• 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]

    The Titan Secrets:

    Basic Set:

    Showcase:

    The Rest:

    Tokens:

    Posted in: Fan Creations
  • 2

    posted a message on SNAXX OUT! - A Card Design Competition (Final Poll)

    Man I really dislike decard cain (which is both bad in game, and would encourage people to run troll decks where they spam unsquelchable emotes and would just be a nightmare) and hanzo main which is just a random meme description deck??? 

    I'm really bummed my entry got 21 votes on page 1, just 4 less than abathur, but didn't qualify because of these. I don't usually like to complain about placement but with these cards in the final poll like. ew.

    Posted in: Fan Creations
  • 21

    posted a message on SNAXX OUT! - A Card Design Competition (Submission Topic)

    Tech for those legendary heavy decks c;

    Snaxx out for Diablo.

    Posted in: Fan Creations
  • 2

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    The only completely fair voting system would be to have a panel of judges which vote on / score every entry, and closing the voting process to the public.

     

    That said, I'm kind of considering an unofficial loser's bracket where people do wild card sets instead. That sounds legitimately super fun. If I'm allowed to do such a thing ðŸ¤”

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    So many good entries look like they're gonna get axed this round, which is really sad.

    I don't know if my entry is counted among the good ones, but it certainly looks like its counted among the axed ones.

    Loser's bracket, anyone?

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 7.03 - Discussion Topic

    So, I decided to make a Death Knight card that's actually one of Death Knight's class abilities.

    Thoughts =?

    Posted in: Fan Creations
  • 10

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]

    Click here or the banner to see the phase 1 post!

    The 1/1 Droid is a Mech card (as of GVG eratta)

    Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.

    Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.

    0-Cost card? Well, actually, that would cover this class's secrets, but some spoil-sport school moms don't want their kids playing with secrets in the basic set, or something, even when its part of the core class identity =p

    Debilitate is a non secret 0-Cost spell which can be used to make trading that little bit better in the early game, or cheaply combo with The Harder They Fall .

    Except to see a lot more cards and effects which play with the concept of 0-Mana spells in the classic set!

    The rest:

    FAQ?

    Silenced minions have no card text for the purpose of "Without card text", as silence removes card text.

    A minion who's Health is reduced to 0 by a debuff is destroyed. (Think about what happens when you use Crazed Alchemist on a 0-Attack minion.)

    "Double a minion's X" enchantments give stats equal to the stats gained from the enchantment when copied. "Set a minion's X" enchantments set the minion's X to that value, then calculate any other enchantments.

    Enchantments are copied in the same order they are present on the target card.

    "Swap a minion's X" Enchantments are treated as "Set a minion's X", as that's how they function in-game.

    Posted in: Fan Creations
  • 4

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    As usual, the promised reviews c=

    Honestly what have I gotten myself into, doing nearly 10 pages here.


     

    Lady Vashj

    Your hero power definitely doesn't pass the sir finley test, as its useless off of him. In fact, its even useless with most neutral cards, and any class cards that don't trigger from it. I think this is a really bad idea overall.

    Go with the flow: Pretty solid 0 mana card, I think the balancing is spot on and I guess it meshes with your class's synergy so it could see some usage.

    Scry me a river: At 1 mana, I can see this drawing way too many cards, depending on the kind of 'add cards to your deck' cards you print to combo with it. The only 1 mana card with comparable draw potential is Northshire cleric, which needs a 3 card combo with extra minions on board. This spell could potentially be pretty limiting to design space at 1 mana.

    Sea Elemental: Probably balanced at 2 mana? Seems on par with tiny knight of evil anyway. A lot of the power is hidden in the elemental tag til ungoro, but that's pretty normal for other set's elementals.

    Naz'jar Spearmaiden: A 4 mana 4/6 is hardly the scariest thing to play against, I could almost see this as a neutral tech card. It looks like it works well.

