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    posted a message on Weekly Card Design Competition 7.01 - Submission Topic

    "Suffer, mortals, as your pathetic magic betrays you!"

    we all know this should have been the real sindragosa =p

    Posted in: Fan Creations
  • 1

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

    The promised feedback has arrived! I even did extra feedback because I forgot where I was gonna do feedback from lol.


    The Soulknife

    I liked Meld more than Learn, but Learn is fairly interesting too. It's not too hard to play around, but can disrupt the opponent's plays. The only thing I'm not sold on is the hero power putting permanent pressure on the opponent not to trigger it. 

    Absorbing blade is pretty weak, considering it's not even secret, it doesn't even need the learn tag, maybe just lower stats. 

    Storm of blades is... Okay. I don't think it's all that impressive to showcase though, and a 2/2 weapon isn't a big deal once you're in the midgame, especially not one which is virtually the same as the hero power weapon.

    Forgone conclusion is cool, though the fact its slower than envenom weapon makes it worse, even at one less mana. Plus, you haven't showcased if the class gets weapons worth buffing with it. 

    Mantis warrior is worded well to prevent issues with adapting on your opponent's turn, but it could honestly be a 3/4 considering how learn can be played around, otherwise its usually going to be a 3 mana 2/4 and a loss of tempo.

    Crystal guardian is a cool idea, but I have to admit I don't like the fact it doesn't follow the normal giant formula. I guess that's just me.

    The Weaponsmith

    I don't have much to add this time, apart from that I think active weapons not losing durability could be incredibly oppressive without very careful balance. Fortunately, the cards you've shown do seem to be balanced around it, but I feel design space is limited a bit by that?

    I like all of the cards you're showcasing here. Flashbang still feels weird but I guess its fairly cool flavor-wise. Also, RIP Assassin's Blade lol.

    The Illusionist

    I think you might have changed alter in a page after I read your post, but heyo.

    I talked about alter and the hero power last time, so this time I'll focus on the cards I think are the coolest to showcase.

    Mind Trap is a really cool and unique debuff, with a fair way to dispel it, so I'd include that.

    Reality Shift is a fairly intriguing card which is a pillar for decks to trigger alter with, and pieces like that are worth including I feel. 

    Illusion of Expulsion i said was cool before, and still think so. 

    I honestly don't think any of the alter cards stand out as super interesting though =/ If I had to pick, Hooded Wayfarer shows how alter cards can be used to adapt to situations.

     The Collector

    You have a lot of good ideas, but they're just too clustered together. Also, as a marvel fan, I feel confused as to why the collector has the infinity gauntlet, and why infinity stones are 0 mana spells. 

    As for the keywords, renewal is the most interesting, but I think its been done before. Oppress is just downright unfair, overloading your opponent's mana with no room for counterplay will suck to play against. Vision is pretty basic, I guess.

    That's not to say the concept of getting 0 mana spells isn't interesting, I think it could be pretty cool, and even the concept of a persudo-quest with them could be done well. Maybe rather than have a lot of random spells, the hero power gives a very weak basic spell, or upgrades an existing spell in your hand? 

    As for the exampel cards, Chitarui needs some better wording but a minion that transforms itself on the board could be very cool. I'd recommend locking it to 3-cost however, as having the potential to transform into a ragnaros or what have you on turn 3 for 3 mana isn't fun.

    Vision on Carina should be part of the battlecry. I like the idea of giving keywords to adjacent minions, it reminds me of the dorothee brawl and is pretty neat. 

    Dark elves is super boring and not something I'd bother showcasing. Jotunheim Giant is simalar. 

    Obedient potion is probably the one card thats ok as is (minus the fact it should be "recieves damage"). While its probably not good enough to be used, stealing a minion and forcing your opponent to damage it to get it back is a pretty interesting concept. 

     The Scribbler

    Another one I talked about before. The example cards are definitely feeling a lot more solid now. Didn't you add an exhaustion mechanic? Maybe I'm thinking of an earlier post, or even later as I go through these. 

