Creeper - A simple one drop similar to Mana wyrm or Tunnel Trogg, it felt like the perfect combination with the Cache mechanic. It is very intuitive to others who have used cards like Mana Wyrm as to how it works, and can also make for early game choices when you have two of these on the field.
Memory( ) - This card is a bit different in terms of the Turn mechanic. It allows for a discounted Arcane Intellect, but requires the player to have attacked with a minion, otherwise it is a worse Shiv. I think it shows how Turn isn't strictly beneficial to the player, and won't always be easy to make happen.
Mother - We have seen a lot of 4 mana 3/5's and thus it felt good to do another one with a simple effect. It felt good for a common, and while not strong like say Piloted Shredder, can go toe to toe with it, and provides an equally good alternative effect.
Claw - This card I find most akin to Savage Combatant. It is one of the few Process minions with a higher attack than health, and has the potential for a ton of damage output. Of course, that damage may not be worth it compared to some of the other Cache effects.
Mute( ) - This was originally a basic card, until I remembered Silence was not allowed to be used. Therefor, it got moved to this set, where it acts like Shiv except with silence. Compared to owl, it is the difference between an 2/1 or drawing a card.
Crash( ) - This card is a good simple Turn card. It is the 1 mana deal 2 damage spell that most classes have, with an upside if you have yet to attack with a minion. A minor thing, as more often than not it will be 3 damage, but there are times like when dealing with cards like Dr. Boom, you want to see where the random effects land before casting spells.
Ping( ) - The Singer doesn't have a wide amount of AoE, especially not early in the game. This was made to help with that problem, but not solve it. The class should have weaknesses, and this is one of them. Similar to mage, they should thrive off of having board control, and using powerful single target spells to achieve that goal.
In Circles - This card is the second 'Song' card for the singer. It too provides a more weird and unique effect, as every other ability is more meant for dealing damage or controlling the board. Plus it is a really good song... like go look it up and listen.
Jerk - This card shows the duality Turn can bring, either making an Infernal type effect, or a Fire Elemental effect. A 5/6 is nothing to sneeze at either, this card is meant to be competitive with Loatheb, providing two potentially useful effects for the same cost as him.
Mask( ) - Another utility card. I love this one honestly because it works so well with Turn. If no minions have attacked, let one through taunt, otherwise run through yourself. It requires opponents to deal with your big minions, or can allow the hero a way to bypass taunts to use one of their weapon enhancing effects on a creature.
The Singer class is based around the character Red, from Transistor. She is intended to be a mixture of Rogue and Mage, using her weapon and abilities to control the board while her minions retain control and deal repetitive damage.
In future phases the class will use the Turn( ) and Cache mechanic, which allow spells and minions to gain benefits based off the order they are played. These basic cards are intended to make activating these mechanics easier, while also providing base utility to the class.
Class Mechanics
The Cards
More Cards
Tokens
Explanation
Junction Jans: Even Red has gotta eat sometimes. This spell works like a cross between Flash Heal and Holy Light. It's limited to the hero partially due to theme (her minions are all robots), and to cheapen the cost to allow for a miracle Singer deck.
Help( ): This card is a cheap way to get 2 damage on the board, along with 2 bodies. This too allows for a miracle Singer, but does the more important job of cheaply activating other spells Turn( ) mechanic (see above). It is best compared to Living Roots and Mirror Image.
Void( ): This card fits the theme of Red doing a lot of the dirty work with her weapon. It'll often only be used once, as Red will have no other weapons aside from the Transistor. It allows for a buff to a weapon aside from damage or durability, and essentially acts as an assassinate that cannot bypass taunt.
Bounce( ): This card is Reds board clear, should it work. It requires hitting the right targets in the right order to work, and can swing the early game. If cast on an empty board, it is a 3 mana fireball.
Switch( ): This card acts like Shadow Madness without the attack limit. A good card if used efficiently, it can have a major impact on games, but requires ample set up and mana.
