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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
    Quote from FunPolice749 >>
     

    Okay changed some cards in order to fit more into the basic set and I need feedback on them:

     

    Corrupted Flame: Very similar to  Soulfire but can only be used on minions and the discard is specific but since most cards interact with Whelps being in the deck this slows down future plays by possibly not having enough Whelps in the deck.

    Warcall: A basic aggro card that doesn't offer insane damage since most dragons don't have more than 5 attack and those that do are 6+ mana which usually in an aggro deck is when you wanna be close to winning then. It also gives your hero some attack to either help in burst or to kill a minion so your board stays alive longer.

    Sky Serpent: Rebalanced a bunch of stats to make it not so insane but I need feedback as to whether this is good or should I make it even weaker due to it's power?

     Bump for some feedback on these.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
     

    @Broeck1 My Dragon's Might Hero power I figured that the Drakes could be grouped up similar to the Dream Cards from Ysera as the main reason why it isn't just dragons is that the power would vary wildy in power as some Dragons cost 1 mana like Twilight Whelp and others cost 10 like Deathwing and it's just to random to be consistent. With just drakes the power is much closer and consistent since most tend to hover around 5 mana and have decent stats.

    Okay changed some cards in order to fit more into the basic set and I need feedback on them:

     

    Corrupted Flame: Very similar to  Soulfire but can only be used on minions and the discard is specific but since most cards interact with Whelps being in the deck this slows down future plays by possibly not having enough Whelps in the deck.

    Warcall: A basic aggro card that doesn't offer insane damage since most dragons don't have more than 5 attack and those that do are 6+ mana which usually in an aggro deck is when you wanna be close to winning then. It also gives your hero some attack to either help in burst or to kill a minion so your board stays alive longer.

    Sky Serpent: Rebalanced a bunch of stats to make it not so insane but I need feedback as to whether this is good or should I make it even weaker due to it's power?

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

     Okay so here's my last post (hopefully) before I submit my class for this phase. Any and all feedback is welcome!

    My hero and his power:

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    The New Hero:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    The Hero Power:

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him.

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Ground.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

     

     

    Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal.

    Searing Breath: Really the only damage spell this class is getting and with few Whelps is sub par at best, but if you get at least 4 Whelps into the deck it turns into a 3 mana Fireball.

    Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck.

    Now here's the rest of the basic set

    Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.

    Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health taunt and 2. Stabilizing your health with some armor to help survive vs spells or burst.

    Dull Claws: A simple 2 mana 2/2 weapon that if enough Whelps get into the deck turns into a powerful 4/2 weapon. (Note: This is a constant effect meaning if you draw Whelps and no longer have at least 5 the +2 attack is lost. Think of something like Small-Time Buccaneer.)

    Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe.

    Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil.

    Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop.

    Scales of Gold: Strong draw with certain cards that generate armor rapidly but generally would draw only maybe 1 or 2 cards which is still a discounted Arcane Intellect.

     

     Now here's the challenge cards:

    Sky Serpent: A basic 4 drop dragon that if left alive will turn into a powerful creature that is strong in trading or pushing damage.

    Sitora, The Dragon Mother: A very important card that gives this class a Lord Jaraxxus type affect although you'll see in the spoiler below you'll see its different in several ways.

    Sky serpent token:

    Sitora, The Dragon Mother cards:

    (Note: True Form has 10 Health on top of the 10 armor gained.)

    Flame Breath: A powerful removal weapon that allows you to gain control of the board by killing or wounding 3 minions but isn't as good when you need to hit your opponent due to the low durability.

    Dragon's Might: A hero power that is slower than Jarraxxus but offers some direct affect thorugh powerful pings but then requires you to play the minion from your hand. (The drakes include all drakes like Azure DrakeVolcanic Drake and Emerald Drake.

