CheckCounterspell. Blizzard should buff Counterspellto only trigger for spells that cost 2 or more.
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YouthThunder posted a message on when to best use the Coin?Posted in: General Discussion -
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Asylum_Rhapsody posted a message on THE SEER (A fan-made Class of fortune tellers, oracles, prophets, and other psychics) [COMPLETE]Posted in: Fan CreationsHello, folks! During our little Winter break, both here from the card design competitions and personally from school (going to grad school and working a full time job is hard ;_;), I've decided to post a class that I've been working on for a few months now, basically since the beginning of our board's Class Design Competition. I thought I might submit it to the next Class Design Competition, but with the rules we're working with so far to differentiate it from the first one, it's looking like it won't be eligible. Which I'm fine with! So, I decided to go ahead and take the time to present it here and see what y'all think. I hope you like it! ^_^
THE SEER
The Seer's Vision Hero Power produces one of the following four Secrets at random,
similar to how the Shaman's Totemic Call Hero Power produces one of four random Totems:Justicar Trueheart produces the True Vision Hero Power,
again similar to to the Shaman's Totemic Slam Hero Power:Explanations:
The Seer's Hero Power Secrets are each derived from another existing Hero Power, Vision of Hope from Lesser Heal, Vision of Peril from Fireblast, Vision of Prosperity from Life Tap, and Vision of Woe from Steady Shot. The end results of these Secrets are a bit more powerful, but this is balanced out by two factors:
1) Secrets are inherently on a delay, triggered at your opponent's discretion and thus able to be played around. This is in general why Secrets' effects feel pretty powerful when compared to similar non-Secret cards (Freezing Trap vs Sap, Mirror Entity vs Faceless Manipulator, Avenge vs Blessing of Might, Explosive Trap vs Consecration, Vaporize vs Assassinate, etc.)
2) Like the Shaman Hero Power, these are randomized, so the truly outstanding possibilities are inherently balanced by the less outstanding ones. Wrath of Air Totem would be too good if you could always summon it on demand, but sometimes you'll end up with Healing Totem. Vision of Prosperity is pretty sweet, but Vision of Woe is less so.This Seer's content is complete through League of Adventurers, meaning there are a lot of cards! That being the case, I put most stuff behind spoilers not to be too obtrusive. Before I make you wade through all of that, though, here's just a preview of some of the more interesting and iconic cards you can look forward to from the Seer:
"What's with the art?" you may be asking. Well, this is a class of oracles, fortune tellers, and psychic, and I've always like the idea of these prescient characters' visions coming to them not as clear but rather as mysterious, cryptic, and in need of interpretation. That's why so many of the spells, including the Hero Power tokens, are taken from more abstract fantasy art. Well, without further ado, let's get into it!
SEER CARDS, by expansion
BASIC CARDS
EXPLANATIONS:
(alphabetical)
Destined for Glory: Comparable to Blessing of Kings.
Divination: Follows the costing pattern from Arcane Intellect, Nourish, and Sprint.
Doomed!: Comparable to Assassinate, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Fateful Sign: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Foreshadowing: I would expect this to be one of the Seer's staple cards. As simply drawing a card is worth about (1) mana, this card has you pay (1) mana more for a (2) mana discount next turn, sacrificing tempo now for tempo later.
High Oracle: I would expect this to be one of the Seer's staple cards. Comparable to Ancient of Lore, I wanted to make sure this class, unlike many others, had good late-game options of lower rarity.
Impending Disaster: Somewhere between Consecration and Flamestrike, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Misfortune: I would expect this to be one of the Seer's staple cards. Comparable to Arcane Shot or Holy Smite, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Soothsaying: One of the Seer's few healing options. This card was originally designed before Coldarra Drake existed, and so I needed to alter the wording here to specify Seer powers only to prevent shenanigans from getting too wacky.
War Prophet: Somewhat of a finisher, I wanted to make sure this class, unlike many others, had good late-game options of lower rarity.CLASSIC CARDS
EXPLANATIONS:
(alphabetical)
Apocalyptic Prophecy: This card is probably bad, but man is it cool! I imagine the effect when played even rivaling Twisting Nether!