Mesmerize( ): Frost Nova with card draw, this card represents Red enchanting her opponents with her voice. It is one of her few ways of stall, but more expensive than what other classes may have access to.
Builder: A simple 2/3 that gives an upside. Good draw and planning could lead to multiple uses from weapon buffs, or a decent early game body.
Clucker: This card is similar to Flame Juggler, but will ideally see more play due to it's higher damage, and more limited RNG. The loss in stats shouldn't have too big of an impact, but can still make a difference versus certain classes.
Snapshot: This card has the potential to be just as irritating for aggro decks as this minion was in the actual Transistor game. Thematically it flashes snapshots of the enemy at them to distract them, hence simply giving it Taunt.
Young Lady: The Savannah Highmane, or Imp Gang Boss of the Singer, it has the stats of Reno Jackson with a great upside. It should hopefully provide a strong contender for this classes 6 drop slot, and doesn't use any secrets :D.
Thank you everyone for reading, and everyone who upvoted as well :D
Hey all, working on basic set as well with all of y'all, finding the process a bit difficult with the lack of keywords. Came up these ideas, looking for opinions :D
Whenever this minion takes damage, summon a 2/2 Shade
Kill()
Spell
2
Give your weapon "Whenever this damages a minion, destory it"
Mute()
Spell
2
Silence a minion, draw a card
Switch()
Spell
2
Give your weapon "Whenever this damages a minion, take control of it until the end of your turn"
WIPName
Minion
2
2
3
Give your weapon +1 durability
Snapshot
Minion
4
3
6
Taunt
Junction Jans
Spell
1
Restore 6 health to your hero
Reasons:
Help( ) - A cheap costing spell similar to living roots or mirror entity. My primary reason for including this card is that it activates the classes Turn() mechanic so easily, (this will be seen in future sets). I'm avoiding cards like savage roar or power of the wild to keep from making a Fon+SR combo. It is also cheap to hopefully go with the miracle feel that I think this class is going.
Bounce( ) - Essentially a random AoE removal, or a 3 mana fireball. The discount is for the random effect, and split damage making it not too surefire for straight removal. I feel it is good early game, and significantly weaker late game. My biggest fear is it being a bit over the top and OP in the early game.
Jerk - Essentially a slightly worse, or different, Baron Geddon. This is meant to help the classes late game, for the potential of a control deck. Your essentially getting a consecrate and a minion, however unlike Baron Geddon, it only goes off once and not every turn.
Young Lady - The shade is just a vanilla minion, so I find it like this classes Savannah Highmane. I'm torn between it being 5 or 6 mana, as if it dies in one hit, it might as well be a 5/7 minion, where as if it takes many hits, it can get ridiculous.
Kill() - This is pretty much a 4 mana assassinate that cannot bypass taunts. It too fits with the miracle theme I think, and provides a way to buff the weapon outside of straight damage. The Transistor will be the only weapon available to the class (outside of Blingtron), so through limiting buffs, it is not likely this will see more than one use per cast (2 with the ??? minion)
Mute() - Most classes I noticed has a sort of basic X + draw a card attached. I think it is comparable to the new flare, or shiv, a 0 mana effect (from priest) and a card draw. I think making it one mana would be too good, like how the old flare was. I thought about attaching this to the weapon similar to switch() and kill() but didn't want to overuse a mechanic
Switch() - This is similar to shadow madness, again cheap but requires the hero power to activate. It doesn't have the a maximum attack, which I think opens it uses, at the disadvantage of being unable to bypass taunts.
??? - A standard 2 mana minion, buffs durability. I don't have a good name for it yet, but I think that it fits the class, proper set up would allow for multiple uses of the above buffs. More of a utility card with a cost, like sorcerers apprentice for mages
Snapshot - A simple, non complex minion. I was afraid of having too many things with unique effects, and most classes have at least a minion similar to this so I felt like this would be a fair idea. I also don't know if it would really fit the theme.