    Three Fathoms Below: I like this more than your hero power for the deck manipulation mechanics, to be honest.

    Finding Mobus: Its an interesting tempo trade that fits the mechanics of the class, so I like it. But I'd have to know the token's cost.

    Serpentcrest Staff: Pretty inoffensive card, useful in most situations so yeah its an alright basic one.

    Water Blast: Flamecanon+1. 

    Glintscale Stormseer: Draws 1 if you have an ocean depths in your deck. Honestly, a worse azure drake, and I don't particularly like ocean depths as a card that much either.

    Frostfire: Its fine, though freeze on high damage cards tends to feel a bit of a waste of mana.

    Overall: Rather than shuffle an autocast spell into your deck, I'd make it a 0/1 mana 1/1 "Battlecry: Draw a card" or something. That way, it isn't entirely useless for other classes. Plus, a 1/1 fish would fit the bountiful ocean theme more than a cold dark ocean trench.

     Gailyn Goldheart

    Collect sand: Feels rather overpowered to be honest. Paladin's 1 mana 1/2 buff is already pretty good at that cost, this adds a card draw at a discount too. It's like giving novice engineer another health point AND charge. Super on-curve with stealth too. The only saving grace is that druid's mark of y'shaarj gives 1 more, but limits the draw to being a beast. 

    Pelt Stones: Triple power from spell damage. I guess its balanced when compared to arcane blast?

    Geomancer's Discipe: Sure, pretty standard card.

    Rain Boulders: Creates a nice class theme with pelt stones.

    Crushing Arms: Probably balanced, and solid enough to be seen quite a bit.

    Aftershock Elemental: Fairly cool spell synergy, not unlike wild pyromancer.

    Earthbound Elemental: Boring, but fine for a basic card.

    Break: Interesting take on the single target removal twist cards, I like it quite a bit.

    Mold: I feel like if you're gonna have a lot of cards which summon 4/4s, they should all be the same 4/4 to keep some thematic consistency. Otherwise, this is fine.

    Cursed Monolith: This will probably never see play, as on 10 mana paying 4 extra on a dragonfire for two 3/3s isn't going to be worth it. I'd be surprised if this kills anything on most casts, it'll probably just leave you vulnerable. If you really want to keep it, maybe give the 3/3s taunt.

    Overall: Its okay, but I seem to have one problem or another with a lot of your cards which stops any of them from really grabbing me, I guess.

     Harbinger

    I think this class has grown on me a little more than last time, actually. Although I do feel bad for hunter as your hero power does face damage better in ~most~ cases. (barring taunt or freeze)

    Rally the chosen: Still usually a way better pyroblast which makes me kinda uncomfortable. 

    Oracle's Prophecy: I guess this is pretty cool, actually. It requires quite a bit of investment to get a lot out of.

    Blazing Claw: Yeah, that's a basic 3 mana weapon so not much else to add here.

    Deal with the devil: A cool way to upgrade token minions on your board, with the drawback of them not being able to attack on that turn. Possibly my favorite card here. It'd also be cute to see a meme deck which upgrades 0-cost minions.

    Initiation: Pretty basic, but certainly fine.

    Ironhand Guard: Creates a big tempo swing, but since it only gains health its probably fairly balanced. 

    Slash: I like this quite a bit. No complaints here. 

    Burn: Thematically cool with slash, and also a really nice card. 

    Bloodfire Acolyte: Reminds me of duskboar, pretty solid and balanced card.

    Rain of Fire: Excavated evil sucked anyway, this is totally fair when compared to other 6 mana aoe spells. 

     Gladiator

    Funny I should be reviewing this just after the class with a slightly lower powered hero power.

    I think your one in particular is a bit too strong without some downside like "take 1 damage", as in most cases it puts hunter to total shame, and you get weapon synergies on top of it, unlike the last class.

    Back to Basics: Really annoying debuff to have cast on you if your opponent controls no minions. Even more annoying if your opponent controls no minions and is just hitting your face. I don't like it.

