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    posted a message on Spiritwalker Class Concept [GvG]
    Quote from SDhn2a >>

    Really liking these...  The main card that I have an issue with is Through the Emerald- it's far too swingy for my taste.  It basically reads, if your opponent has a board clear, do nothing.  Otherwise, win the game.  I'd prefer a smaller version (maybe 4 mana +3/+3 or something)...  Still a bit swingy, but it's not quite as polarizing of an effect.

    I'm looking forward to seeing more of the cards...

     I figured maybe 6 mana, +4/+4 would be an option. Though it looks imposing, it is just a telegraphed bloodlust. If you don't board clear to prevent a possible bloodlust or savage roar, you also lose the game.
    Posted in: Fan Creations
  • 1

    posted a message on Spiritwalker Class Concept [GvG]
    Quote from nomad_ninga >>

    a lot of the cards are basically free for a slightly slower affect, such as the spirit wolf card, it's a free 2/3 with taunt.

     A few other people have already told about Wild Side and I am already aware I need to make changes to it.
    Posted in: Fan Creations
  • 2

    posted a message on Spiritwalker Class Concept [GvG]
    Quote from nomad_ninga >>

    there all a bit op but that can be fixed by shaving of a few health points.

     You're gonna have to be more specific.
    Posted in: Fan Creations
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    posted a message on Spiritwalker Class Concept [GvG]

    You can play as many "at the start of your turn" cards as you want. That being said, someone has already told me 0 mana 10 Health is too high so I will be changing it. I don't exactly know the "speed" of this class as I haven't made all the cards yet, but I think it will be average against Control. It will draw more cards so it will fatigue too fast. In addition, if you fast forward the class, I don't think it would be any better than Highlander Warlock is right now.

    Against aggro, I will have to see what happens after the Faith Is My Armor nerf and the classic set.

    Yes, Priest has that sort of healing, too. Greater Healing Potion

    Posted in: Fan Creations
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    posted a message on Spiritwalker Class Concept [GvG]

    @GGpanda, Asylum: Thanks for the replies!

    Quote from Fedes94 >>

    I like the concept and the mechanics, reading the basic set i was pretty interested:

    • Mystic Storm: Perfect Basic card
    • Gift of the Elders: Perfect Basic card
    • Spiritual Retreat: Maybe 4 mana? Against aggro you can put one of their minions on the top of their deck and they cant draw damage and against control you can try to let them overdraw the card, imo its too often a lot better than Sap , and Sap its a pretty good tempo card
    • Grand Judgement: Perfect Basic card
    • Redridge Visionary: Perfect Basic card and insane card in Arena
    • Faith is my Armor: If you keep this is so easy to defeat any kind of aggro, you play this when you have 20 hp T2/3 and you are fine the 0 cost mechanic for next turn its cool, maybe reduce the healing to 6/8?
    • Dawnstrider Ascendant: Perfect powerfull Basic card
    • Wild Side: Love the concept but i think that at 1 mana it would be still really good, just to avoid double wild side + 1 drop turn 1 and concede, at 1 mana you can play it turn 1 and on turn 2 you start with a 2/3 against eventually your opponent 1 drop.
    • Throught the Emerald: I agree with your description, at 6 mana it should be fine (not so played but fine)
    • Gather your Mind: Good concept and i like the idea of going deep with this!

    Overall cool slow patient class, waiting for the future releases! =)

     Agreed with all your points. I actually made a 4-mana Spiritual Retreat with a different name some point in the past, I guess that was the correct choice. As for the healing, 8 Health is probably better. Lastly, Wild Side can still be spammed as a 2-of with the Coin, if you used your 1-mana idea. I might keep it as 0 mana, but reduce the stats to a 2/2 Taunt.
    Quote from Wiziwig >>

    Hi, first of all good job really, well appreciated by me..however, many cards are "strange" or non-understable for me. These "at the start of your turn" does it mean that you can play them just as the first one, so you can´t play 2 of these archetypes at the same turn? Because that´s what I understood. The cards itselves are blatantly overpowered, try to think playing against it, mainly the basic set. I like the 4 mana 2/2 draw, I like the basic mechanic Slumber.