    I didn't expect the class to be an ethereal, that's a cute touch. Also, making giants seems to be a theme for this expansion now. Paper giant is certainly cool though, I'm only a little sad he isn't a neutral minion.

     The Vampire

    This is cool. Its a bit of a shame you can't use lifesteal on the hero power. I'm kind of eeeeeeh on the fact that its both an objectively better mage ping, and nearly useless when your enemy has no minions, but I don't hate it, 1 healing is about a fair tradeoff. Blood bats certainly seems interesting to see later on, and consume is a pretty benign keyword (even though as usual I'm not a fan of keywords which do something easy to write in text.)

    Bloodborn seems kinda bad to showcase, as its virtually the same as your hero power. Your hero power already showcases your hero power, you know? So maybe the slot can be better used.

    Blood champion's effect seems like the reverse of what would be useful, either way its statline is totally average for a 5 drop with the +2 attack, and slightly below average with the taunt. There's little harm in tweaking it to be a little better. Edit: oh hey you changed it, cool. My point about the statline still stands however.

    Blood construct I'm torn on. I really like the concept, but I don't know if a conditional, cheaper 2/2 dreadsteed would be too powerful or not. With the point it can be played and the healing your class gets, possibly, but at the same time I like it as a card. Confused. 

    Vampirism potion is very cool. Little else to say there. Definitely showcase it.

    Lady Krisella has p good stats for a assassinate and heal on a stick (compared to the 4/4 blade of c'thun which also buffs c'thun), but as a legendary she fits and sells the theme well. Solid card.

    Promeriuum the Etheral 

    Innntresting. However, Hero powers which only target minions can be pretty useless at times, and while that kind of counteracts the fact its better than heal on minions, it'll feel bad in other situations. The only hero powers in hearthstone that are useless with no minions is DK Shaman and Warrior's, neither basic. 

    Fade is a cool keyword, I guess, but the fact that you can give it to other minions makes it possible (if rng-heavy) to get stuff like perma-stealth auctioneer and other passive threats. The fact it can trigger when a minion is attacked is also super rng-heavy, and can constantly mess up plays. While fun to use, I don't think it would be fun to play against at all. 

    Phase Shift could just be "destroy all minions except the one with the lowest attack", the attack/hp swap adds very little to the card.

    Ionic blast has mage-tier damage scaling and is 2 damage to my face less than pyroblast, for 4 less mana! What a discount. Granted, fireball is 4 less damage for 6. At least you can't chain two of these in one turn. 

    Nether portal is kinda cool? I like the idea of giving minions extra keywords, but I mentioned my issue with fade earlier. Otherwise, it's fairly vanilla. 

    Aether striker combined with ionic blast is gonna make my face hurt forever. The statline is kinda fair for a 6 mana charge... Without a skill that put it in stealth after hitting face. Reckless Rocketeer is a 6 mana 5/2 charge with no other card text. I'd definitely bring this guy down a notch.

    Spatial Worm is by far my favorite card out of all of these. Cool guy, protects other minions from removal and is a soft taunt. Fits with the theming too.

    The Inquisitor

    Bound: Interesting keyword. Not too complex. Not sure how it sells the inquisitor theme, however.

    Hero power: Pretty fair drawback, although I feel its kind of a weasel out of the 2 mana cost limit. Also, if someone hero powers enough times without playing a card, they'll lock themselves out of all cards. Kind of their own fault, but funny to mention. 

    Purge: Everyone has made this card. It's fine, just not stand-out.

    Night-Watch Defender: Certainly cool. I can see this setting up some pretty interesting combos, but it seems to be statted juuuuust about so it isn't overpowered. 

    Dark Harvester: Could be worded better, although I feel the wording will always feel janky, particularly because the deathrattle minions won't be summoned until the battlecry ends. Perhaps consider changing it instead.

    Witching Hour: Simple, cool board cleaning effect.

    Sally Whitemane: I was surprised to see some hero power drawback synergy, surprised in a good way. I thiiink the wording is fine? However, resurrect isn't a existing keyword, so you'd have to change it to "Summon a friendly minion that died this game". Could be too long for the card text.