Junction Jans - A mix of flash heal and holy light, it removes the targeting capability, but reduces the cost. Another miracle style card, adding to the classes overall survival.
I really like all your cards! My only question: How do Kill() and Switch() work together?"
Kill() and Switch() would depend on the order played, you either kill the minion right out, or switch the minion to your side and it immediately dies.
@Layrit
Jerk is pretty much a Baron Geddon. On average Geddon has life expectancy of 1 turn (It is a rare sight to see him attacking). Geddon also damages your board and it is harder to play around the end of turn than it is around thebattlecry. I don't know how to balance it, at 4 health it will probably be unplayable. Or maybe it will be alright at 4 health.
Considering that your hero is immune while attacking Kill() is essentially Assassinate that can be blocked by taunt. Even tho you need to have your Hero Power already activated to use it I think it should cost 3. You can also use your Hero Power and save it for later. Having Kill() at 2 will probably cause too big tempo swings later in the game.
Switch is NOT like Shadow Madness because it can get you a minion with over 3 attack. Considering that those who are hit by this have life expectancy of about 30s it should cost at least 3.
Snapshot is Fan Creeper. Yes, Fan Creeper is a below average card but there is no reason for just straight up power creep.
Jerk I am already tossing, don't like it, doesn't fit what I want, so it is going away.
Kill() is a cheaper assassinate, but with how much assassinate sees play, I feel making it a bit cheaper isn't too much of a bad thing. I think it fits the almost miracle vibe of the class
Switch() however I can agree could be made a bit more expensive. I feel that effects potential is too strong to have as cheap as it is (hero power turn 3, switch recombobulator turn 4).
Snapshot lastly I'm figuring it might be better as a 5 mana 4/6 taunt. While it still creeps on fen creeper, I feel that is fine (Razorfen Raptor and Kings Elekk, Druid of the Claw and Fen Creeper), by biggest problem is that thematically this card shouldn't be as big as a Young Lady. Perhaps a 2 mana 1/5 taunt? Hmmmm
Thanks again for the detailed feedback, it's really helping on quite a few of these :D
Hey all, working on basic set as well with all of y'all, finding the process a bit difficult with the lack of keywords. Came up these ideas, looking for opinions :D
Whenever this minion takes damage, summon a 2/2 Shade
Kill()
Spell
2
Give your weapon "Whenever this damages a minion, destory it"
Mute()
Spell
2
Silence a minion, draw a card
Switch()
Spell
2
Give your weapon "Whenever this damages a minion, take control of it until the end of your turn"
WIPName
Minion
2
2
3
Give your weapon +1 durability
Snapshot
Minion
4
3
6
Taunt
Junction Jans
Spell
1
Restore 6 health to your hero
Reasons:
Help( ) - A cheap costing spell similar to living roots or mirror entity. My primary reason for including this card is that it activates the classes Turn() mechanic so easily, (this will be seen in future sets). I'm avoiding cards like savage roar or power of the wild to keep from making a Fon+SR combo. It is also cheap to hopefully go with the miracle feel that I think this class is going.
Bounce( ) - Essentially a random AoE removal, or a 3 mana fireball. The discount is for the random effect, and split damage making it not too surefire for straight removal. I feel it is good early game, and significantly weaker late game. My biggest fear is it being a bit over the top and OP in the early game.
Jerk - Essentially a slightly worse, or different, Baron Geddon. This is meant to help the classes late game, for the potential of a control deck. Your essentially getting a consecrate and a minion, however unlike Baron Geddon, it only goes off once and not every turn.
Young Lady - The shade is just a vanilla minion, so I find it like this classes Savannah Highmane. I'm torn between it being 5 or 6 mana, as if it dies in one hit, it might as well be a 5/7 minion, where as if it takes many hits, it can get ridiculous.