    Long time ago I created a Blood Mage Custom Set, you can have an eye on it and tell me what do you think :)

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/165172-my-custom-blood-mage-class-set#c1

    Nice job & have a nice day 

    Like ZamperHs said, "at the start of your turn" will trigger right *before* you draw for your turn. (Tested, I used Doomsayer to kill my White Eyes to try and out-fatigue my opponent) I'm not to sure what you mean by the two archetypes thing, though.
    According to the math, most of the basic cards are completely balanced. The only one that really needs reworking is Wild Side. Retreat and Faith just need a minor tweak. And believe me, I run through as many scenarios as I can when creating the cards. :P
    In addition, it's like 3 AM as I type this, but I did skim through your Blood Mage. I will try and formulate an actual opinion tomorrow, but from what I can see, unfortunately, you fell into the trap of making a *Blood* Mage. Blood Mages are actually fire users, they call themselves Blood Mages/Elves to remind themselves of the massacre of the High Elves at the hands of the Scourge.
    Posted in: Fan Creations
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    posted a message on Spiritwalker Class Concept [GvG]
    Quote from MichaelSmetsers >>

    To strong, but still liked it

     In what way did you find it too strong? The Hero Power?
    Posted in: Fan Creations
  • 8

    posted a message on Spiritwalker Class Concept [GvG]

    Overview

     

    Dang, it's been a loooong time since I made a custom class! I still haven't gone back to finish Sea Witch and I think I planned to re-do Demon Hunter, too. Oh well.

    Shoutout to Zanywoop, he helped with spitballing ideas and finding art. Feedback or anything is greatly appreciated!

    Mr. Ashar Ghosthoof

    Seergaze explained: 

    Ok, don't fall out of your chair juuuuuuust yet. This is absolutely a powerhouse of a Hero Power. Despite having a delay, any sort of draw from a Hero Power is insane. This incredible Hero Power will be counteracted by high cost cards as well as several, almost conflicting, if you will, strategies so it won't always be a walk in the park like Life Tap is.

    Slumber explained: 

    A fairly explanatory keyword. What is most exciting is that it's a negative keyword! I've never done a class with a negative aspect (which is another "counter" to the powerful Hero Power") so I really enjoyed the interactions this keyword had to offer.

    Basic Cards

    Automatically included:

    Mystic Storm explained:

    Excellent against Hunter, Aggro Warrior, etc. Simple, efficient, that's all, folks! Balanced against Arcane Explosion and Powershot, but not Maelstrom Portal because everybody knows that the powercreep is real.

    Automatically included:

    Gift of the Elders explained:

    A pretty basic single-target buff spell, more or less quintessential in all classes. Balanced against Power Word: Shield, Sunfury Protector and Mark of Nature. However, I did not create a buff like this for the hell of it. Zanywoop reminded me that this class will have several slow, huge minions. What better way than to get some quick use out of them than to give them Taunt?

    Automatically included:

    Spiritual Retreat explained:

    Aight, so this is one of Spiritwalker's solutions to big threats. Based off of Sap, it can either be a worse Sap, or a far better one. As is obvious, it will mess up your opponent's next draw, but if it's late game, they can just slap down the same minion next turn, so you'll need to be careful with this.
    Also, it's not an actual retreat. A spiritual retreat is when you go somewhere far away to think about the meaning of life.

    Automatically included: 

    Grand Judgment explained:

    Hammer of Wrath's big brother. Starfire's younger sister. What?

    Automatically included:

    Redridge Visionary explained:

    A simple minion, perhaps, but the stat distribution is excellent. This class want to have large, protective minions. Something as basic as this serves that role nicely.

    Upon reaching level 2:

    Faith Is My Armor explained:

    Excellent in the control matchup, slightly risky in the aggro matchup. You cannot topdeck this card. Period. Ironically, you can't rely on faith for this spell to work. XD

    Upon reaching level 4: 

    Dawnstrider Ascendant explained:

    So yeah. The class banner said strong draw power. Sure, it's weak but the draw two is amazing when slapped on a minion. You're getting 4.5 worth of mana, at any rate.

