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    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Elmo1191 jump

    Worldbreaker Shaman seems a bit over the top. If i understand this correctly, even when you use it to attack into a minion it still won't take damage? This kind of forces a spell on it, because it is a 2 drop with 2 attack so it can do things. I think making it simply "Cannot take damage from minions" is good enough. That way it can still die to weapons and minion effects, its balanced and flavorful.

     Ah thanks, that is a better way of wording it for balance, I'll definitely go ahead with that cahnge.

     

    Quote from Elmo1191 jump

    Faceless Corruptor is IMO FAR too strong! A 3 mana 2/5 is very difficult to kill by a single minion and it can trade for possibly 2 minions at that stage of the game. But that effect as well... I think this should be a 4 drop and it will still possibly be quite strong.

     Even with the effect being symmetrical? It hits yourself as well so you still have to be careful with what you're playing. But yes, i realise its health may be a little on the heavy side for 3 mana., might make it a 4 mana 2/4, then yes?

    Thanks for the feedback by the way =)

    also Vapours can be spelt either way =P

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase II - Discussion Topic

     Hey guys!, Thanks to everyone who upvoted the Twilight's Hammer in Phase 1, and GL to everyone else in phase 2.

    I've got a few concepts roughly worked out for my basic set and would love some feedback on them before i finalise them.

    Saronite Vapours - I Think spell cost (3) more is a good spot for this card due to its 1 mana cost making it very easy to fit  into other turns. The loatheb precedent (spell cost (5) more for ~0-0.5 mana) is a bit skewing for this kind of effect i feel.  

    Worldbreaker Shaman - I'm worried this might be too strong at 2 health and slightly too weak at 1 health. Currently i have it at 2 since all classes (i think) have a way of dealing 2 damage with spells/hero powers by turn 2.

    Faceless Corruptor - Some Hero power synergy, 2/5 makes it a stick to board a bit and punishes expensive plays.

    Saronite Animus - The "fire elemental" of the set, its a big threat around turn 6 that cant be dealt with using spells, rewards you for having maintained board control or forces the opponent to trade minions to conserve their health.

    Thats all i have ready to show at the moment

     Let me know what you guys think =)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Discussion Topic

    Arkasaur: I don't think you can say it's symmetrical effect so it's balanced as it will only be run in spell heavy decks. Last week there was this 7 mana demon that destroyed all non-demon minions, and the guy who posted it said it seemed balanced, but since it would only be used in demon decks, it would be actually OP as f***. Same thing here, it could as well say: "Both players draw 3 cards. Minions drawn by your opponent cost 2 more." 

     Thanks for the feedback, 

    I think the situation is significantly different to the one you present, The destroy all non-demons is OP due to its effect, particularly how much it affects the board directly) and doesnt have anything to do with its "symmetry".

    I rebalanced the card slightly to minions cost (1) more, and i think this puts it closely in line with the balancing of Coldlight Oracle and Grove Tender.

    These two cards give a 3 mana effect (2 cards), and 1.5 mana effect (1 card) symmetrically. They then both give a ~1.5 mana and 2.5 mana minion  respectively. 

    With shadow word: Despair, a 5 mana effect (3 cards), symmetrically with a possible "3 mana" additional gain. (I guess this depends on how you want to balance card cost increases), i think it puts it at a similar level of balance. 

     

    Also, this is just my opinion, but I hate idea about discarding opponents cards or making them cost more or affecting opponents hand permanently in any negative way. I would make it so those minions would cost more only next turn.

     That one i cant fix =P, I was also thinking that the effect could work as "spells that are drawn cost (1) less", i suppose that would more suit your tastes, but i don't think it fits the "shadowy" theme of the card quite as much. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Submission Topic

     

    Design: Built to be used in a priest spell-combo deck. Draw more cards and possibly slow your opponent down significantly. Here it becomes far more powerful since the downsides can be avoided for the most part.

    Balancing: I think it hits the 4 mana mark for balancing since the effect is symmetrical and there is no minion associated with it - a la Coldlight Oracle

     Edits - Reduced cost increase from 2 to 1.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Discussion Topic

    Hey, finally got around to making a card:

    I'm unsure on the balancing, i think 4 or 5 mana is fine since its a symmetrical effect. 

    It's built to work in a spell based priest deck, think Velen 2xMind blast combo deck.

    Note - Its a concept adapted from one of the class cards im working on for the class creation competition.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Discussion Topic
    Quote from Isul39 jump

    Hi everybody, I'm new here and I just realised I should've post here before submitting my card... oh well. Here's the card I made trying to be everything but OP. Also was wandering where you guys get all the great artwork for your cards? Thanks!

     That seems very overpriced for a 1/3, even if the effect can net you a benefit. I think it would still be balanced around the 2-3 mana range since it would likely need to be a combo card anyway to see play.

    Also, can i suggest changing it to "Death Wyrm", since thats a more typical spelling for a dragon.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Discussion Topic

    This doesn't actually fit this week's requirement. The secondary effect is based on a condition totally outside the outcome or subject of the first. =P

     Ah, i see, i probably shouldnt  do this stuff when i've been awake for 20 hours =P, I'll come up with something else once ive had a bit of rest then. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #22: Discussion Topic

    Edit - Didnt fit the theme, nevermind this card.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from DialM4Murloc ju

     I'm excited to see how this turns out! However Searing Flames is really OP imo. Mage is the spell class and Flamestrike deals 4 damage for 7 mana. Yours should probably cost 7 mana because of its extra effect, even if it's situational.