Astrology: This one is a little weird and was difficult to balance. Basically, it's comparable to Blessing of Kings, just it costs (1) less because the stat distribution you get from it is randomized. Probably best used when you have only 1 minion on the battlefield.
Clairvoyant Spy: I would expect this to be one of the Seer's staple cards. Most of the time, it'll be a perfectly balanced 3/3 for (3) with Stealth that, conditionally, gives you a copy of a Secret you already control. Against certain classes, though, you can use it not only to snag yourself a cross-class Secret but also to determine exactly one of the Secrets they have in play.
Dire Inevitability: One of the Seer's early Secret synergy cards, rather straightforward.
Dreadful Omen: Comparable to Shadow Bolt and likely similarly subpar.
Fates Intertwined: No lie, this card was difficult to balance and get right. Compared to Deadly Shot, it has the additional limitations of requiring you have a minion and that that minion die before the benefit take effect.
Focused Vision: I designed this before Justicar Trueheart came out and I gave an identical effect to the True Vision upgraded Hero Power. Still, I decided that I liked it and wanted to keep it. It's believably simple and one of the Seer's few extra Secret-generation methods in the Classic set.
Fortune Teller: Comparable to a lower-cost Shattered Sun Cleric. The Cleric cost (3) but has a sub-2-cost body, and the Teller costs (1) but has a 0-cost body, maybe a bit better for being a class minion.
Harbinger: This card is crazy. Basically, while its in your deck, whenever you draw a card, the cards in your deck that cost (7) or more are entirely excluded from the card draw options. You have to draw it before you draw your high-cost cards. This means that early on in the game you have a much higher chance of drawing your earlier-game cards. The implications for deck-building and mana curve are mind-boggling, and it's the sort of concept that I don't think anybody could properly judge without actual testing. It's definitely one of my more interesting creations, though, and I think it's a card that makes Seers particularly unique.
Mysterious Orb: I would expect this to be one of the Seer's staple cards, representative of the class in so many ways. In addition to being a straightforward card draw, it also places a tiny body on the field that, while useless on its own, is a perfect candidate for the Seer's many buff effects.
Palm Reading: One of the Seer's early hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Prescient Vigilante: One of the Seer's early Secret synergy cards, comparable to Spellbreaker.
Self-Fulfilling: One of the Seer's few healing options. Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Tarot's Judgement: One of the Seer's early hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Voren'thal: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there, even Legendary ones because we all know there are plenty of unremarkable class Legendaries. But don't worry! I make up for it later...CURSE OF NAXXRAMAS
EXPLANATIONS:
(alphabetical)
Undercity Medium: The balance here was really hard to get right, but I really liked this general concept and really wanted to do it. It was originally only going to be friendly Deathrattles, but I wanted to avoid a situation where people would play just Sylvanas Windrunner with this or something.GOBLINS VS GNOMES
EXPLANATIONS:
(alphabetical)
3N16MA Machine: Flavor Text "It's supposed to calculate your future and print the results out in binary, but for some reason it's always all zeros..." GvG is where a Secret-focused Seer really starts to shine, and this little guy is why. Set it up with Scryer's Trance (see below) and some of the Seer's extra Secret-generating cards, and then go to town with some massive Spell Damage bonuses! Okay, it's only up to +4 most of the time, but still! That and some Misfortune spells (see Basic cards) or other low-cost damage spells can spell your opponent's doom.
Numerologist: Of of the Seer's hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Ominous Transmission: I struggled getting this card just right, and I'm still not sure that I have, but I like this concept as a Mech-synergy card and it's a rather unique Secret-generation method for the Seer.