    Astrologian

    Some of your cards are missing, so I've delayed writing feedback til i find your more updated post.

    Summoner

    Hey another 0/2 taunt class. I'm hooonestly not a fan of endless taunts stalling people out, but I guess its valued the same as a 1/1.

    The tooltip for Invoke is pretty unclear, do you need to have at least the mana specified in your mana pool, or exactly the mana specified? Otherwise, I like the effect and I think its one of the cooler keywords around here.

    Falling stones is... Okay. The flavour is cool, but its a very vanilla card to show off invoke with.

    4 mana secrets are always good, Panicked Summoning is no exception, I'm liking the similar to ancestor's call effect. 

    Blue Tunneler is stroooong, but I suppose not much stronger than comparable rend blackhand with his huge stats, or rogue's 3/4 assassinate for 2 less mana. Its the kind of card which can make a deck viable, so yeah, I like it, a good dragon card to showcase.

    Thrashing Amalgamation nearly an objectively better ragnaros, but again I think the balancing is just about there. If the class had nothing but strong cards like this, it could be a bit crazy, but as is it seems good. I'm only sad because it seems a bit vanilla, and I'd have liked to have seen more invoke.

    Monologue is hilarious, and I love it. Really powerful if you can make it go off without a hitch, but with good room for your opponent to counterplay, and great theming.

     Kasa Gravespeaker

    The second hero power is probably better, and the mechanic is a pretty cool mechanic to use as class identity. The keyword is okay I guess. I'm not a huge fan of poison-style mechanics in hearthstone, but there's nothing particularly wrong with it. 

    Fungal Abomination is an interesting way to do board clear, hard to say if it'd be super strong or not, but it definitely feels like a solid, playable card.

    Start the plague is your average poison debuff, benign I guess.

    Essence drain is powerful holy shit. That's like paladin's forbidden healing, but with a minion kill attached (and it can even heal 24 against a big dragon). I dunno if those cases are so fringe that its balanced, or the fact that its 10 mana makes it balanced, but I'd probably cry if I dropped a huge dragon and my opponent regained almost all of their HP while killing it. Maybe even more so than if it was mind controlled. Is that a bad thing? I don't know, maybe its a good thing.

    Frozen Touch: Seems more like a basic set card. I wouldn't showcase this.

    N'zoth's dread captain: Definitely an interesting card to play around with, but not the best to show off the theme I feel.

    Skeletal Knight: I think I like this one the most out of the three, showing off the theme as a drawback to a minion that is quite obviously overstatted early (but with a drawback which prevents it being abused in aggro).

    Pale Rider: I think this card is really cool too, and you could showcase it as well, but it probably doesn't even need the deathrattle when you compare it to naga sea witch.

    Tyna: God the idea of lich getting all of this bonus health and then playing reno jackson is making me want to cry. I'd honestly avoid using this, the amount of value you'd get from an already incredible card in reno jackson isn't something I wanna think about playing against lol.

    Sapphiron: Pretty cool, even without other freeze cards being showcased. Not much else to say, but I do like it.

    Purge: Interesting board clear which can be used to trade your own weak minions for stronger enemy ones. I like it. 

    Necrotic Potion: Another 'sure' card. Its mostly going to end up being a slightly worse blessing of might though, nothing to write home about.

    Frozen Summons: I really love the design on this card, mixing dirty rat with flamecanon in a sense. There's a lot of risk to running it, but I imagine it'd be really cool vs aggro decks (or really sad when you pull out their deathwing on turn 1)

    Flesh Hunter: Seems janky, more than anything, and essentially the same as just giving the class a 1 mana 2/3. Not a big fan.

     Driad

    Isn't it dryad? Also how does 'Can't kill minions' work? Does it leave them on 1 HP? I dunno if I like the mechanic much. Or the mercy trigger, for that matter - how do you know exactly if a card 'could have been killed, but wasn't'. Wouldn't that be the case if you traded your board with a big minion instead of a bunch of little minions - you could have killed those, but didn't. I dunno, it feels super vauge and janky.