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

    @ thepowerofcheese

    Yes, it is a battlecry on Dull Claws I just completely blanked on that since I made these at like 1 in the morning. :P Anyway is there any changes you would make to Scorched Earth like maybe 6 damage to yourself? And any thoughts on the True Form's hero power do you think it's balanced as is or should I work on it a little more? Thanks for the quick feedback! :)

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

    Alright finally got around to fixing the cards that were weak/ to complicated and hopefully fixed them.

    My hero and his hero power:

     Anyway here are the cards I remade based on feedback and my own review on the cards.

    Dragonstrike Commander: Based on feedback I made him WAY bigger and he now also shuffle the Whelps into your deck immediately instead of how he was otherwise.

    Scorched Earth: Increased the cost and reduced the damage you deal to yourself since a 2 mana flamestrike is kinda op.

    Searing Breath: Pretty much the only single target removal this class is gonna get and shows how having Whelps in your deck can power up cards. (To complicated? If you think so could you give me a suggestion on what to make it.)

    Armored Wyvern: Basic 4 drop that gives you some armor not much more than that.

    Scales of Gold: My least favorite of the changed cards and this is one that will probably change and I want suggestions on how to change it.

    Sky Serpent: Messed with the stats and how it transforms to make it more interesting. Hope it fixed what people didn't like.

    Here's the rest of the basic cards and their generated tokens:

    I'm pretty short on time so I'm gonna skip these explanations as most are the same as my previous posts except for Sky Wyvern which is a different token.

     

     Now here's the extra legendary and the generated tokens.

    Note: True form has 10 hp on top of the 10 gained armor.

    Flame Breath: Big powerful weapon that can really clear the board with the lose of your armor.

    Dragon's Might: A strong removal power that brings a single target damage that this class lacks outside of weapons. Also as a side note the drakes are cards like Azure Drake and Coldarra Drake.

     Anyway thoughts on these changes and anything you would change?

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
    Quote from ZardozSpeaks >>
    Quote from FunPolice749 >>

    I'm reposting this because my original post seemed to have been buried before anyone could give feedback (and I also updated a few things). Here's a reminder of my hero.

     

     

     

     

    (True Form also gains you 10 armor)

     

     

     

     Hey I like where your class is headed. For feedback, I think some of these might be too complex for basic cards and many should probably be in your classic set. I think most sets I've looked at are too complex so far. Stare at the existing 9 classes basic cards and try to get down to that level of simplicty, but also value. Here's a rundown card by card.
    1. Dragonscale Greatsword: Too complex for a basic. I'd instead give them a big five or six mana weapon with good stats. 
    2. Strength in Numbers: Maybe too complex for a basic, but not too extreme. The wording isn't clear, do you mean "Fore every whelp in your deck, gain +1 attack and +1 armor"? As it's written you could see it being just +1 attack and variable armor. You might just consider 2 cards, one "gain +1 armor per whelp" and another "+1 attack per whelp". 
    3. Plated Dragon Armor: I kind of feel that 3 things is too much for a basic card. Consider what you really want this card to do.
    4. Dragon's Flight: perfect, good basic card.
    5. Dull Claws: again, maybe a little too complex for a basic card. Maybe just "if you have a whelp in your deck, gain +2 attack" or whatever the balance is.
    6. Scorched Earth: A great concept for a basic card, but I'd recost the mana and self-inflicted damage. Flamestrike is an amazing card, giving a 2 mana flame strike is probably broken. The self inflicted damage is offset by armor, so I'm not sure how much you can really discount. Maybe 4 or 5 mana, deal 4 damage to self? That'd still be a really good card.
    7. Heated Armor: I feel like there is probably a better card design for the name Heated Armor than this. Again, i think if/then conditionals might be too much for basic cards. Consider a basic card that just grants 2 attack and 2 armor, similar to Claw. some variation on those numbers
    8. Scales of Gold: Too greedy for a basic card. Basic cards need to be easy to use. They might be used in combos with complex cards, but they should function outside of combos too.
    9. Dragonstrike Commander: A card which grants another card which is already mimicking your hero power. I'd avoid this design in general. 
    10. Armored Wyvern: Again, too combo oriented for a basic card. Basic cards should be the building blocks for combos, but be functional enough on their own. I do think a design like this is appropriate for your classic deck, as you'll need a way to thin your deck of whelps, allowing you to draw into your actual deck.