    Nobody Saw Nothing: Probably balanced? Nothing to write home about though. It'd be interesting if it drew cards equal to durability, but that might not be very basic.

    Pep Talk: While a huge attack buff and ignores taunt seems really good for face decks, I think this is probably fine, though a 2 card combo with charge lets you reach for huge damage, so it'll depend on the number of card draw options you have. 

    Guild Weaponsmith: Yeah, it's good. 

    Requiem of Rainbows: Reversed cursed blade? Looks like a fun weapon, anyway, if not that different to fool's bane. I appreciate that it doesn't play in hard to a face style, to give the basic set a bit more variety. 

    Late for Training: Probably the most balanced 'any card' charge effect, though big minions aren't going to feel -2 attack much. Like, I don't really care if my Deathwing, Dragonlord is a 10/12 charge, that's still insane. At least it costs 1 mana so you can't combo that without lowering the cost or cheating it out somehow. Would halving the attack be overkill?

    Hack: Every class has one of these =p

    Slash: Worse than consecrate, but that's fine, warlock has worse versions of class spells, so it just depends on where you're going to balance the class.

    Parry: I don't know if this is a better evasion or a worse evasion. I guess its OK either way?

    Worthy Opponent: I'd probably prefer to play a 5 mana 5/6 or 4/7, but its a ok vanilla drop I guess?

     The Chef

    Hero powers:  The switching hero power i feel is weird. On the one hand, 4 mana for 2 damage is equal to mage's hero power. And in some situations, it'll be able to ping off an enemy that a mage's hero power wouldn't hit. On the other hand, 2 mana to do nothing feels awkward. I also think the wording "next turn" is confusing, as it implies that the hero power will change back automatically after a turn without using it? I assume that isn't what you're going for, although simply sealing your hero power for a extra turn might be a neater way to do the mechanic. 

    With all that said, I think the switching hero power is the better variant. Cook is the second best, but the main reason I dislike it is that it feels like a cheap way to get around the 2 mana requirement in most cases. 

    Skilled Cook: Most iterations of this are good.

    Roasting Drake: Nice tbh. One of my favorite cards I've seen, I'd like to see more of cards triggering when your deck count is lower. 

    Fry: I've either said this to you before or about a card with the exact same effect, but its pretty simple and inoffensive, even if hunter as usual feels sad with their Grievous Bite.

    Have your cake: Pretty funny way to balance the card draw by forcing the player to overdraw when they have more than 1 card already in hand. The cake is a lie makes no sense though (well, even less than excess mana), as other draw cards will still draw you while your deck is empty. There isn't a mana cap like mechanic for card draws or anything (outside of burning cards with your hand limit). Perhaps it should be in the card text.

    Fried Egg: I guess this is ok, considering it offers a little deck thinning.

    Eat it too: I think that 4 mana heal 19 to your hero sounds OP, but comparatively to greater healing potion that's only 7 more, and you have to be on 1 hp to get that boost. So in theory, its probably rather balanced. 

    Dry Baguette: Its okay, but pretty boring, and using a Baguette as a weapon feels wrong even for a chef.

    Eat Alive: I guess this is balanced, although its either going to be really strong (vs classes like priest), or nearly useless (vs classes like mages).

    Giant Barbecue: This is just a generally pretty solid card, +1.

    Beefy Vegetarian: Heh. Comparable to icehowl. I think its a pretty cool one.

    Old School Cooking: Interesting, I don't know how I feel about it though. I guess with spell damage it can be fairly strong.

    --

    Fried Bacon and Fried eggs doesn't really sound like a saying, it'd just have to be "bacon and eggs" without the fried part, imo.

    I prefer the first version of eat it too, honestly, but this one isn't bad. Just a little confusing for the basic set I think.