     Glad you like my initial ideas =). 

    On Searing flames: You're probably right in saying its OP, its partly a case of "larger picture" balance, i was considering making the class have little/no face damage potential or single target removal which neccessarily made its AoE need to be more effective. While thats the case, i think you're right in it needing a mana cost increase, so i'll likely change it to 6 mana and reevaluate it.

    I think armor removal is situational enough (in theory 1/9 games it will be important, probably less) that it doesn't neccesitate a mana cost increase. 

    Of course, lots of balancing changes might happen before week 3 and the full basic set being done.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from Squiddylicious jump

    Regarding Despair, I think the following could work:

    "The first card the opponent plays cost (1) more next turn."

     Yes, thank you =), i was kind of leaning that way after my post as well. I think it works a bit better as well as it still allows more than 1 card to be played a turn rather than having the power 'double up'

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from Arkasaur jump

    I love your hero concept, but this is another Hero Power I'm having a hard time getting behind, mostly because its value is just SO dependent on what kind of deck your facing, even more so than any current Hero Power. I mean, there are plenty of decks that run few to no spells that this would be pretty much useless against. If I can make a suggestion, what if you also include Hero Powers? Everybody uses their Hero Power. Maybe something like "The next time an enemy casts a spell or uses a Hero Power, it costs (1) more."? That could even stack.

     How about All cards costing (1) more? that way it still has the same effect on spells, and if your using it every turn you are still behind by 1 mana essentially.

    I personally dislike the idea of the effect stacking as it could be possible to completely lock an opponent out from using spells that way.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Submission Topic [Ended]

    Twilight's Hammer

    The Twilight's Hammer is a Control, Tempo and Disruption based class, focusing on using his hero power and various disruption effects to gain board control or counter the opponents win conditions. He does not have a keyword of focus, but you will regularly see spells costing (X) more, -X spell damage and card costs being increased.

    Hero Power - Despair

    While Despair does not directly affect the board, it can be the deciding factor of games, Board clears one or two turns later can make a game.

    It also makes him the perfect counter to Combo decks, preventing them using their combo spells to good use.

    Cards

    Twilight Adherent

    While he may not look like much, the Twilight adherent can be a significant disruption to your opponent. Paladin going to consecrate on turn 4?, well now its a glorified whirlwind. And while the effect is symmetrical, you can always trade him off on your turn and get the full effects of your spells!

    Searing Flames

    Rivaling the board clear of Flamestrike, Searing Flames comes into play mid-game and can turn the field in your favour. For added effect, it even removes the opponents armor if they have any.

    Yogg-Saron

    The Maw of Madness himself, Yogg-Saron will drive your opponents crazy, making their cards cost more every turn he lives. Drop him down and watch that combo decks win condition go up in smoke.

    Changelog:
    • Despair - From Spells cost (1) more to First card costs (1) more
    • Searing flames - increased to 6 mana from 5.
    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from nobravery jump

    New Keyword - Burn : When you are holding 10 cards, the next card you draw gets Burnt.

    Idea: use spare part cards to fill your hand, then trigger Burn effect to gain extra profit.

    The hero power and burn ideas are cool. So burn works like "When a card is Burnt, deal X damage to a random enemy"? Or similar kind of thing?

    Will additional spare parts from the hero power be burnt?

    If not, then one thing I'm unsure on is with the hero power, it might be a little under-powered (unless burn is ridiculously overpowered) since it does nothing the turn you use it and then requires you to use 2 more mana to get any effect from the spare parts.

    Maybe one route to go could be making those spare parts cost (0) (like Nefarians hero power in the brawl) so that you can get effect from it? Then burn might be more of a choice of play style than the class being pigeonholed into using its effects.

    I'd love to see some of the card examples to see how burn will work out.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition Phase I - Discussion Topic

    Class: Twilight's Hammer / Cultist / Faceless  (not pinned down yet.)

    The Twilight's Hammer class focuses on spell disruption, making it harder and harder for the enemy to control the board with their spells while General Vezax himself begins to slowly overwhelm them.

    Cards:

    The Twilight Adherent is one of the commons of the set, giving both hero's -1 spell damage, it works well to disrupt your enemies control if they rely too heavily on spells. 

    (I'm thinking that it may need to be 2 damage for balancing?)

    The AoE of the set, while it deals 3 damage, it only hits enemy minions (comparable to flamestrike), the Armor destruction is an added bonus against the 2-3 classes that regularly get armor.

    More disruption effects, but this time in a 'reverse thaurissan', he even curves nicely at turn 10 with your hero power to make him harder to remove. If he stays alive on board for more than a turn, expect the game to snowball heavily in your favour.

     

    Hopefully you guys like the concept, let me know what you think about the ideas and balancing, thanks.

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #19 - [Ended]

    Generates strong board presence if it ends up resummoning the dragon. Very weak to silence.

    Posted in: Fan Creations
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