    You also gotta bold your keyword and add "Hero Power" on your hero power.

    As for your cards... I dunno if adding extra tribes is allowed, but I'll assume it is. Even then, it feels unnecessary when you have very vanilla synergy cards here, and its a very small set of possible creatures which could get the tribe. Less than pirates even. 

    Fairy Warden: Minions which just do your hero power are quite boring to showcase, but its otherwise ok. Perhaps even understatted.

    Ancestor's Ritual: Sure, reminds me of the paladin discover + heal. One of the better cards to showcase. 

    Primal Mage: The way its currently worded, this would kill any minion which takes damage (as it loops on itself infinitely). Also, it should be "After an".

    Overgrown Drake: Pretty op stats for 5 mana, even if it didn't have elusive. This should be costed at about 7 mana. Also, it is kind of boring.

    Sanctuaris: I guess its a pretty cool effect, even though mercy is vague and I have no idea how you'd calculate it. 

     Tekahn

    Another revisit. I like the hero power change! 

    Royal Chamber Keeper: Rather vanilla, but a decent showcase of the Rise mechanic nonetheless. With that said, with the current iteration of rise it is quite likely to die before gaining a lot of stats. 

    Old God's Executioner: Really cool effect, not likely to go off more than once. And, playing a 10 mana 3/4 destroy a minion isn't exactly ideal either. While I wouldn't go overboard, you could afford to make this a 5/6 or something.

    Desert Predator: I love this synergy. I might be repeating myself here (was this card there last time?) but I think this is an awesome card.

    Tyrannic Strike: This is hard to say how balanced it is. Interesting deathrattle trigger and damage modifier, but when I compare it to unwilling sacrifice at the same cost it looks preeety bad. Perhaps allowing it to hit heroes too, or reducing the cost will make it more up to scratch.

    Clayskin Drake: Intresting, but kind of lonely on its own in a vaccum. With that said, it has pretty good stats for a minion with recruit, and big dragons are always good to get out.

    Phew, I made it to the end. Good luck everyone, and I hope I helped somewhat!

     

    Posted in: Fan Creations
  • 2

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

    Welcome to the big 3 part post ðŸ¤”

    Firstly, quick shout out to my favorite heroes I've seen so far, Thomas Temporison and Jori-En. I love the concepts for both of them and I hope you both get far uwu.


    Secondly, feedback on the past ~2 pages for you all uwu. Edit: I see some more posted while writing this post, fear not, I'll update it shortly. Edited them in!!! I hope you both see it!

    "The Summoner"

    I really like the hero power, its more versatile than just a flat +1/+1 for minions, though I would personally be concerned by plays like coin hero power t1, hero power t2, play a 3 mana 6/6 or (effectively) 5/7 taunt on turn 3. I think its cool that the hero power can carry between turns, and preventing it from stacking might get a bit too complex, so you decide if its an issue I guess. Either way, a strong class to emote+hero power turn 2.

    Monstrosity is interesting, but would probably be better worded as "If it's attack is higher than it's base value." In general, a lot of your cards could do with some proof reading, if you want to submit I recommend finding someone to proof read all of them because presentation is worth a lot of points. I'd also suggest focusing on really polishing a few cards instead of churning out a lot early - Daedalus and abyss jester are examples of cards that sells the class's unique playstyle, whereas stuff like Out of Control is very underwhelming. 

    Last point is that there is very little counterplay that lowers minion's attack, so decks may struggle to find interactive ways to stop those boosted effects. Thus, how fun the class would be to play against is a concern. Perhaps we can assume if the class existed, techs would be printed.

     

    "The Gunner"

    Out of all of the endless tinker-y classes, this one might actually be the most interesting as a theme concept, even if its far more loosely tied to engineering. However, as it is, the hero power is a direct upgrade to mage, and should be powered down. My suggestion would be something along the lines of "Deal 1 damage to minions adjacent to a target", if you want to keep the splintered theme and positional mechanics.

