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

    @The_Odinson, @maxlot

    Keeping Cursed Relic at 1. I was unsure about the cost, but it seems reasonable at 1 mana.

    Changing Sinister Giant as maxlot proposes.

    Mesmerizing Whisperer will probably receive a slight stat buff.

    Have you thought about giving Ritual of Power Cultist?

    Cult? Usually I keep this keyword for cards that care about the number of copies there are in your deck, or the number of times they were played. But it could sparingly appear on other cards as well, to promote certain specific strategies.

    Thanks for the comments.

    @The_Odinson

    Goods points you mentioned earlier. (I find Careful Rocketeer balanced and original. I was mostly unsure about which deck I would like to include it into.)

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

    League Of Explorers, updated:

    Cursed RelicExpert Of Old SectsMysticism

    Cursed Relic: Costs 2 mana instead of 1. The effect is worth 3 mana (Deadly Shot). Nerubian Egg summons a 4/4, which is worth about the same (I would say 3.5 mana). So, the cost of these two cards should be the same (Cursed Relic receives an extra Health point.)

    Expert on Old Sects: Replaces Forgotten Knowledge. Shuffle only 1 Cult card into your deck. Prevents some OP interactions with Cult cards.

    Mysticism: Gives 3 mana instead of 4. Since there are good enablers and combos, a good supply of Cultists, and the card gives excellent tempo, it is nerfed.

    Whispers of the Old Gods, updated:

    New cards: Spooky strawman (challenge), Orderly Tutor, Mesmerizing Whisperer. Since the set is about big minions, I thought about making some cards that hate small minions (SS and MW).

    Spooky StrawmanRitual of Power

    Orderly MentorIndistinct Shade

    Mesmerizing WhispererSinister GiantAtactlan the Summoner

    Sinister Giant: Goes from 9 to 10 mana. Having an 8/8 for 5 mana is too good, but an 8/8 for 6 mana should be okay, considering that you have to dedicate 4 slots to this card. And Forgotten Knowledge doesn't exist anymore.

     I made some changes to previously shown cards. If they need to be changed again, or removed, please say so.

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

    I could use some feedback on this. I've changed the preview up a bit. Need to know how people feel especially about my challenge related cards.

    Challenge and Preview choices.

    Cards I'd pick to preview

    Surprise Inspection: The first part, fine. The second part, hmm, really specific, but still interesting. The most obvious use is to counter Emperor Thaurissan.
    Loot-a-rang: Seems rather complex for a common, could easily be a rare. About the effect, I have a hard time to judge if it's strong or weak.
    Careful Rocketeer: Interesting twist. Hmm, the question is, would I play this card? In an aggressive deck, I would definitely prefer Argent Horserider. Which can't be rendered useless by a Taunt minion. In a control deck, I don't see the point of playing this, since I can't trade with opposing minions. If you can convince me that this card fits in an archetype, it's good, otherwise, it's cool but unplayable.
    Klaxxi Inciter: Good card.
    A question I always had about the class mechanic: draft. Why do some cards ignore draft, while others don't?
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase V Discussion
    Quote from SanderNightsite >>

    Okay here are the final cards I created. Cut out Weapon Thief for this phase. I guess 2 tech cards are a bit too much for one expansion.

    Previous cards with updates:

    Might of the Flame: Would go with «Give your minions +1/+2. Draw a card.» (following Mark of the Lotus)
    Otherwise, everything looks good and well made.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase V Discussion
    Quote from SanderNightsite >>

    I have 2 options atm.

    a)  b) 

    Also would love to get feedback on Illidan Firestorm. Just like Ragnaros, Illidan has been corrupted in the Wotog set. 

    Also opinions on this card?

    Promise of Power: I prefer the 2nd option. Maybe it should cost (6) mana. Giving +2/+2 is not an enormous drawback, and if you are effectively able to steal your opponent's minion, then you have a buffed minion.
    Illidan Firerage: Potent threat. Probably slow, but if it stays one turn on the battlefield, it's incredibly good. Seems well balanced.
    Weapon Thief: Fine card, good effect. Personally, I'm not a fan of class tech cards. I feel like tech cards should mostly be neutral, to ensure that every class has access to them. Unless it is to fight a mirror match-up. If a class has a too strong archetype, then it has access to a good tool to keep it under control. Since your class has access to weapons, I feel this card belongs in your class. Then, I would change the anti-secret tech card.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase V Discussion

    @SanderNightsite

    Damn it. I had no idea you had basically the same card. I might put a different spin on Promise of Power now.

    Take control of an enemy minion, but give two small minions in exchange to your opponent?

     

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

    I've updated 3 of my cards. I'm gonna put em here real quick.

    Rummage has recieved a buff. It would be a bit too good if it drew 3 1 cost cards in my class, seeing as it contains Wooden Chest and Ambitious Grunt. The justification behind Small-Time Recruits is that 1 drops are generally less important in the late game. The two already mentioned cards don't really agree with that, so the other card gained will be a little meh.

    Feast of the Gods is replacing Exploit, and it's basically a healing, reliable Holy Wrath. You can get to the late game and guarentee your Old Gods being drawn with the card. Of course, I didn't overlook Molten Giant, that would make this card a little nuts.

    Both of the previous two cards need updated art, and I promise I am looking, but it's a little hard to find good art... I mean, I REALLY need a replacement for Feast of the Gods art. I found some better art for Dispatch though. The King isn't really a humans only class, it's just that there are only humans where he lives. As I've been making the cards, he's kinda seemed to move to a more neutral point between the alliance and the horde, his stance is only that humans are good, orcs are bad. Taurens are fine however, so this card is a lot more logical than the previous art of an orc smacking a human with a hammer.