Kill() - This is pretty much a 4 mana assassinate that cannot bypass taunts. It too fits with the miracle theme I think, and provides a way to buff the weapon outside of straight damage. The Transistor will be the only weapon available to the class (outside of Blingtron), so through limiting buffs, it is not likely this will see more than one use per cast (2 with the ??? minion)
Mute() - Most classes I noticed has a sort of basic X + draw a card attached. I think it is comparable to the new flare, or shiv, a 0 mana effect (from priest) and a card draw. I think making it one mana would be too good, like how the old flare was. I thought about attaching this to the weapon similar to switch() and kill() but didn't want to overuse a mechanic
Switch() - This is similar to shadow madness, again cheap but requires the hero power to activate. It doesn't have the a maximum attack, which I think opens it uses, at the disadvantage of being unable to bypass taunts.
??? - A standard 2 mana minion, buffs durability. I don't have a good name for it yet, but I think that it fits the class, proper set up would allow for multiple uses of the above buffs. More of a utility card with a cost, like sorcerers apprentice for mages
Snapshot - A simple, non complex minion. I was afraid of having too many things with unique effects, and most classes have at least a minion similar to this so I felt like this would be a fair idea. I also don't know if it would really fit the theme.
Junction Jans - A mix of flash heal and holy light, it removes the targeting capability, but reduces the cost. Another miracle style card, adding to the classes overall survival.
I find it comparable to Living Roots or Mirror Image. While Living roots has you chose one for the immediate damage, or two 1/1s, this one straight gives you the 1/1s and damage, should you go face. It notably doesn't get a bonus via spell damage, and cannot bypass taunt minions.
It also is meant to be a cheap activator for Turn( ) Cards, (Look at my submission, or here for some examples: http://imgur.com/a/08kVd)
I also intend to avoid cards like Savage Roar and Bloodlust for obvious reasons
I need to screencap the current result standings for the next time somebody suggests the formula too severely punishes entries on pages with multiple outstanding entries. The top 3 classes right now are all on the same page. XD
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
@theDeivore No, think of how Evsicerate does 4 damage after combo, not 2 + 4 for 6 damage
For Memory( ), if you haven't attacked, the Turn activates, and the second text is what occurs (only drawing 1 card), where as if you have attacked, Turn doesn't activate, and you get the top text (draw 2 cards).
I feel that is going to be the hardest part, is clarifying the turn mechanic on cards like that :O
Edit: @layrit Exactly, you beat me to clarifying it, thank you :D
While I think Turn() could be a good mechanic, I think it's better suited to end of turn effects that have a bonus if nothing attacked. For example the card you demonstrated is probably going to be 3 damage for 1 mana almost all of the time, I don't think there will be much choice involved there.
Brief editing nitpick, the mechanic itself is called Turn(), but instead of being spelled Turn(): on the example card, it doesn't use the function parentheses.
I also think it would have been better to show off competing Cache abilities rather than one that's strictly better than another, so one could see that there's a real need to evaluate using one ability over the other.
Off the bat, I noticed the mistake in the Turn() Parenthesis as well as I posted them but wasn't sure about editing submission posts. Playing with the maker I used a bit more showed that it acted weird, so itll likely be a photoshop project in future rounds
Secondly, I think if I could I would use a different card to show off turn( ). While I'll likely keep crash itself (I see it kind of like Eviscerate, rarely will you ever need to cast it for 2 damage, and it fits into your turns for the most part, there are a few cases where going against the norm is better). If I could, I'd instead show a card like:
That way getting the full effect of a card requires you to have a minion that attacked. However for other cards, I'd do something like
Similar to a druids 'chose one', however the way Turn is activated, it can really affect dealing with deathrattle and taunt minions.
And if I could I'd use a minion other than Sybil to represent Cache, because like you said, I don't think either really help show off the potential decision making of the mechanic.
Hero Power - Hero Power looks fine. However, is there anyway that you have planned for your hero power to interact with your class cards? I understand that your keywords do make it such that it's minions only that attack, but your hero power looks like it might be tough to have synergy.