    Grounded doesn't feel very gunner-y. You're also gonna run into issues on the way minions are differently spaced depending on how many you have on board. I can see what you're going for, and I like the interactions, but I'm not sold on how they fit into the class. The fact that there's no counterplay at all is going to make balancing the effects a pain too, you end up with something which will either be overpoweredly swingy, or not come into play.

    I think the class concept has a lot of potential if you work on it though.

     

    "Weaponsmith"

    Active is cute, especially as a weapon exclusive keyword. My main question is - does dealing damage with Active consume durability (It probably should, it makes things more interactive). If so, defend yourself could potentially be buffed to a 1/2, with the same destroy self effect. That's definitely my favourite hero power of the two, although it is admittedly quite passive and has anti-synergy with weapons. Perhaps another option is to do something similar to the classic rogue hero power, where it will buff already equipped weapons instead? 

    Living weapon seems way too strong at 4 mana. It's guaranteed to attack twice with no counterplay, so you're slapping 8 free damage on the board over 2 turns for 4 mana. *the value* I kinda like the concept, but it could do with being costed up or started differently, or even a different condition. Keep in mind, this minion can be targeted with health buffs and heals, which would make it an unkillable monster. 

    The other cards aren't much to write home about, but they sell the basic flavor of the class. I definitely prefer plasma blade to mithril claw and I don't think you need to show off both. I'd really focus on showing more cards which make your class's identity stand out, not just the keyword.

     

    "Xel Grimwarden"

    I don't wanna be a party pooper, but... I've never been a fan of new keywords which just rename existing mechanics. Its okay when those mechanics are really wordy, like "whenever this minion deals damage restore the same amount as health to your hero". But something as small as "During your opponent's turn" or, as an ingame example "summon a minion from your deck", it feels kinda unnecessary when you consider the number of things in hearthstone that remain as card text. 

    My other worry for the keyword is, although it's interesting flavor, it might limit the class a bit. What if you want to include a minion which is stronger on your turn, but weaker on your opponent's? Would you have to word it the other way around with no keyword? Likewise, the hero power feels like a generally worse silver hand recruit - it might have synergies, but so do silver hand recruits themselves. Unlike recruits, summoning 0/1s for 2 mana is gonna feel bad most of the time, so you're forced to build around it even more than hunter if you want to use that hero power. Both these things could limit design for the class in the long run.

    Don't get me wrong though, I really like some of the interactions and cards you have here and they sell the class's flavor well. Rapid acid is indeed great, I really like the possibilities forbidden experiment opens up too. I'd like to say the same for voracious reader, but I'd have to see a card that synergises well with it in order to be sold on it. The 0-attack synergy is interesting, but with the current hero power it feels like the only option the class has, I guess. I'd like to see more ways to play with the class in the example cards.

     

    "The Scribbler"

    As I mentioned above, I feel that keywords which just shorten very simple bits of card text are fairly pointless. "when you draw a card" is super short. If anything, I would have made the draw-overload a keyword instead, and included it as a drawback on more cards. Procrastination is the deadliest of all sins =p. That or, a mulligan keyword, which is also a pretty interesting idea. Mulliganing your hand at will to try to get the cards you want. "Mulligan the rightmost card" or even combining that into Mulligan would let you redraw essentially. OP? Hard to say without playtesting (which we don't have), so...

    Outside of that, a non-warlock class that can run more draw-focused decks is interesting, (nice pun on drawing btw c;) but I imagine it'll be hard to balance around powerful neutral cards. Cards like details show how it can be more combo focused, though it's not clear what you'd combo it with (yet). I guess using draw synergy cards with the (almost over the top) card draw options the class has is at least one game plan, and it's open ended enough to fit other packages and neutral card strategies in, or play at different speeds.

     

    The Chef

    I thought the racer one was cute, but this is cuter (honestly, i like profession themed classes) and gets away from that engineering overload.