    The fully heal mechanic could be cool in your class, but I prefer the original beefy vegetarian more. Plus, I think a 7/7 with fully heal is really strong on 8 mana even without taunt. On the other hand, with taunt, you can't hide it. Generally sounds hard to balance.

    Butcher: This is good, apart from one thing. Filling your opponent's board with garbage that can't attack sucks, and at 7 hp you can't even ping this guy off. I know there's a little precedent with it (the master chest)  but that's pretty much the only card that garbages up your opponent's board unless you hex and then silence the frog. So, imo it has as many issues as eat alive in its current form.

    Oven Malfunction: I love the flavor, but idk if your class has a good excuse to have the same spell damage power level as mage. I imagine this would be better if it was a token generated by old school cooking, rather than a stand alone. 

    Have your cake v2: I really like this effect too, but as a basic card its fairly useless as basic players won't have many good big minions they want to pull. I guess you can put up an argument for it being good with beefy veggie.

    Vegan Diet: DEFINITELY taunt and can't attack. That combo is fairly balanced. Plus, it has the same theming as beefy veggie, which I really like. 

     Soul Knife

    I still think learn's keyword looks way too chunky when its "minion/spell". But since it isn't included in the basic cards, I'll ignore it for now.

    Chain: Unnecessary full stop spacing with can't attack. Otherwise it's fine.

    Mind Shield: Sure. I think I've seen a lot of cards like this by now.

    The image your are requesting no longer exists: I can't review this lmao. I guess I'm looking at an older version of your class, which is what I get for reviewing almost 10 pages, so RIP me.

    Hidden Blade: This is fine I guess. Very wordy for a basic card though. The second part could just be "Destroy it if you have a weapon."

    Violet Crusher: This is also fine, probably balanced and solid for the basic set.

    Soulbolt Trainee: This feels pretty weak, but I guess its ok on 1 mana.

    Reaction: Probably the coolest card out of the ones you've posted. 

    Consuming Blade: Its fine...? Feels very janky for not much payoff.

    Storm of Blades: I'm still not a huge fan of this, but whatever. 

    --

    Hardened Elemental: Pretty overstatted for a 7 drop divine shield I think.

    Dancing Blades: This is an interesting way to deal some spread damage.

    Broadsword: 5 mana deal 12 over 3 turns? This is usually gonna be better than Arcanite Reaper, especially if you can buff it. I think this would be a solid basic card on perhaps 6 mana though,

    Diversion: This doesn't feel like it fits the class at all, and it also feels unfair junking your opponent's hand with learn triggers.

    Golden Guardian: Something about this card I just don't like? I think having a drawback you can take advantage of and are 100% in control of makes the card feel a little unfun.

     The Scribe

    Transcription: My original hero power was a bit like this, but I couldn't think of a fun way to balance it. Yours seeems to be a bit more balanced. 

    Tome: Reverse secrets are a really neat concept, not gonna lie. This might be my favorite new keyword,  I'm sad I missed it last time around.

    Ok, now onto things that actually matter for the basic set ^-^

    Scroll of Might: Balanced trade of a card for a bit of tempo, I think.

    Peace Treaty: Interesting, I expect its fairly balanced.

    Scroll of Fire: This controlled RNG is pretty great c=

    Runic Dominator: Reminds me of master of ceremonies a bit, but with a very different condition. I think the condition itself is pretty cool.

    Scroll of Destruction: While the effect seems odd for a basic card, I can see how this is very useful with the hero power. Also noting that it counteracts effects like Loatheb, which is fringe but certainly intriguing. 

    Acolyte of Suffering: Interesting. The main issue with it doesn't feel like it synergies with the other cards shown here at all. Perhaps it would fit better in another set. 

    Advanced Study: Honestly a worse Arcane Intellect. Not a huge fan of it as it is. With the number of scrolls you have, you could make this "Draw 2 scrolls" or something.

    Scroll of Frostfire: This is probably the best way to avoid power creeping on fireball or being underpowered, so its decent. 