Turn () - Currently, I can't think of any circumstances that I wouldn't play your Crash() card first instead of later! It doesn't show much about the deliberations between choosing to use it first versus using it later. Perhaps, if instead of offering a direct upgrade, it might be better if it gave alternative, yet still viable effects instead! More examples would be nice.
Cache - I think Cache is fine, but this means that you should provide many minions with the keyword to ensure that there will always be a choice. If you can only summon one cache minion a turn, you would basically keep getting the attacks in. :P
Creeper and Sybil look fine currently. It's a matter of seeing your deck synergies now~
Hero Power - Yes I do want some class card interaction, I'm working on alternate methods besides spells like rogue has. In the actual game, the sword gets powers from dead citizens, and the powers reflect their personality, so I was thinking of creating a few minions with a deathrattle effect that buffed the weapon.
Turn() - I agree, Crash() I feel was a good way of showing how the mechanic would work, but didn't show the decision making that could come with it. In the spoiler above, I put two more cards that ideally show it off a bit more. Memory( ) I like due to it needing you to have attacked to get it's full effect, instead of like Crash( ) which wants you to not attack.
I also liked your idea of having alternative uses, instead of an upgrade. I tried to incorporate that with the Jerk card, having a single and multi target configuration. I do want to keep it from being too similar to druid, but that's not a big worry at this point.
Cache - I agree, Cache is pretty meh if you only have one minion with it on the field. I want to create spells, or minions that accelerate other Cache minions (perhaps a Process Mechwarper) in order to create some decision making. I also want cards with very different benefits like:
So playing this next to a card like Sybil, you suddenly have to chose between drawing, or damage. I also had the idea of a card with Cache: Silence the minion being attacked, to add a bigger variety of effects.
Quotes and replies in spoiler tag :D Thanks for the replies so far!
0
6
Cards( )
Explanation( )
Creeper - A simple one drop similar to Mana wyrm or Tunnel Trogg, it felt like the perfect combination with the Cache mechanic. It is very intuitive to others who have used cards like Mana Wyrm as to how it works, and can also make for early game choices when you have two of these on the field.
Memory( ) - This card is a bit different in terms of the Turn mechanic. It allows for a discounted Arcane Intellect, but requires the player to have attacked with a minion, otherwise it is a worse Shiv. I think it shows how Turn isn't strictly beneficial to the player, and won't always be easy to make happen.
Mother - We have seen a lot of 4 mana 3/5's and thus it felt good to do another one with a simple effect. It felt good for a common, and while not strong like say Piloted Shredder, can go toe to toe with it, and provides an equally good alternative effect.
Claw - This card I find most akin to Savage Combatant. It is one of the few Process minions with a higher attack than health, and has the potential for a ton of damage output. Of course, that damage may not be worth it compared to some of the other Cache effects.
Mute( ) - This was originally a basic card, until I remembered Silence was not allowed to be used. Therefor, it got moved to this set, where it acts like Shiv except with silence. Compared to owl, it is the difference between an 2/1 or drawing a card.
Crash( ) - This card is a good simple Turn card. It is the 1 mana deal 2 damage spell that most classes have, with an upside if you have yet to attack with a minion. A minor thing, as more often than not it will be 3 damage, but there are times like when dealing with cards like Dr. Boom, you want to see where the random effects land before casting spells.
Ping( ) - The Singer doesn't have a wide amount of AoE, especially not early in the game. This was made to help with that problem, but not solve it. The class should have weaknesses, and this is one of them. Similar to mage, they should thrive off of having board control, and using powerful single target spells to achieve that goal.
In Circles - This card is the second 'Song' card for the singer. It too provides a more weird and unique effect, as every other ability is more meant for dealing damage or controlling the board. Plus it is a really good song... like go look it up and listen.