Prophet Skeram: Oh baby! It may not be immediately obvious at first, but this is going to be the cornerstone of a lot of Seer combo decks. Tell me, what's the big problem with cards like Gadgetzan Auctioneer and Mana Addict and Malygos? Your opponent usually gets to attempt to deal with them before you can really get any good use out of them. But what if you could prevent that? With Prophet Skeram, minions that you play will not be summoned immediately (this also denies them their battlecry). Instead, they'll appear on the battlefield at the end of your opponent's next turn, meaning that your opponent won't get to deal with them before you use them to the fullest. It can be a major loss of tempo, and for stuff like Malygos will also require comboing with Foreshadowing (see Basic cards) or other cost-reduction effects over multi-turn set-ups, but I think the concept is really cool and appropriately Legendary!
Psychic Sentinel: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Revelations: A rather unique card draw options that, as it says, has the downside of revealing some of the cards you drew to your opponent. By giving them copies!
Scryer's Trance: This card has two uses. First and most obviously, it can be used to prevent your opponent's pesky Secrets from triggering at an inopportune time (gg, Ice Block). Second, GvG is where a Secret-focused Seer really starts to shine, and this helps you accumulate a collection of Secrets without letting your opponent trigger them, letting you better take advantage of cards with Secret synergy based on the number of Secrets you have in play.
Surveillance Drone: Comparable to Blood Imp.BLACKROCK MOUNTAIN
EXPLANATIONS:
(alphabetical)
Deja Vu: A simple, low-cost damage option for the Seer. It's anti-mill, combos well with Spell Damage, and I couldn't resist this art.
Infinite Drake: I'm pretty proud of this one. I don't know if Dragon Seer could be a thing, but if it could, then this would be an invaluable tool, allowing you to swap your expensive late-game Dragons for other cards from your deck, shuffling them back in and redrawing to replace them with cards that may be more immediately useful.THE GRAND TOURNAMENT
EXPLANATIONS:
(alphabetical)
Cassandra's Curse: Comparable to Silence, also particularly useful in combination with stuff like Ancient Watcher.
Doomsday Cult Leader: Comparable in general balance to Cenarius, I don't think this is good, but I do think this is cool.
Gifted Gambler: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Herald Beluus: This is the announcer for the Grand Tournament! It at first appears to be a joust effect but isn't. It's just a Legendary "tutor" card that shows your opponent what you got. And it comes with the added benefit that Herald Beluus actually has a different voice clip for every Legendary you draw!
Mystic Horseman: Sort of an anti-Hero-Power in an expansion based on Hero Powers. Pretty good body, but the effect isn't exactly difficult to play around.
Seance: I wasn't sure about how to balance this one exactly, but it's mostly based on Emperor Thaurissan and trying to work backwards from its Battlecry. I could be a great turn 2 play, or turn 1 with coin, but it's a big tempo loss early in the game, and I think the random aspect of it keeps it about in check.
Sorrowful Sage: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there. The concept is pretty interesting I think, both thematically and mechanically, and I wouldn't be surprised if they did something similar with the Shaman's Hero Power Totems eventually, but Vision of Woe is probably the worst of the Seer's Hero Power Secrets to do this with. Still, it's an interesting anti-Hero-Power card in an expansion based on Hero Powers.
Undoing Augury: This expansion's only Secret synergy cards, rather straightforward.
Visionary Leader: One of the Seer's hand-archetype cards. I think it'd be interesting to see those from something other than Warlock. It's about comparable to Raid Leader, and it's an experimental attempt at a hand-archtype card that's not directly related to the number of cards in your hand but rather on comparing the number of cards in your hand to the number of cards in your opponent's. I thought it sort of fit the joust theme in a roundabout way.LEAGUE OF EXPLORERS
EXPLANATIONS:
(alphabetical)
Ancient Guardian: Pretty straightforward.
Crystal Skull: This was pretty difficult to get right, but it's being compared to Dancing Swords, Sen'jin Shieldmasta, and taking into account an Arcane Intellect penalty. Probably a very scary turn 2, or turn 1 with coin, play, but giving your opponent two cards when it dies is a pretty big deal, pretty much why nobody plays Naturalize. I could see maybe reducing the Health by 1 or something.