    Scroll of Incineration: Power creep on Volcano, to be honest. 

    Scroll of Fury: Interesting. Hard to gauge how good it is, draw 2 on an aoe is strong, but sitting at the 7 mana slot its hard to tell if the impact of the damage will be that relevant. Perhaps combined with a 3 mana card on 10 (Hello scroll of fire fire and fury combo), this card might feel a lot stronger. 

    Lady Vashj pt2

    Gift of the Queen: I actually liked finding mobus, but gift of the queen is a very cool basic card too.

    Murloc Maiting Call: Better balanced than the old forces of nature, I guess. Again, I did like the old spearmaiden, but this is also a good basic card.

    Sea Elemental: I still think this is good as-is.

     Wicke Hellburn

    I'm not a big fan of pesudo-passive hero powers, or ones which force you to deckbuild in a specific way. This one is both. It also fails the finly test, as any deck without damage spells will find it absolutely useless.

    Put out: This is a worse Preparation.

    Flame Mastery: Sure. Its OK.

    Conflagrating Mark: This is weird, but I suppose it could work out. 

    Detonate: This is going to be hard to play with or around, since there's no special marker to show a minion has been damaged with a spell. 

    Flame: The wording feels somewhat off, and its either going to be a medicore turn 5 play or a really annoying finisher in a face deck.

    Pyromancer Novice: Could probably be 1/1, but its okay for a class 1 drop.

    Unstable Flames: Heck no. This is better than flamecanon for 1 mana less, even if it can hit your own minions.

    Incinerate: I'm not a huge fan, I feel outside of mages cards like this should deal 5, especially considering you have a lot of easy ways to boost damage further.

    Infernal Shower: Despite being pretty simple, I honestly think this is the best card out of all of the ones shown.

    Fiery Spirit: To be honest with you, this is over costed.

     Cook pt2

    Out of all of them, I like set 3 the most, but I'll miss beefy veggie. The new eat it too is fine, opens the door for more fully heal cards.

     Necromancer

    Morbidity is kind of an ehhhh keyword, but that isn't important to the basic set. You can probably change it later =? It's not that I don't think "when a friendly minion dies" isn't a cool trigger, but I have 2 key issues: A - not much is gained from having it as a keyword, B - it excludes cards which trigger on any death or enemy deaths only, which feels janky as heck and limits your design space.

    Waking Spirits: Better than Totemic Call =p. However, it might be just as useless without graves which last longer than a turn on the field. And considering graves aren't a tribe, the effect could feel a bit weird in hearthstone.

    Time to Rise: A+ basic card to be honest.

    Starving Ghoul: Not too powerful, not too hard to trigger. Basically just nice.

    Fresh Corpse: I guess this is pretty balanced for a 2 mana spell, although it could probably just be 1 mana.

    Ashes to Ashes: Probably a worse Hex for most purposes, but there's nothing wrong with it.

    Touch of Death: This is good, not much else to say.

    Void Burst: Hey, its a warlock card. Honestly though, any reprinted basic card from another class is OK in my books.

    Dust to Dust: Arcane Explosion + Consecrate. This feels a bit weak, but I think its actually fine as your class feels as if its balanced around weaker spell.

    Steel Shield Skeleton: Kind of a worse Druid of the Claw. I'm less sold on this as you have weak spells and minions here. 

    Essence Draining: Another decent twist on the single target destroy card. 

     Jori-en

    Stormcaller: RIP Kidnapper. But that card was bad anyway. I like this.

    Seacoast Warden:  This feels really strong, even though it's not any more than hunters mark with a body equal to the extra mana. I guess in theory its fine.

    Sink: Honestly this better than assassinate. Recycle cost 6, this probably should too.

    Swim: Interesting. I can't tell if this is better or worse than the normal 5 mana draw 3 though, I guess either way its good.

    Imgur Errors: Foiled again, I guess you've updated your class somewhere too.

    Hydroblast: This is fine, though as usual I think freeze tends to suck on high damage spells.