Jerk - This card shows the duality Turn can bring, either making an Infernal type effect, or a Fire Elemental effect. A 5/6 is nothing to sneeze at either, this card is meant to be competitive with Loatheb, providing two potentially useful effects for the same cost as him.
Mask( ) - Another utility card. I love this one honestly because it works so well with Turn. If no minions have attacked, let one through taunt, otherwise run through yourself. It requires opponents to deal with your big minions, or can allow the hero a way to bypass taunts to use one of their weapon enhancing effects on a creature.
Basic_Set( )
Thank you everyone for reading!
0
I made cards that do things
Here is the hero the cards that do things for
Here are the cards that do things
Bold words explained:
Thank you for looking at the cards that do things :D (I is sleepy)
0
Finally got my Transistor cards posted in the submission thread, feel free to upvote if you love them :P
I'll put the link, instead of reposting all the cards: http://bit.ly/1SrazJa
21
The Singer
The Singer class is based around the character Red, from Transistor. She is intended to be a mixture of Rogue and Mage, using her weapon and abilities to control the board while her minions retain control and deal repetitive damage.
In future phases the class will use the Turn( ) and Cache mechanic, which allow spells and minions to gain benefits based off the order they are played. These basic cards are intended to make activating these mechanics easier, while also providing base utility to the class.
Class Mechanics
The Cards
More Cards
Tokens
Explanation
Junction Jans: Even Red has gotta eat sometimes. This spell works like a cross between Flash Heal and Holy Light. It's limited to the hero partially due to theme (her minions are all robots), and to cheapen the cost to allow for a miracle Singer deck.
Help( ): This card is a cheap way to get 2 damage on the board, along with 2 bodies. This too allows for a miracle Singer, but does the more important job of cheaply activating other spells Turn( ) mechanic (see above). It is best compared to Living Roots and Mirror Image.
Void( ): This card fits the theme of Red doing a lot of the dirty work with her weapon. It'll often only be used once, as Red will have no other weapons aside from the Transistor. It allows for a buff to a weapon aside from damage or durability, and essentially acts as an assassinate that cannot bypass taunt.
Bounce( ): This card is Reds board clear, should it work. It requires hitting the right targets in the right order to work, and can swing the early game. If cast on an empty board, it is a 3 mana fireball.
Switch( ): This card acts like Shadow Madness without the attack limit. A good card if used efficiently, it can have a major impact on games, but requires ample set up and mana.
Mesmerize( ): Frost Nova with card draw, this card represents Red enchanting her opponents with her voice. It is one of her few ways of stall, but more expensive than what other classes may have access to.
Builder: A simple 2/3 that gives an upside. Good draw and planning could lead to multiple uses from weapon buffs, or a decent early game body.
Clucker: This card is similar to Flame Juggler, but will ideally see more play due to it's higher damage, and more limited RNG. The loss in stats shouldn't have too big of an impact, but can still make a difference versus certain classes.
Snapshot: This card has the potential to be just as irritating for aggro decks as this minion was in the actual Transistor game. Thematically it flashes snapshots of the enemy at them to distract them, hence simply giving it Taunt.
Young Lady: The Savannah Highmane, or Imp Gang Boss of the Singer, it has the stats of Reno Jackson with a great upside. It should hopefully provide a strong contender for this classes 6 drop slot, and doesn't use any secrets :D.
Thank you everyone for reading, and everyone who upvoted as well :D
0
I edited my original post to include the hero power and weapon that this comes from, thanks for reminding me xD.
As for Mesmerize, while I think your right in the sense that Freeze is understood, is the sacrifice in flavor worth it?
0
Should be my final form of these cards
Looking for any and all feedback, though especially with the art
Original Hero Concept
Cards
Cards :
Tokens:
Thanks again everyone!
0
@Uoeaa
"@Allusivetable
I really like all your cards! My only question: How do Kill() and Switch() work together?"