    Upon reaching level 6: 

    Wild Side explained:

    I find this card to be the most interesting and my favourite of the Basic set. An excellent early game minion-spell. This just goes to show how far the Spiritwalker class is able to take the "at the start of your turn" and delaying mechanics.

    Upon reaching level 8: 

    Through the Emerald explained:

    Annnnd here's the big spell. This could potentially support Token Spiritwalker. You would build up a board, and after playing this, force your opponent to trade into everything. This card is a bit one-sided, but it's essentially just a slower Bloodlust or Savage Roar. In fact, it gives your opponent one extra turn to react. Perhaps 7 mana is too high?

    Upon reaching level 10: 

     

    Gather Your Mind explained:

    You had best believe there will be future interaction with this card! A close second to my favourite card in this set. Though a pretty simple card, there is so much room for future development for 'Gather Your Mind' decks.

    Expert Set

     Commons 

    Purifying Squall explained:

    An interesting healing card, though rather niche. In most cases, it will heal about 4 or 5 damage, so it's about on par with Flash Heal, as Flash Heal does not have any requirements to use.

    Gather Your Soul explained:

    Here's the second card in the "Gathering" archetype. Very self explanatory, and a combo-oriented card. Though you are quite literally giving up one mana, when you draw into a Gather Your Mind, you'll soon have a ton of hand advantage.

    Stray Spirit explained:

    And here is Spiritwalker's only 1-mana minion. One of the infamous 1-mana 1/3's. However, it doesn't increase its stats in any way! Wow! Who woulda thunk?
    Stray Spirit acts as an introduction to the Immune mechanic, an obscure and rather complex keyword. By having Immune only on your turn, the Spiritwalker player will learn that you will not take damage when trading, and you can target your own minions with effects, so, perhaps, an Abusive Sergeant buff.

    Spiritwalker Tenderhoof explained:

    The other side of the coin to Thunderwalk. I find this card to be much more useful than Thunderwalk as he provides a small body on board while still giving hand advantage. I was on the fence about having the Tenderhoof as 2/3, 3/2, or even 2/2.

    Ancestral Tempest explained:

    Pretty basic AOE, based off of Swipe. Not entirely sure of the 1 extra damage is worth the 5-mana cost, but I kind of want AOE to be a bit weaker for Spiritwalker, kind of like Holy Nova.

    Thunder Lizard explained:

    Giant Thunder Lizards are seen roaming the Emerald Dream. The Spiritwalker's probably dreaming about them or something, and envisioned it stepping on his opponent.
    In any case, this is our first look at Slumber. This is the most obvious application of Slumber, to put it on a humongous minion with over-the-top stats. Essentially, this is an 8-mana minion, but, you get the body on board earlier, allowing you to taunt it up, or, if need be, trigger its deathrattle.

     Rares 

    Frostbite Totem explained:

    By itself, this is just a weaker Demolisher. Once you start adding draw power, however, it can become as deadly as Knife Juggler. I think this should be a 1/3, though that does seem too weak. 0/4 seemed to passive, as well.
    In addition, this is why I had a few of my cards in the common worded as "adding a card to your hand", so they would NOT trigger this card's effect.

    Hindsight explained:

    So it's sort of the opposite of Far Sight? Hindsight obviously works best if you copy a card you draw without using your Hero Power so you know exactly which card you are copying. Therefore, you need to be rather careful with this. 

    Soulbound Totem explained:

    WIP

    Cloundsong Sage explained:

     

    Skychaser Guardian explained:

     

     Epics 

    Elders' Suffusion explained:

     

    Gather Your All explained:

     

    Unleash the Spirits explained:

     

     The Legendary 

    Spiritwalker Ebonhorn and Ebyssian explained:

     

    w

    Naxxramas

     The Common 

    Tauren Gravekeeper explained:

    This card was very difficult to balance. However, it does allow for a good amount of counterplay from you and your opponent. If you play this card in a fast deck, then your opponent will waste the immunity on a weaker minion. The best use for this minion is to protect a large minion; Your opponent will be forced to trade into this 4/4 body first.