    Pyromancer

    Decent hero power (though warlock's draw a card and take 2 damage isn't a mechanic shared with any hero, while this does get into mage and hunter's turf).

    Destroy the Weak: Similar to backstab, totally fine at 0 mana.

    Soulburn: This is probably the correct cost change to equality to make it enemies only, and that in itself is a cool effect.

    Flashfire Phoenix: This also seems fine for a class card's power level.

    Pain: RIP Flame Lance. Mage later got Meteor, and minion damage seems to be a bit of a class theme, so I can't say for sure if its actually op or pretty balanced.

    Gain: Kind of poor for a buff card when other 2 mana +2+2 cards have an additional effect, but if buffs aren't your class's main thing then this makes sense.

    Hungry Dragons: Really big unleash the hounds. I suppose this is ok, but it is a pretty big tempo loss without taunt or charge.

    Dracomancer: Since the dragon is 4 mana and you're getting a draw for only 0.5 mana, this lets you curve fairly well. But, considering 4/4 is a little understatted, I think this is fine.

    Impending Doom: I don't feel great about a basic card shuffling a collectable card into your deck. 

    Bonfire Knight: Nice pun, nice effect. Not much else to say.

    Ashling: As a class card this is probably a fair improvement on Elven Archer.

    Xel Grimwarden

    I still really don't like the hero power. I think the argument that the hero power is good because there are card synergies is wrong for three reasons:

    A - You limit the kinds of decks players can build, because the hero power will be dead weight in ones which don't run these synergies. This is bad enough for hunter, and will be worse for your class.

    B - The hero power obviously fails the finley test, as other classes will not have access to these synergies so for them it is absolutely a worse paladin hero power.

    C - Your hero will be less accessible to people just starting out with the game, since you're requiring them to collect your hero's cards to get any use out of their hero power.

    Anyway, basic cards:

    Zephyr Construct: You don't really have enough buffs in your basic set for this to be viable in the slightest. Only herbal remedy and verdant vial make it any good, diffusion of power and pet project actually kill it instantly. 

    Diffusion of Power: This is, at least, a pretty cool mechanic that I can get behind.

    Rapid Acid: This card is also a pretty cool mechanic I can get behind.

    Pet Project: Considering this swaps attack and health while the card is in your hand, it won't trigger any of the usual interesting swapping mechanics. It also kills any of your 0 attack minions.

    Herbal Remedy: I've costed this effect at 3 mana, but perhaps it should actually be 4 on both of our cards. I guess its a hard effect to balance. 1 mana buffs tend to give more stats than the equivalent damage, but later cards give less. On the other hand, druid can give +7/+7 for 1 mana, so +6/+6 for 3 doesn't seem that extreme. I guess buffs are just confusing to balance.

    Incense: Sure, though this is pretty much just -1 mana for you. This could as easily be on a 1 mana 1/1 minion.

    Verdant Vial: This is fine, considering the hero power minions.

    Banger: Even worse than darkbomb? But I guess if your hero isn't designed around direct damage, it makes sense.

    Magical Experimenter: Seeing as there are no cards which work with this in the basic set, this is just a 3 mana 3/3 which can lose stats. Something which will kind of suck to play.

    Mash: This is pretty good I guess.

     Soulknife pt2

    Summoning a 0/2 taunt for your opponent feels like you're just asking for an anti-fun deck which runs silences to junk your opponent's board with useless 0/2 minions. The second idea is virtually a better rogue hero power. If you want my opinion, either stick with the 1/1 weapon and add an additional minor effect, or stick with the 2/2 weapon and find a better drawback. You could even get away with a 2/1 weapon and a smaller drawback, honestly. 

    If you go with the 2/2 route, I suggest changing "Equip a 2/2 weapon" to "Equip a 2/2 mind sword" and find some cool synergies with cards that specify mind swords.