    The Legendary with True Form. I like this idea,  transforming into a true dragon, it appeals to me from a flavor sense. Mechanically, there are some things to consider.

    Typically, transforming into a hero resets life and armor. I think you should follow this model, but add an exception. The card text of True Form might read "Transform into your true form, but retain any armor you have". Maybe give the true form 10 or 15 hp. I don't like the hero power at all though. There are too many legendary dragons and otherwise OP dragons. Granting them essentially a 4 cost discount doesn't seem like a great idea.

    Consider Jarraxus. He's more than just a really neat card, he fits an important niche in the warlock. When the game goes late, and the warlocks deck is low or empty, or their hp is low, then their hero power Life Tap becomes useless. Jaraxxus fixes that problem, allowing a Warlock to play the long game.

    Similarly, your hero power to shuffle whelps into your deck becomes kind of useless in a late game situation, when the last thing you want to do is fill your deck with weak chaff and reduce the chances you draw important big cards. When your deck is empty, paying 2 mana to avoid fatigue damage is nice though, so the player might want that. Not sure how to redesign the transformation, except it should probably give a nice big weapon (dragon breath as a weapon? maybe even aoe?). It'd be kind of uninteresting to turn into a dragon and then just summon other dragons (something you've been doing all game). When you become a dragon, your hero should be star, killing things directly with a weapon or hero power.

     

     I'm a so dumb! I didn't post the token for my hero power and that makes a few cards different. I also saw the feedback and I'm gonna make some changes that'll be up soon. Anyway here's the Whelp.
    Also in response to some of your arguments:
    Plated Dragon Armor: My main argument is that technically Mark of the Wild gives you three affects in attack, health, and taunt. Mine just changes the attack for armor  and increases the affect which isn't to radical of a change in my opinion.
    Heated Armor: Yeah the name is bad so any suggestions would be welcome. However the main inspiration for this card is actually Mortal Coil which is a basic card so I think its fine as is.
    Dragonscale Greatsword: I think the card is fine due to it being pretty much a bigger Truesilver Champion which just has a different time for when its healing is activated. (When you attack compared to when you kill a minion.)
    Otherwise I mostly agree with what you said. Thanks for the feedback!
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    I'm reposting this because my original post seemed to have been buried before anyone could give feedback (and I also updated a few things). Here's a reminder of my hero.

     

     Anyway here is a very early idea of what I'm gonna submit:

    Dragonscale Greatsword: A powerful control weapon that can be used to gain armor by killing small minions or to heal a little when killing big minions but also has the possibility of being used as an aggressive deck's finisher.

    Plated Dragon Armor: A strong defensive card that can turn a dragon into a large wall the opponent has to get through and also gains you a small amount of armor. (This one could also be +1/+3 and Taunt if the card is to weak I need feedback on this one.)

    Strength in Number: A very power removal option as the game continues on and more Whelps get into the deck and I made it not able able to attack heroes to push a more control focus instead of a massive burst attack. (Although I'm thinking about reducing the cost to 4 but it depends on what others think is balanced.)

     Sky Serpent: A card that is strong should it be able to kill any minion as it doesn't need to attack in order to transform. (Needs balnce in stats I know. I was tired and as of writing of this I still am.)

    Sitora, The Dragon Mother: A extremely powerful card that provides something early game but is mainly to get a Jarraxxus like affect that you'll see in one of the spoilers below.

    Now here's the rest of the basic cards.

    Dragon's Flight: Basic card that gets Whelp into the deck. Nothing more to really say.

    Dull claws: A weapon that can become a stronger Fiery War Axe but I made sure you can't get it until the very soonest at turn 4.