    Possibly the main downside is, unlike warlock, you flat out can't rely on the hero power to play control (with the cards you've revealed, anyway). That's not an awful thing, as hunter was pretty much only a aggro class for a very long time, and it was still fun, and this deck seeems to have some midrange potential with unsatisfied customer, inedible ghoul and spicy elemental. The one thing I'd watch is how powerful cards that trigger on roasting are, the player has a pretty good chance of triggering them (better than drawing) and so effects that trigger on roasting have a good chance of being very op. Inedible ghoul for instance might be better if it damaged all minions, because then the player has to build around it more rather than it being auto-include as an on curve drop and potential huge value early/mid game removal.

    On the flip side, unorthodox cook looks really unimpressive, i'd personally recommend reworking him or switching the guy out with something that sells your class more and shows a bit more variety in what the class can do. 

    In terms of balancing your cards, I'd say that roasting 1 is worth about half of a discard in the long run. It doesn't remove card advantage in hand, but it eats into a more valuable and limited resource than HP.

     

    Tekahn the Dark Pharaoh

    I like the life tap to summon a more powerful hero power minion thing, BUT I think the taunt is a bit much. It kind of cheapens the HP cost by protecting your face every turn for likely more than 2 points of damage. Pretty much any other keyword (bar lifesteal or poisonous) would probably be cool though. Even a 2/2 might be interesting, if a bit bland and encroachy on paladin.

    Rise seems like a very situational mechanic (or at least, one which forces you into very specific builds to access the majority of currently revealed class cards), and doesn't gain much from being a keyword either. "If this has two adjacent minions" or "if this is between two minions" are pretty simple things to fit in card text. Having some cards with the mechanic in the class as part of its 'class identity', to work with the hero power minions would be cool, but I think building the whole class around it will be very limiting for you.

    Taunt is also something warrior and druid are already doing, and building super hard around taunt not only feels samey, but further cheapens any HP cost on the hero power. 

    If you want ideas for more interesting interactions outside of mainly bland taunt synergy and generic spell effects, how about minions or spells with effects which modify the minion summoned by your hero power? An ungoro card that gives a free adapt to hero power minions on summon, a spell which permanently gives them +1 to a stat. Building upon your hero power could fit in well with the building theme you're trying to show off with Rise!

     

     "The Swindler"

    One of the main issues I have with coin-based mechanics is that the winrate gets significantly skewed depending on if you go first or second. Going second with this hero, you get an extra trigger for his keyword which you wouldn't usually get. Also to consider is the MAD DEELZ that you're gonna get with Gadgetzan Auctioneer, which without careful balancing could be potentially more game breaking than miracle rogue.

    On the plus side, the hero power doesn't force you to just run bribe cards, and it offers a fairly interesting ramping tool. Polished pewter dagger is a really good example of how the bribe mechanic can enable access to more powerful effects, and be used situationally so you don't have to spend coins if you don't need the effect. Definitely show that card. I also really like the flavor of beneath your dignity, and I'd be interested to see how the class might develop around minion position manipulation. Shanty Choir is also a really cool card, but i'd tread carefully with the cost/statting when you could play turn 3 double coin into shanty choir + southsea captain + patches for 3/6 + 3/3 + 2/2 on board on your third turn. I don't know how likely that is, and the opponent might be able to come back with something like hellfire, but it seems quite punishing.

    The Illusionist

    I keep repeating myself, but alter (while a cool class mechanic) definitely feels like something that can be summed up in less words with "if your hero has less than 15 health". I'd say keep the mechanic if you like it but you could probably add another keyword which sells the illusion flavour more. Low health doesn't scream illusions, especially when it has anti-synergy with your taunts.

    That said, taunt hero power. I'm not a huge fan of infinite taunts (no other hero power hard counters certain strategies on its own), but perhaps the fact that they die makes them more balanced. Personally, I'd suggest making them 1HP instead, as the resulting minion would be a little easier to ping off (it'll still sap resources of course.) but arguably that could make it too weak.