     Pyromancer pt2

    Fireplate Wurm is cool, but unfortunately its going to be useless as a class card =c Even as a neutral card, I doubt it'd be any good without gaining some boost when your someone tries to freeze it. Inferno is totally unfair when compared to flamestrike, even though its dealt to all minions, that isn't worth 8 extra damage IMO. 

     Weaponsmith

    I've said stuff about the hero power before, so I'm just gonna focus on basic cards:

    BFH: This is a pretty balanced 7 damage for 5, since your hero takes a hit. 

    Molten Core Scimitar: I dunno how I feel about this, the amount it can be overpowered or underpowered is incredibly swing-y.

    Ammunition: Sure, I guess since you have weapon tribes its... fine. however, considering other classes do not have weapon tribes and you seem to be introducing way too many weapon tribes, I don't really like this. Especially with no basic weapon for it to proc on. My suggestion? Just make it a 2 mana +0/+2 for the weapon, and don't use weapon tribes. If you have to use weapon tribes, I recommend limiting it to "melee" and "ranged".

    Ironforge Guard: This is a pretty good 3 drop, no complaints.

    Repair: I really like this mechanic actually. Really nice card.

    Get Over Here: This is decent I guess, savagery isn't that good so this is pretty much what savagery could have been.

    Weaponsmith Apprentice: This is also a decent 1 drop. 

    Scrap Storm: This is also decent. I feel like I'm saying this a lot about these cards. Not amazing, not bad, mainly solid.

    Hammer: Yep, decent. All together these are selling weapon synergy pretty well.

    Tongs: I guess this is ok, I feel weird comparing it to either forge of souls or arcane intellect. 

    Bunker Up: Oddly comparable to forbidden healing. I think its fine.

     Chef pt3

    Kitchen Nightmares is the funniest art + name combo, unfortunately the effect doesn't fit it much. I think old school cooking is still the best out of all of these. Resupply could be good, but doesn't feel basic, and celebration feels rather janky for a basic card too.

    And again, I really dislike butcher so I recommend vegan diet. I don't think it makes beefy vegan redundant, I think it sells the theming even better.

      Jori-en pt2

    Mage of the Depths: I really like this one.

    Bident Strike: I'm surprised how much I've seen this mechanic now, I'm kinda glad I removed it from my basic set.

    Engulfing Tides: Interesting take on sap I guess. 

    Genesis Springs: This is pretty much fine.

    Triton's Reproach: Interesting, Interesting cards are generally the better ones, so nice. 


    Lastly, I went ahead and posted my entry =3

    I'm probably gonna include repeatable within the classic set instead of basic, and leave the end of turn stuff to a later expansion.

    Also, I've noticed that my two favorite classes in this competition use the same card back as mine... That's kind of an amazing coincidence. (maybe we can be a mean streets gang =?)

    Posted in: Fan Creations
  • 11

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]

    The 1/1 Droid is a Mech card (as of GVG eratta)

    So, why should Odyn be Deathwing's Friendwing? Well, I think we can agree that a lot of Deathwing's issues come from daddy issues, and who else is the closest to a father than one of the Titan's watchers? Odyn thought the dragonflights were a mistake would love to bond with his new adoptive son Deathwing.

    The Keeper's playstyle revolves around careful planning to make the most of your cards. The Keeper plays like a chessmaster, making sure they're moves ahead of their opponent, every action has a purpose, and setting up their next move as they go. The Fate and Destiny keywords represent this playstyle in the purest form, rewarding players for carefully picking their play order to harness the unique bonuses. Should you cast your spell now, or save it to trigger your Destiny effect? Only the best players of the Keeper are going to know the answer to that question. The keeper also utilizes a range of secrets, mysteries of the titans protected by the Keeper and their followers. Harnessing the power of creation, the Keeper duplicates their own cards, unleashing armies of constructs or a torrent of ancient magic. Power of Creation represents this in its purest form.

    Posted in: Fan Creations
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