    Scorched Earth: One of the Dragons Knights few board clears and man does it offer alot of damge for it's cost however it has two downsides in 1. Dealing 6 damage to yourself but you get the benefit of having a (hopefully) clear board and 2. Killing your own board which is also a problem sometimes.

    Heated Armor: The 1 cost spell that literally every class in game has it offers some ping damage and gains some health back should you kill something.

    Scales of Gold: A card that helps give control some draw and encourages gaining tons of armor in a controlling deck.

    Dragonstrike Commander: Big late game card that although doesn't put a lot onto the board instead allows for many more Whelps to be shuffled into the deck than what you might normally do.

    Armored Wyvern: A basic example of how aggro would be played in this deck. Just think of it as a 3 mana 4/7 draw card for a easy to achieve requirement.

     

     Now here's the tokens for the other non-basic cards

    (True Form also gains you 10 armor)

    \

    Sky Wyvern: Kinda iffy on this card as to whether this is interesting enough or not so I'm opening to any ideas with this one.

    True Form: A late game win condition that isn't as op as Lord Jaraxxus's Hero Power as it takes longer to get less but the upside is that you keep your health and armor for the trade off of a less powerful hero power. I'm really curios what people think of this.

     

     Anyway that is my designed in 2 hours round two cards. Any thoughts or feedback on all of this as I appreciate any and all feedback. :)

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

    Wow okay time to get the early idea up so I can start balancing based on the feedback. Here's a reminder of what my hero is.

     Anyway here is a very early idea of what I'm gonna submit:

    Dragonscale Greatsword: A powerful control weapon that can be used to gain armor by killing small minions or to heal a little when killing big minions but also has the possibility of being used as an aggressive deck's finisher.

    Plated Dragon Armor: A strong defensive card that can turn a dragon into a large wall the opponent has to get through and also gains you a small amount of armor. (This one could also be +1/+3 and Taunt if the card is to weak I need feedback on this one.)

    Strength in Number: A very power removal option as the game continues on and more Whelps get into the deck and I made it not able able to attack heroes to push a more control focus instead of a massive burst attack. (Although I'm thinking about reducing the cost to 4 but it depends on what others think is balanced.)

     Sky Serpent: A card that is strong should it be able to kill any minion as it doesn't need to attack in order to transform. (Needs balnce in stats I know. I was tired and as of writing of this I still am.)

    Sitora, The Dragon Mother: A extremely powerful card that provides something early game but is mainly to get a Jarraxxus like affect that you'll see in one of the spoilers below.

    Now here's the rest of the basic cards.

    Dragon's Flight: Basic card that gets Whelp into the deck. Nothing more to really say.

    Dull claws: A weapon that can become a stronger Fiery War Axe but I made sure you can't get it until the very soonest at turn 4.

    Scorched Earth: One of the Dragons Knights few board clears and man does it offer alot of damge for it's cost however it has two downsides in 1. Dealing 6 damage to yourself but you get the benefit of having a (hopefully) clear board and 2. Killing your own board which is also a problem sometimes.

    Heated Armor: The 1 cost spell that literally every class in game has it offers some ping damage and gains some health back should you kill something.

    Scales of Gold: A card that helps give control some draw and encourages gaining tons of armor in a controlling deck.

    Dragonstrike Commander: Big late game card that although doesn't put a lot onto the board instead allows for many more Whelps to be shuffled into the deck than what you might normally do.

    Armored Wyvern: A basic example of how aggro would be played in this deck. Just think of it as a 3 mana 4/7 draw card for a easy to achieve requirement.

     Now here's the tokens for the other non-basic cards

    (True Form also gains you 10 armor)

    \

    Sky Wyvern: Maybe a 6/7 instead? I don't really know as I said earlier I got tired and made this kinda sloppily so I'm gonna remakle this later.

    True Form: An extremely cool affect in my opinion similar to Nefarian in his boss battle and also a way to win the late game but in more of a grindy type style instead of Lord Jarraxxus who is kinda you either win or lose in a few turns due to his hero power. I also made him not be able to pull big dragons like Ysera and Deathwing as I want this to be more grindy than Jarraxxus.