    I also see more 0-attack synergy, which seems to be a thing in this competition now. Out of all of the cards, I think Phantom Sorcerer is probably op as-is, it consumes an ungodly amount of resources unless the opponent has a silence or hard removal. Maybee that's okay, but its stats are so good for that cost and effect. 

    4 mana secrets is definitely something I can get behind and something that sells the class theme well I think, illusion of expulsion is a really neat card that fits the cost and forces opponents to think hard about removing minions with active effects or deathrattles. I can imagine dupeing a strong deathrattle 4 times miiiight be kind of insane (mainly cairne bloodhoof), but those kind of telegraphed plays tend to be fairly open to techs.

    The floor is lava is also pretty cool, though again I'm not seeing the illusionist-y part of it, I like the semi-doomsayer mechanic it has. 

     


     

    Thirdly, I'd like to know what class idea people think I should go with before I go in deep with building and polishing cards. I've been mulling over the following:

    Bright Friendwing, Faerie Dragon

    Pacify (Hero Power Reduce a minion's attack by 1, and restore 1 HP to your hero.)

    Class identity: Healing, debuffing, Wild-god theming, Emerald-dream theming, tribe support (likely mainly dragons).

    Keyword: Phased (Cannot be targeted by minions or weapons.) Used very sparingly.

    Aki the Chosen, Pet Tamer

    Hero Power: potentially something pet-summon based? Making it flat Call a Pet seems OP, but I like the pet mechanic.

    Keyword: Call a Pet (The player is shown 3 of 9 possible pets, and chooses one to summon. (One pet for each type in pet battles, with abilities mimicking their passives.) This technically works like adapt, so wouldn't be considered using the later-added discover mechanic.)

    Class Identity: Summoning pets, general pet-battle things (like capturing minions), minions with active/triggered abilities and triggered ability synergies, beast, mech, dragon and elemental tribal synergy.

    Odyn, The Keeper

    Secrets of Creation (Hero Power): The next card you play returns to your hand at the end of the turn.

    Keyword: Destiny (Each time a card with destiny is played, it has an effect based on the 'destiny counter'. If 'heads', the first effect triggers, if 'tails', the second effect triggers. After playing a card with destiny, the 'destiny counter' is flipped.)

    EG: Destiny: Deal 3 damage, or give a minion +3 Health and taunt.

    Class Identity: Long-game, macro plays, planning ahead, titan artifacts, servants, and magic. (Think vrykul, other watchers, mogu, mechagnomes and other titan-forged.)

    Posted in: Fan Creations
  • 1

    posted a message on Room of traps is BRUTAL, any ideas how to beat it?

    The boss starts with 5 random secrets in play, and summons a 3/3 minion whenever a secret is triggered. Its deck is loaded with secrets.

    Pretty much any play starts triggering secrets, and attempting to remove the 3/3 sawblades only end up triggering more secrets, leaving you up against more sawblades than before.

    As far as I can tell, there are no secret tech packages, and this secret spam is brutal against just about any deck you can build. Playing slow gives the deck its opportunity to drop a 4 mana 7/7 boss minion, and the secrets (mage in paticular) will ruin big drops you play, or interrupt combos you're trying to use. Meanwhile, aggro decks which trigger the secrets early get swamped on board by endless 3/3s while tanking secrets.

    I honestly have no idea what strategy can beat this encounter. Brode did say it was one of the hardest ones. 

    Posted in: Dungeon Run
  • 1

    posted a message on New Warrior Spell - Reckless Flurry

    Why is this allowed to be 3 mana but Blade Flurry is 4, and deals less damage overall. I miss oil rogue =/

    Posted in: Card Discussion
  • 1

    posted a message on New Rogue Secret - Sudden Betrayal

    MOTHER

    FUCKING

    ROGUE

    SECRETS

    Considering Rogue is my favorite class, and control rogue has been my dream since beta, you have absolutely no idea how happy this makes me feel, 

    Posted in: Card Discussion
  • 4

    posted a message on New Card Reveal: Ticking Abomination

    This might actually be playable in ramp druid, kinda like how the first minion you would drop in ramp druid would be a chillwind yeti in old hearthstone. MAYBE this will give enough tempo on turn 4 to warrant playing it in ramp druid.