    Goblins vs. Gnomes

     Commons 

    Mechanical Reverie explained:

    A rather curious draw/cycle card. You instantly draw a card for just 1 mana, making this the most mana-efficient drawing card in the game, but you mess up your next draw. Of course, you can just use your Hero Power to "negate" this, but in the end, you're paying 2 mana for a Spare Part to the hand. I think it's an interesting little card, though I am not sure what sort of deck would play this.

    Kezan Invoker explained:

    Solid 3-drop. This will glue together the Spiritwalker early game, as the Invoker and Tenderhoof from the classic set be able to generate large amounts of hand advantage.

     Rares 

    Beauty Sleep explained:

    A bit of an experimental card as this is only one of two cards to use Slumber as an offensive tool. it my be too invasive, so I will probably limit this application to GvG, where it cycles out relatively quickly. This card's big brother is an Epic, check it out below.

    Thunderwalk explained:

    Thunderwalk returns as a GvG Rare. Very simple card, though I changed it to a Rare as hand buffing is still rather unique during the GvG period.

    Dream Machine explained:

    Mech, Spare Parts, and Immune synergy all rolled into a neat little package. I guess it's a cross between Cobalt Guardian and Stranglethorn Tiger. It's effect is far stronger, but it's a fair bit harder to activate that Cobalt Guardian's.

     Epics 

    I, Robot explained:

    Pretty self explanatory, but a permanent Immune warrants this card's Epic rarity. This is definitely a combo card and after playing this, you'll want to focus on buffing the Immune Mech so it can continually swing at your opponent's face for game. (Wait until TGT's Lance Carrier :P)

    Through Cyberspace explained:

    The Spiritwalker's biggest removal card! A mix of Twisting Nether and Vanish, this card will be slightly less effective in the midrange matchup but very, very strong in the control matchup, as you could very well clog up your opponent's hand and burn a few. I'm on the fence if this should be 8 or 7 mana, but I chose 8 to play it safe.

     The Legendary 

     

    Jocas Irongear explained:

    Apparently, Jocas and Ashar were friends and rode on an airship or something.

    Jocas is just a solid all-round 4-mana drop that can be played in any situation, something the Spiritwalker has thus far lacked. And, in almost all situations, he will give you an advantage. Of course, to counteract that, there's this thing: Emergency Coolant. That's the GvG-themed randomness there for you.

    Blackrock Mountain

     The Common 

     

    ??? explained:

     

     The Rare 

     

    ??? explained:

    A very powerful Polymorph and the second of the hard removals. However, due to the Worgen Hero's playstyle, such a mana-heavy spell may be a bit too clunky. In addition, the Feral of the 2/2 won't activate as long as it never attacks or if it is the only minion. If your opponent is smart enough, you just paid for a really expensive Polymorph.

    The Grand Tournament

     Commons 

     

    ??? explained:

    A great 1-drop, way more versatile than the old Worgen Rogue. Turns into a 3/1, taking down even some 3-mana minions and the ever-present Piloted Shredder.

     

    ??? explained:

    TGT is all about a slower paced metagame, and fixing up classes. Worgen Hero actually lacked early game removal, and now they have a great one.

     

    ??? explained:

    Perhaps with this card, a more late-game oriented deck is possible. Prevoiusly in playtests, Worgen Hero played very tempo-like, similar to tempo Warrior and Rogue. 

     Rares 

     

    ??? explained:

    Lock and Load, boyz. Another card that patches up one of Worgen Hero's weaknesses: a lack of spells. Warrior spells fit very nicely into this deck. Stuff like Charge, or Slam, or Brawl? Great additions to the Worgen Hero's arsenal. Even Upgrade is welcome.

     

    ??? explained:

    Before I get any flak, I KNOW WORGENS CANNOT BE PALADINS. BUT. If a human was previously a paladin, and then got transformed into a worgen... isn't that a worgen paladin? The card itself operates to the same degree like other great 2-drops that affect Hero Power, namely Steamwheedle Sniper and the new Fallen Hero.