     Anyway that is my designed in 2 hours round two cards. Any thoughts or feedback on all of this as I appreciate any and all feedback. :)

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from ASifyouwoulD >>

    I won't lie, the fact my submission is not only in last place overall (I think) but has precisely zero votes is kinda irritating. Looking forward to seeing who does get through.

     I like the idea you class is offering but I think the cards you showed didn't really interact with your hero power. ( I also don't have long so this won't be super indepth.) For example it would of been cool if there was a minion that had "Whenever this minion is reduced in stats deal 2 damage to a random enemy."
    I also don't really think you should have shown Warm Comfort as I don't think it really showed what your class was about or maybe you shhould've changed it to "Any minion that had it's stats reduced restore it to it's normal stats."(maybe change the wording on that one.) Reaper's Greatsword is a interesting card and I think pretty good as is. Then there's Grim Caster which although undead is just corruption slapped on a big body and I also feel you could of used sacrifice in order to give it another more interesting effect maybe something along the lines of "Sacrifice (2): Give all enemy minions -1/-1." or something like that. (Also do remember that cards like N'zoth didn't exist when Hearthstone came out so your example involving Grim Caster would of made it not very good until the Old Gods and even then it's just easier to just kill the minion then waste a corruption and 7 mana to do that.)
    Those are my thoughts anyway as the idea is cool but your cards didn't really show what new things you're trying to bring to the table and as such didn't attract people enough.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

     

    Quote from thebangzats >>
    Quote from aaro54 >>

    Finished and posted my storyteller class, check it out!

    Most of the entries seem really good, looks like it'll be a fun competition!

     Interesting class. I love your hero power, but I'm unsure about cards like Forge Drake. It feels like a more difficult Inspire, as 1) You'll need to spend resources to put Whelps in your deck, and 2) You might draw them before you can utilize Forge Drake-like effects. What's more, you also discard the Whelps (granted you do get a lot of armor for each, but not THAT much considering each Whelp costs 2 mana to shuffle in), meaning your second Forge Drake is significantly weaker.

    I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."

    For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
     Seems you were talking about me and the reason most of these cards are seems kinda weak it's because I can only show 3 cards. The reason I chose those three cards is that the show the main features of the class which is 1. Drawing to get value from your hero power, 2.Armor and 3.Dragon Synergy.I came up with about a dozens cards that interacted but  only the few I showed really rely on certain cards being in the deck.For example here were some cards I came up with to make the shown cards much stronger. (and yeah your right about the Forge Drake it should be up to 3 Whelps not only 3 Whelps. Gonna fix that little mistake.)
    Dragon Breeder: Pretty much a 5 drop that gives you a free hero power for having a dragon alive on the board. Simply but strong.
    Hearlth, Iron-Skinned Dragon: Actually the first card alongside Smokewhite Drake to be made for the class and is the reason the Smokewhite requires so much armor as I don't wanna make it so it pretty much always draws a card on turn 3.
    Armored Wyvern: It took some time but I think this is to show kinda the aggressive route the class could take by having a 3 mana 4/7 (but not as strong due to it having 2 attack only.)
    Rapid Growth: This is probably the weakest of the cards shown and I'm still working how what to make of this but I think for the moment it's good where it is as it draws a card and puts 4/4 worth of stats on the board.
    Violet Dragon: This classes version of Thing from Below and I think it's a good way to show how cards can interact with Whelps.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Submission

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    The New Hero:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    The Hero Power:

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him.

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Ground.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

    The Cards:

    Dragon's Flight: A very powerful card that would probably be used in every deck for this class as it allows you to get several Whelps into your deck early on in order to start activate affects that relate to the number of Whelps in your deck. It also of course increases your chance of getting a Whelp early on because having a free 2/2 can be very important in some circumstances.