    Definitely not likely to be seen in any other deck however. 

    Can't wait to see the trolden video where a priest potion of madnesses all of the enemy's minions, attacks with them, and then removes them with this card.

    Posted in: News
  • 4

    posted a message on Expansion Creation Competition - Phase II [Submission]

    Within the elemental planes, the elemental lords are locked in endless combat, a struggle for power that is eons old. From the time of the sundering to the current age, the restless elemental spirits have waged an eternal conflict within their realm beneath the physical plane. And now, another war is brewing. 

    Which side do you join in the...

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    Anyone ever felt underwhelmed by the elemental lords in hearthstone? They're the rulers of the primal forces on Azeroth and in the universe. They're beings of chaotic elemental energies and commanders of endless legions of elemental beings. And yet, they've never been a strong or impactful as other heroes or even random dinosaurs. 

    Neptulon, the Tidehunter is the core of any good Neptulon's Disciples deck. While a predictable play, after ramping up the opponent's fatigue, Neptulon can hit the board on 10 mana and wipe out all but the strongest minions while taking another chunk out of the opponent's health. 

    Unlike Jade, Neptulon isn't oppressive to control playstyles, and unlike C'thun, Neptulon decks are far more interactive for the one playing it - and while a huge creature isn't included in the pay-off, matchups won't be won or lost by hard removal either. 

     

    Neptulon isn't the only Elemental Lord to get this treatment. While Neptulon's playstyle offers a more focused mechanical route for decks (albeit playable both in more aggressive and more control style matchups), Smolderon's triclass cards are much more versatile, short of encouraging more battlecry-themed decks.

    Smoldering Remnants are 0 Mana 1/1 minions, so you can play them on the same time as Smolderon, or save them for later. Each Remnant has a copy of a random battlecry you played this game as their card text - Remnants won't also copy the Taunt from Stonehill Defender, but they will have the Battlecry.

    Smolderon can be played in a battlecry-heavy deck to push in the late game with even more immediate board impact and several cheap battlecry effects, or in a more combo-orientated deck to add specific battlecries to your hand. Each battlecry can only be copied once, so if you only played one other battlecry minion, the other remnants will be blank. While it's technically possible to only play Alexstraza, Yogg and N'Zoth, and then repeat all 3 powerful effects in one turn, that combo would be nigh impossible to pull off. But amazing when it does happen.

     

    Not all of Thunderaan's cards enact a beneficial effect when drawn. In the case of the Living Vortex, the effect when drawn is part of the cost of playing it, although when the card hits the field, it's far more powerful than a standard 8-drop. 

    A lot of people might be wondering "Why windfury as a triclass theme" and "How does this mesh with Paladin, Priest and Rogue".

    In all three cases, it's actually down to synergies with buff effects, and 'on attack' effects, which all three classes have their fair share of. These stronger windfury cards are intended to hopefully open up a path for more experimentation with those kinds of mechanics outside of niche decks like Mimiron OTK rogue. 

    Ragers are tired of being the butt of every joke. This set contains several new ragers, designed to actually support a hyper aggressive playstyle with big attack minions. The Conflux Rager is the icing on the cake, a huge 10 attack beatstick for 6 mana that your opponent can't remove without taking out your other ragers. 

     

    All neutrals!

    Smolderon's Followers - Mage, Shaman, Warrior

     Neptulon's Disciples - Warlock, Hunter, Druid

    Thunderaan's Court - Rogue, Paladin, Priest

    Non-triclass neutrals

     Tokens

    Smolderon, The Firelord: 

    Thunderaan, The Windlord: (Also has 7 armour). 

    Stone Warden:

     

    Posted in: Fan Creations
  • 7

    posted a message on Weekly Card Design Competition 6.02 - Submission Topic

     

    (I used art from breath-art for this card because it was so perfect. Please let me know if I need to change/remove the art used.)

    Posted in: Fan Creations
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