     

    ??? explained:

    A alternate single-target buff, perhaps replacing Curse of the Worgen. The card itself is pretty self explanatory. It's balanced well. 2/5 Taunt = 3.5 mana. Blessing of Kings, +4/+4 is also 3.5 mana.

     Epics 

     

    ??? explained:

    A very, very interesting card. This weapon basically increases your Hero's damage to 3 each turn (Hero Power), but you gotta pay 2 mana each turn. It's a mix of... Dreadsteed and... Coldarra Drake... I guess? In any case, the Scythe certainly fits the TGT theme of Hero Power enhancement.

     

    ??? explained:

    Does anyone get this reference? Crunch is a heavy 6-mana AOE, another thing Worgen greatly lacked. With this card, your opponents will now be more careful with their minion placement.

     The Legendary 

     

    ??? explained:

    Gone with you, Archmage! This legendary was prevoiusly Archmage Arugal, who had a Battlecry that did a temporary Polymorph. That's boring. And un-TGT like. So, here's a Legendary that incorporates a fabled joust! This card turns joust on its head by giving you good outcomes BOTH ways. However, the catch is that they serve different purposes, these two outcomes, and it is 100% RNG based. Therefore, this is why both the Wolf (which is an actual WoW boss), and Red are quite powerful for their mana cost. For example. You wanted the Big Bad Wolf to save your butt from an aggro player? Well, you'd best hope you keep him. It's moments like these that balance out these two character's above-average stats. 

    Clarification: The "Poison" mechanic, as I like to call it, states that "any minion DAMAGED by this card...". Therefore, when 'Lil Red deals 1 damage to them from her other effect, it would kill the target.

     

    League of Explorers

     Commons 

     

    ??? explained:

     

     The Rare 

     

    Posted in: Fan Creations
  • 3

    posted a message on new tribal: rats

    Posted in: Fan Creations
  • 0

    posted a message on WCDC Season 4 Finale - Mini Comp #6 (Discussion)

    I made a bunch off the top of my head. If anyone wants my feedback as well, just ask me.

    Posted in: Fan Creations
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    posted a message on WCDC Season 4 Finale - Mini Comp #6 (Discussion)

    The Ancients and other such plants aren't true elementals. Doesn't hurt to lump them in, I guess.

    Posted in: Fan Creations
  • 6

    posted a message on White Eyes

    Alright. I've tested White Eyes enough to formulate an opinion. THIS CARD... this card is what glues control shaman together; It makes the control matchup almost unbeatable. Not only do you have an extra target for faceless manipulator and ancestral spirit, but you also shuffle in a massive threat which helps against fatigue. Plus, with most shamans packing double Hex, you can bait them out with this and then spit out a Earth Ele or Bog Creeper.

    As for the midrange/tempo/aggro matchup, White Eyes doesn't really change anything. XD Control Shaman can deal with most midrange decks anyways. Aggro is aggro tho... This card certainly isn't meta-defining, though, and I think midrange shaman is still better for laddering.

    Posted in: White Eyes
  • 0

    posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)

    There are some neutral cards centering around Sargeras, and one of the will give him taunt. (The thing is, we already made all of the Sargeras cards and are slowing releasing them.) And yes, we are aware that Sargeras will be far too clunky as is, so we will be working on this.

    Thanks for all of the comments thus far.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #4.16 - Submission Topic

    The 0-Cost of the token spell was intentional as this card can basically mill one card and destroy a minion. 6-mana minion as most mill decks don't run high-cost minions.

    EDIT: Used new logo.

    Posted in: Fan Creations
  • 0

    posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)

     I rate the Taric on Dalaran Hunk

    I'm a level 12. Forever wood. once a scrub always a scrub
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.16 - Discussion Topic
    Quote from Mewdrops >>

    Okay, off the top of my head, some ideas, one for each theme:

    Card

     Ghostly Cryomancer is by far my favourite out of your three. I know you're trying to keep in line with the card's flavour, but it is rather strong. 
    Posted in: Fan Creations
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