    Smokewhite Drake: A card that showcases the other focus of this class as it relies on you getting armor and keeping it similar to the Warrior's Shield Slam

    Forge Drake: A powerful late game control card that grants massive amounts of armor in a single turn but it has the big downside of destroying several Whelps which could for several turns stop you from activating some affects which I think is an interesting choice players would have to make.

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

    @AsifyouwoulD
    What is your class and theme? You also asked about making a Sacrifice keyword but it isn't included on any of these sample cards. Also the Hero Power seems really weak. -1 Health is comparable to 1 damage, so you can compare this to a 3 mana Mage hero power. No one would play mage if that was their hero power.

    @FunPolice749
    I like the theme and hero power. For Dragon Flight, write it out as "two 2/2 Whelps" to make it easier to read. Also you don't need the (+2 Attack and +2 Health) part on Rapid Growth. For the third card, definately one of the cards affected by having a Whelp in the deck, as that is an interesting synergy. Either Violet Dragon or Rapid Growth, imo.

     Okay so I think I decided on which cards I'm gonna present which I think show the main focus of the class which is drawing to get value from your hero power, dragons, and armor.
    Dragon's Flight is a key card in almost any deck as it gets several Whelps into your deck to help activate several card affects.\
    Smokewhite Drake: A card that benefits from several of the armor producing cards while still being a strong drop early on even without the battle cry activating.
    Forge Drake: The main affect of this card is to gain massive amount of armor in a turn but with the downside of weakening the following turns since you lose several Whelps and possible synergy.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    Okay so don't have long but I have a few cards that I've worked on for sometime and I want some feedback on which ones to include as the examples.So here is the hero and hero power:

     

    These 2 cards are very likely gonna be submitted but if someone can argue that another one should replace one of these I'm open to it.

    Now for all the cards I've come up with but I can't decide which to also include along side the two above.

    Thoughts on which cards I should showcase? Or any changes you would make to certain cards? Thanks in advance!

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from freddoccino >>
    Quote from FunPolice749 >>

     

    This hero power is quite slow but has a powerful effect should you drag the game on long enough and there would be certain cards that could beef up the whelps into bigger threats like 3/3s. Anyway you may be wondering how practically having no hero power early on would mean you survive early on versus aggressive decks, well he simply uses the classes other main focus armor! For example take a look at these cards that focus on stalling the game out and gaining armor and benefiting from having said armor.

    Dragon Flight: A slow card that can offer a lot of value should you start draw the Whelps it shuffles in.

    Herald, Iron-Skinned Dragon: A key card in the class offering a maximum of 40 health from the start of the game slowing aggressive decks by forcing them to go through 10 more health allowing your hero power and some cards like Dragon Flight to affect the match and hopefully win the board for you.

    Smokewhite Drake: A card that nicely fits with Herald as should you keep your armor early you can draw a card and put a good 3 drop on the board.

    Anyway that was my idea for the class and although it seems kinda weak do realize that I have alot of ideas that would benefit from things like having a certain number of whelps in the deck or having a certain amount of armor like the Snowwhite Drake. Anyway thoughts on the class?