Kill() and Switch() would depend on the order played, you either kill the minion right out, or switch the minion to your side and it immediately dies.
@Layrit
0
Hey all, working on basic set as well with all of y'all, finding the process a bit difficult with the lack of keywords. Came up these ideas, looking for opinions :D
Hero:
Cards:
Reasons:
Help( ) - A cheap costing spell similar to living roots or mirror entity. My primary reason for including this card is that it activates the classes Turn() mechanic so easily, (this will be seen in future sets). I'm avoiding cards like savage roar or power of the wild to keep from making a Fon+SR combo. It is also cheap to hopefully go with the miracle feel that I think this class is going.
Bounce( ) - Essentially a random AoE removal, or a 3 mana fireball. The discount is for the random effect, and split damage making it not too surefire for straight removal. I feel it is good early game, and significantly weaker late game. My biggest fear is it being a bit over the top and OP in the early game.
Jerk - Essentially a slightly worse, or different, Baron Geddon. This is meant to help the classes late game, for the potential of a control deck. Your essentially getting a consecrate and a minion, however unlike Baron Geddon, it only goes off once and not every turn.
Young Lady - The shade is just a vanilla minion, so I find it like this classes Savannah Highmane. I'm torn between it being 5 or 6 mana, as if it dies in one hit, it might as well be a 5/7 minion, where as if it takes many hits, it can get ridiculous.
Kill() - This is pretty much a 4 mana assassinate that cannot bypass taunts. It too fits with the miracle theme I think, and provides a way to buff the weapon outside of straight damage. The Transistor will be the only weapon available to the class (outside of Blingtron), so through limiting buffs, it is not likely this will see more than one use per cast (2 with the ??? minion)
Mute() - Most classes I noticed has a sort of basic X + draw a card attached. I think it is comparable to the new flare, or shiv, a 0 mana effect (from priest) and a card draw. I think making it one mana would be too good, like how the old flare was. I thought about attaching this to the weapon similar to switch() and kill() but didn't want to overuse a mechanic
Switch() - This is similar to shadow madness, again cheap but requires the hero power to activate. It doesn't have the a maximum attack, which I think opens it uses, at the disadvantage of being unable to bypass taunts.
??? - A standard 2 mana minion, buffs durability. I don't have a good name for it yet, but I think that it fits the class, proper set up would allow for multiple uses of the above buffs. More of a utility card with a cost, like sorcerers apprentice for mages
Snapshot - A simple, non complex minion. I was afraid of having too many things with unique effects, and most classes have at least a minion similar to this so I felt like this would be a fair idea. I also don't know if it would really fit the theme.
Junction Jans - A mix of flash heal and holy light, it removes the targeting capability, but reduces the cost. Another miracle style card, adding to the classes overall survival.
Thanks everyone for reading and the feedback :D
0
Opinions on this card?
I find it comparable to Living Roots or Mirror Image. While Living roots has you chose one for the immediate damage, or two 1/1s, this one straight gives you the 1/1s and damage, should you go face. It notably doesn't get a bonus via spell damage, and cannot bypass taunt minions.
It also is meant to be a cheap activator for Turn( ) Cards, (Look at my submission, or here for some examples: http://imgur.com/a/08kVd)
I also intend to avoid cards like Savage Roar and Bloodlust for obvious reasons
0
0
@layrit
Memory()
Draw 2 cards
Turn: Draw 1 card instead
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
0
@theDeivore Definently, I'll add that in there when I finalize the card :D
0
@theDeivore No, think of how Evsicerate does 4 damage after combo, not 2 + 4 for 6 damage
For Memory( ), if you haven't attacked, the Turn activates, and the second text is what occurs (only drawing 1 card), where as if you have attacked, Turn doesn't activate, and you get the top text (draw 2 cards).
I feel that is going to be the hardest part, is clarifying the turn mechanic on cards like that :O
Edit: @layrit Exactly, you beat me to clarifying it, thank you :D
0