still wouldn't be as aggravating as the original one I hope. Do let me know if you thing either is any good or if you have some other idea for this.
    Posted in: Fan Creations
  • 0

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

    Last pass before I post in the submission thread, let me know if you think something's amiss.

    Hero Power and Justicar upgrade.

     Example Cards:

    For the last example card, I'm not sure which of these I should go for (or should I go for a spell instead?):

    BRM:

    TGT

    Commons:

    Rares:

    Epics:

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from nurgling13 >>
    Quote from Aelxer >>
    Quote from nurgling13 >>
    Quote from Aelxer >>

    So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:

    These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)

    The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.

     Also, I have a wording doubt:

    I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.

     The rest of the set:

    Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.

    Haunting Memories: Havent' found better art for this one so far.

    Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.

    Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.

     Any and all feedback appreciated.

    Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker
    Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
    Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
    Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
    Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK. 
    Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
    Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in. 
    Divination - This would be a pretty hard card to use, but it's a good niche design.
    Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful. 
    Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn. 
    Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
    Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
    Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?

    I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
    Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
    Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
    Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
    Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
    Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
    Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
    Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
    Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
    Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:

    I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.

     
    Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now. 
    Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge. 
    Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
    Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
    Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.

     

    Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:

    Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).

    Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.

    Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.

    Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?

     This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.

    Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
    Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
    Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
     Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?

    It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.

    Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.

    Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.

     Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3. 
    Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me. 
    Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it. 
    BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
    Azure Ally: I'll reduce it, then. I just wanted to err on the side of caution for the first draft so that it was clear it could be balanced.
    Wormhole Technician: I guess the problem would be that Unstable Wormhole is one of the few Latent cards that have a disadvantage for triggering their Latent effects, so it would be a bad thing to give this card a blanket effect that only benefited a few cards and made the rest worse. Besides, the flavor is that she's an specialist in Wormholes, not any kind of Latent effects. That's what I have Soridormi for (which would kinda be the opposite of the effect you suggested). I have to admit that I would feel awkward about the first part of the effect if it the card didn't also have the second part of the effect too. That effect would feel off if it only targeted a single card that you don't have any way to create more copies of. Which in my opinion makes it feel like the opposite of forced: the second effect comes naturally to support the first one (which isn't part of the challenge) and not just because of the challenge itself. I also just tried the wording you suggested and it ended up taking more space than the current one >.>
    Slow Motion: Giving up on the current version, came up with 2 new ones:

     I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.

    As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).

    Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?

    Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.

    Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.

    Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.

    Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.

    I think those are both really good ideas for Slow Motion. I would probably go with the first one because the effect is more interesting.
    Heated Brawler - It doesn't do the AOE damage if you attack face with it, so that you don't get a free attack. You have to run it into a minion. I purposefully designed it so it would be weak by default because it can gain a lot of power from buffs. 
    Grizzled Weaponmaster - I wanted this to be a quirky niche effect. It wouldn't make a lot of sense most of the time, but it would synergize well with cards like Captain Greenskin. I think it's balanced precisely because I don't have anything with a high Durability. This effect on a Doomhammer would be crazy. I figured some Control might use it as a tech card against Aggro, where you'd rather have a 2/4 weapon than a 4/2. Do you think it needs a stat buff, though?

     

     I was so sure you wouldn't like the first version. Mostly because I though the wording on the last sentence was rather vague as to when you get the card back (even though it's clear you'd get it at the end of your opponent's turn/start of yours which is when you know whether your opponent played any spells in the first place), and also it's implied that the spells your opponent doesn't play happens during their next turn. All those thing I wanted to include, but I couldn't add a single extra word without the card looking horrible. If you who complained my earlier versions were ambiguous think this one is fine, then I'll go for the first version.
    Heated Brawler: I guess I didn't take into account buffs when I evaluated this, but if your opponent has a big enough board, only significant buffs would make a difference since, say your opponent has 7 minions and you attack one. At 3 Attack, you deal 1 damage to each. Until you get past 8 attack you don't deal more than 1 damage to each. Now, against smaller boards this wouldn't be so significant, but I think the main power from this card comes from the fact that it's rounding up the damage (since from 8 to 9 you'd be doubling the damage you deatl in the previous scenario).
    Grizzled Weaponmaster: Funny thing about this one, when I first read the effect I totally skipped the Battlecry part and thought it was an Inspire effect. I think as an Inspire effect it might be slightly stronger (while admittedly slower right off the bat) but it could ramp up the value little by little while in Worgen form. The main problem I see with that is that Worgen form itself is tied to the hero power so maybe it would just make it awkward. As for the stats, I think it's fine as it is, though I would worry about them it it was an Inspire effect. As an anti aggro tech I suppose it works as is, though 2/4 weapon and aggro sounds rather painful.
     
    Quote from thepowrofcheese >>

    So my set has had a few updates since I last posted it. I've got a couple questions. First, I'm rethinking the Legendary.

    The first one is great for combos and pulling minions out of your deck. Great when you copy minions. It might be OP. The 2nd one is arguably more balanced while being a good early game legendary. This also helps my problem of having way too many Battlecry minions.

     If I swap the Legendary, I'll also replace my Slow spell. Actually, I might do that anyway.

    Ignore the rarity for now. Slow is a cool card, but its redundant with the 2nd Soridormi. Divergence is Convert + Echo of Medivh on sterioids. Its slow, but very strong for slow matches.

     The rest of the set. Rarities are likely to be changed.