Mad Antiquarian: I'm not big on uncollectable token cards, but I had this idea and couldn't pass it up. This is the Seer's own 1/3 for (1), and what it does is shuffle these weird Hieroglyphs into your deck. When draw, these token cards let you draw another card. Themselves, they cost 0 and do nothing. So what the hell are they for? Two things: First, the up the count of cards in your hand for hand-archetype cards, and Second, they're still 0-cost spells to combo with stuff like Gadgetzan Auctioneer and Mana Addict.SEER CARDS, by function
ARCHETYPE: COMBO-SEER
These cards are the keys to combos that would otherwise be impossible. Prophet Skeram especially is the key to getting use out of cards like Malygos and Mana Addict that have not yet been fully exploitable because of how easy they are to deal with before they can be used to their fullest potential. These combos would be balanced by the multi-turn set-ups they would require.
ARCHETYPE: HAND-SEER
I think it'd be interesting to see a hand-archetype from something other than Warlock, so I've decided to give the Seer plenty of tools to try it out. The Seer doesn't have a reliable and immediate drawing Hero Power to really grasp it, but it does have great card draw options, as explained below, and it is the only class with class-exclusive hand-archetype options.
ARCHETYPE: SECRET-SEER
SECRET GENERATION
SECRET SYNERGY
I hope that I didn't go too overboard in giving the Seer Secret-focused stuff, but it'd be a waste not to take the opportunity considering the class's unique Secret-generating Hero Power. The BIG combo here is obviously going to be setting up 3N16MA Machine, probably by using cheap Secret generation methods in combination with Scryer's Trance the turn before. I've taken care not to give the Seer too many hero-targetable damage spells for exactly this reason. Otherwise, I'm pretty proud of the general variety in form and function of options here.
BUFFS
I decided early on that I wanted Buffs to be something that Seers would have a good variety of options for, and I think I got it about right without making any options too exceptional. The most stand-out ones are probably going to be Fortune Teller and Astrology, possibly Palm Reading.
CARD DRAW
I decided early on that card draw was going to be somewhere I wanted Seers to excel. Mysterious Orb, Foreshadowing, Herald Beluus, and High Oracle are the ones I think are the best, but I'm also particularly proud of Infinite Drake and Revelations and would be curious to see how viable they could be.
DEFENSE
I decided early on that, because of the Seer's focus on Secrets, I didn't want it to have too many self-defense options. Soothsaying is probably not totally bad, but I imagine Seers would mostly have to rely on Neutral cards for their defensive options. This is an intentional weakness.
REMOVAL
SINGLE-TARGET DAMAGE
SINGLE-TARGET DESTRUCTION
AOE
Because of 3N16MA Machine combos, I tried to keep cheap hero-targeting spells in check, so only Misfortune and Dire Inevitability are very good. The general expensiveness and delay of Seer AoE's was another intentional weakness of theirs, though I may have gone a bit overboard on it. In a future expansion, I may try to give them a lower-cost option of some sort if I can think of something unique.
OTHER
Not all cards fit neatly into a straightforward role. Unfortunately, most Hearthstone cards that don't fit neatly into a straightforward role aren't very good, and that's no different here. There are exceptions, though, and that's also no different here. I think Harbinger is a super interesting card that could give Seers a totally unique and totally amazing new deck-building dynamic in terms of how they construct their mana curves and such. I think it's a standout card and one of my favorites in the class.
SEER CARDS, complete collection by cost
I hope you've enjoyed the Seer! ^_^
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4
gachiGASM
6
would be cool if it copied enemy minions instead :P
14
Allows you to block your opponent from drawing a card, which allows your opponent to block you from drawing a card, which allows you to do it all again!
The idea of this card is to use it when your opponent needs cards a lot more than you do, meaning they are incentivised to not play it, as to refrain from letting you play it again. Adds an element of strategy of trying to read when your opponent has a bad hand.
9
DIY AOE
5
A pretty simple yet mana efficient card that encourages a new (and crazy) archetype while being notably valuable in arena. Like with Sense Demons, if you have no beasts in your deck, you will draw 3 regular Chicken minions instead.