    A small thing that I think might be a good idea is to make the name of the Whelp more unique, even if just by adding a word in front (like Black Whelp or Master's Whelp or something) just because there are already Whelps in the game.
    I think Dragon Flight could cost less. Right now it costs the same as Beneath the Grounds only you get 2/2's instead of 4/4's. There is a difference in being able to control your card draw, but I don't know if it's worth so much. You could probably even add "Draw a card" at the end and keep it at 3. Just an idea.
    I do really like the idea of Heralth. It's a good way to compensate for the early game and fits with the classes theme. It's giving me trouble though. If it were a battlecry, it would have to cost much more, but being from the start of the game is a significant difference. I think it's okay as it is right now, but it's tricky to evaluate so it might be something to consider.
    Smokewhite Dragon is pretty cool. There aren't that many cards that have your amount of armor, so it looks like a neat mechanic to define the class. The balance is really close. It might be fine as is, but I'm doing a lot of thinking on the evaluation and I believe the armor requirement could be less.
     Okay so I made some changes to the cards similar to what you said and also ended up making a few other cards to further show the initial archetype I came up with.
    Stone Whelp: Just a name change nothing else.
    Dragon's Flight: Although I changed it I think I believe it might be to strong due to how many cards it enables. (Although even I didn't actually know that's what I would make it as I made these just today.)
    Rapid Growth: A key card in turning the hero power into something even better although it is very slow but can really win in control match ups and would be key in a hero power focused deck.
    Forge Drake: A very defensive card that although is understated with enough whelps can offer up to 14 armor in one card. (This may be to strong but I don't want to change it into something like the Armored Wyvern so I'm open to ideas.)
    Armored Wyvern: Good early game card to get some Whelps onto the field. (and I guess drawing a card at the same time.)
    Claws: Technically a 1 mana War Axe but you wont get it until generally until around turn 4 where it isn't as important as say on turn 2.
    And on the matter of Smokewhite Drake I based the armor requirement by asking myself "How many classes can effectively deal 3 damage in two turns" and I think 7 is good enough since later on you'll be getting alot of armor and draw through other better cards I have planned should I advance further in the competition.
    Posted in: Fan Creations
  • 1

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

    Well this is kinda my idea for a class but so I'm iffy on the hero power still but here I go:

    THE DRAGON KNIGHT

     

    When Yvon was still very young he learned of Gallakrond's almost world ending power and of his defeat at the hands of the Dragon Aspects. However what Yvon was most interested in was how Gallakrond gained said power. It didn't take long for Yvon to discover it was from Gallakrond consuming other dragon's flesh and blood. So at the young age of 23 he set out to find, kill, and consume a dragon to gain power. He eventually found several towns had been under attack by a powerful drake that had killed many and destroyed entire harvests of crops. Seeing his chance he would go on to slay the drake and become the savior of said towns all while secretly consuming the now dead drake. This would continue for some time but the evil gained from consuming so many dragons eventually corrupted him and as he was human his body could no longer contain the corruption so through unknown means he transformed himself into a dragon and continued his feast now openly to those that he hid it from previously.

    Eventually the people who claimed him a hero when he began would rise against the now corrupted Yvon and seemingly vanquished him. However he managed to barley cling to life according to the Dragon Knights that would arise later. It is unknown where Yvon went and even how long he lived but soon after his supposed demise a group called the Dragon Knights appeared using dark magic to turn themselves into dragons similar to Yvon and it is assumed Yvon was the founder and leader of this group until his unknown death or his departure from the group. This group mostly disappeared after Deathwing's demise during the Shattering.

    Anyway now that I fleshed the character out a little let me tell you about the class. The main idea is synergy with dragons (No surprise there)  but he is a very control oriented with a big focus on drawing the game out in order to reap the rewards of his hero power which is...

    This hero power is quite slow but has a powerful effect should you drag the game on long enough and there would be certain cards that could beef up the whelps into bigger threats like 3/3s. Anyway you may be wondering how practically having no hero power early on would mean you survive early on versus aggressive decks, well he simply uses the classes other main focus armor! For example take a look at these cards that focus on stalling the game out and gaining armor and benefiting from having said armor.

    Dragon Flight: A slow card that can offer a lot of value should you start draw the Whelps it shuffles in.

    Herald, Iron-Skinned Dragon: A key card in the class offering a maximum of 40 health from the start of the game slowing aggressive decks by forcing them to go through 10 more health allowing your hero power and some cards like Dragon Flight to affect the match and hopefully win the board for you.

    Smokewhite Drake: A card that nicely fits with Herald as should you keep your armor early you can draw a card and put a good 3 drop on the board.

    Anyway that was my idea for the class and although it seems kinda weak do realize that I have alot of ideas that would benefit from things like having a certain number of whelps in the deck or having a certain amount of armor like the Snowwhite Drake. Anyway thoughts on the class?

    Posted in: Fan Creations
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