    Soridormi: I like the second version better. The first one is an (admittedly cheaper) Faceless Manipulator that doesn't work on Legendaries and can thin your deck. I suppose in a class like OBoily's with the whole Cult thing and shuffling copies into the deck it would be more interesting, but as it is I think the second one is better.
     
    Slow: I think it might be a little weak in its current incarnation, but if you're gonna get rid of it then there's not much more to say.
     
    Divergence: I'm not convinced this is strong enough either, at least for its cost. I used to play Echo Mage (prenerf Molten Giant + Echo of Medivh) and one thing you always had in mind with it was Echo of Medivh filling your hand (and sometimes even missing a copy because there was no room). I think this would suffer the same problem, but doubly so, and it would be worse even because it costs so much. I don't have any suggestions off the top of my head, but it's something to keep in mind.
     
    Perpetual Flame: I love this one, but maybe that's just because it's so similar to what I'm working on.
     
    Chromatic Prototype: I think this is fine, if maybe a little bland, but I have to ask. Where do you get so much cool art for your class? I've been managing to make do with what I've found, but when I look at your cards I cannot help but think your art is so much better (given that our classes are rather similar flavor-wise).
     
    Timewalker's Oath: Once upon a time there was Fade, which did the exact same thing plus draw a card for 2 mana. It got removed. I'm not sure if it was deemed too strong or too weak, but it's something to keep in mind.
     
    Time Keeper: Time Keeper + Time Keeper + Garrison Commander + Emperor Thaurissan= 10 damage + GG control match. I don't think this is unbalanced, but it is rather scary.
     
    Bronze Drake: Except for potential Leeroy shenanigans, this is good, but nobody's safe from Leeroy shenanigans anyway and this isn't even close to the worst offender.
     
    Time-Lost Proto-Drake: Can't believe I didn't think of using this minion myself (with a different effect, clearly). I love your effect though, it's pretty neat.
     
    Destined Champion: I like the effect conceptually, but it kinda feels like wasted effort on a mechanic there's so little of. Most of the time a vanilla 7/6 for 6 isn't something you'd play, and Joust decks aren't really a thing, I don't think. The effect itself is awesome, but in context it's rather weak.
     
    Run Out the Clock: I myself don't like messing with game timers much, but balance wise I think it's fine. Though it's always rather hard to quantify how much this kind of effect is worth.
     
    Timewalker Valiant: While I like the effect, I think it ended up being rather wordy. If it were a Deathrattle, it would pretty much be the same thing as the Skeleton Knight. Even with Destined Champion (or maybe because of it), you're not guaranteed to win all Jousts, and this still costs mana to play even then, so maybe it would still not be OP if you got the copy right away instead of at the end of the turn. These are all suggestions shrink the wording mostly, so if you think they're unbalanced you might as well keep the wording as is.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from nurgling13 >>
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    So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:

    These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)

    The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.

     Also, I have a wording doubt:

    I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.

     The rest of the set:

    Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.

    Haunting Memories: Havent' found better art for this one so far.

    Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.

    Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.

     Any and all feedback appreciated.

    Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker
    Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
    Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
    Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
    Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK. 
    Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
    Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in. 
    Divination - This would be a pretty hard card to use, but it's a good niche design.
    Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful. 
    Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn. 
    Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
    Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
    Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?

    I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
    Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
    Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
    Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
    Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
    Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
    Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
    Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
    Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
    Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:

    I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.

     
    Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now. 
    Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge. 
    Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
    Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
    Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.

     

    Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:

    Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).

    Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.

    Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.

    Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?

     This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.

    Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
    Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
    Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
     Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?

    It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.

    Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.

    Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.

     Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3. 
    Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me. 
    Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it. 
    BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
    Azure Ally: I'll reduce it, then. I just wanted to err on the side of caution for the first draft so that it was clear it could be balanced.
    Wormhole Technician: I guess the problem would be that Unstable Wormhole is one of the few Latent cards that have a disadvantage for triggering their Latent effects, so it would be a bad thing to give this card a blanket effect that only benefited a few cards and made the rest worse. Besides, the flavor is that she's an specialist in Wormholes, not any kind of Latent effects. That's what I have Soridormi for (which would kinda be the opposite of the effect you suggested). I have to admit that I would feel awkward about the first part of the effect if it the card didn't also have the second part of the effect too. That effect would feel off if it only targeted a single card that you don't have any way to create more copies of. Which in my opinion makes it feel like the opposite of forced: the second effect comes naturally to support the first one (which isn't part of the challenge) and not just because of the challenge itself. I also just tried the wording you suggested and it ended up taking more space than the current one >.>
    Slow Motion: Giving up on the current version, came up with 2 new ones:

     I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.

    As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).

    Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?

    Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.

    Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.

    Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.

    Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
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    So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:

    These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)

    The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.

     Also, I have a wording doubt:

    I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.

     The rest of the set:

    Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.

    Haunting Memories: Havent' found better art for this one so far.

    Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.

    Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.

     Any and all feedback appreciated.

    Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker
    Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
    Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
    Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
    Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK. 
    Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
    Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in. 
    Divination - This would be a pretty hard card to use, but it's a good niche design.
    Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful. 
    Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn. 
    Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
    Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
    Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?

    I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
    Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
    Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
    Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
    Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
    Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
    Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
    Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
    Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
    Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:

    I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.

     
    Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now. 
    Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge. 
    Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
    Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
    Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.

     

    Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:

    Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).

    Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.

    Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.

    Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?

     This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.

    Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
    Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
    Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
     Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?

    It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.

    Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.

    Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.

    Posted in: Fan Creations
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