    Rummage: Good buff. Fine card. Would go with «Draw two 1-Cost...»
    Feast of the Gods: Fine card too. I feel it's a little too wordy for its effect. Since it is really reliable, it will probably always heal for 8-10 Health. In that case, it could simply heal for a fixed amount, and still draw the highest cost card from your deck. It would also make more sense as a common card.
    Dispatch: Fits well in your class. The cost seems reasonable. «for each Epic card you have played this game.»
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase V Discussion

    First draft for the next phase. Probably going with a "big minions" main theme.

    Cursed RelicForgotten KnowledgeMysticism

    Some ways to proc the relic: Mysticism (obvious), Immolate the Impure (Basic), Lead the Heretics (Basic), Lose All hope (TGT).

    Indistinct ShadeSinister GiantAtactlan

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

    Would love to get some feedback on few cards.

    LOE:

    Wotog:

    * Rarities aren't final

    Tomb Explorer: Good effect, could be stronger. The next secret could cost (2) more. Or it could be a permanent effect, while this minion stays in play. Or the stats could be lower, and it would let you draw a card (in case your opponent doesn't play secrets.)
    Tomb Protector: «your opponent's hand.» Good card. If you hesitate on the stats, it could be a 4/3.
    Book of Legends: Good card.
    Promise of Power: Could go for a different effect. Does a Mind-Control Tech effect would fit in your class, considering your last phase submission?
    Hater of Gods: If your class hadn't access to weapons, I would say it is fair. I belive the stats could be lower and the effect kept the same.
    Love your class, and I'm happy to see you in semi-finals.
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Final Poll
    Talented Spellcaster : 1/5. What does this card do when the 1-cost spell has a target? Is it randomly chosen? If so I think the card should say it. Apart from that, the card is very weak. Most of the time you'll get only 1 inspire trigger. Is there cases when it is worth playing what is practically a 5-mana 1/4 ? I don't think so, especially when you're not even guaranteed to get the spell you need.
    I'm aware that the card's effect isn't clear when you look at it. Well, that's what happens when you have only 4 lines of text... I put some remarks about the card's functionnality here, that were presented in the submission topic, so that at least people can understand what the card does
    TALENTED SPELLCASTER CLARIFICATIONS
    • When the game starts, the spell is revealed to both players. Thus, each player knows what the card does.
    • If you have two Talented Spellcasters in your deck, a single spell is revealed. Both Spellcasters will cast the same spell.
    • If you don't have a 1-Cost spell in your deck, Talented Spellcaster reveals nothing and triggering its Inspire does nothing.
    • «Cast it.» truly means «Cast a copy of it.»
    • Targets are chosen randomly when the spell is cast (if required.)

    EDIT

    @Turkeybag
    Talented Spellcaster: Not really a fan as I feel he'd have made a lot more sense reveling the card when you play him. It seems bizarre to have a start of game effect that has no effect until you draw and play the card.

    Actually, if you wait until you play the card to reveal a spell, maybe you will have drawn it. So, you need to reveal the card at the start of the game, to ensure that you have something to reveal. But that's a good point, it would seem more natural if the effect happened at the same time the card was played.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Discussion Topic
    Quote from Mewdrops >>
    Quote from CecilHoshino >>
    Quote from OBoily >>
    I understand that Jade Idol is problematic, but I believe the problem does not come from the Spellcaster. It highlights the fact that Jade Idol is not properly balanced. It seems wrong to nerf a card, or restrict it to a few classes, because another card is unbalanced.
     
    Well, that's kinda what happened with Dreadsteed. They first designed it as a Neutral card for Naxxramus, but, whoop, original Warsong Commander that gave all minions with 1-2 Attack Charge.
    I think Talented Spellcaster is great as a 3 Mana 1/4 Kabal minion. Like I said, I really love its effect.
     Just a thought, but I'm not sure making it a faction card is a good idea. I mean, looking at the existing faction cards, they all have either the faction 'trick', or discover a card from each of the faction's members. It might be kind of hard to justify it. You might also want to make it epic, since all factions currently have a common, rare, and legendary.
    Still an awesome card, though.
     @CecilHoshino
    Indeed, Blizzard could not create Dreadsteed as a neutral card because of Warsong Commander. However, they still had to nerf Commander, because it restricted their design space. The problem came from a class card which had, in this case, a too broad trigger. Whenever they wanted to create a 2 Attack or less neutral minion, it could cause some serious problems. In the same way, if I can't create a neutral card which can interact with any 1-Cost spell, it probably means there is a problematic 1-Cost spell.
    Changing the card to the Kabal faction is a good idea. However, as @Mewdrops points out, Kabal cards either interact with potions, or let you discover a faction card. At the moment, we don't see any other kind of effect, but it's probably something that Blizzard will do in the future. And it will open some new design space.
    Thanks for the support, and the comments.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Submission Topic

    Talented Spellcaster

    Talented Spellcaster is a versatile support card. It can copy various useful spells: Sinister Strike in Rogue, Arcane Missiles in Mage, Power Word: Shield in Priest, Raven Idol in Druid, etc.

    Remarks :

    • When the game starts, the spell is revealed to both players. Thus, each player knows what the card does.
    • If you have two Talented Spellcasters in your deck, a single spell is revealed. Both Spellcasters will cast the same spell.
    • If you don't have a 1-Cost spell in your deck, Talented Spellcaster reveals nothing and triggering its Inspire does nothing.
    • «Cast it.» truly means «Cast a copy of it.»
    • Targets are chosen randomly when the spell is cast (if required.)
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Discussion Topic
    Quote from CecilHoshino >>

    @OBoily - I really like the idea of the Talented Spellcaster, but I just worry that Druid breaks it wide open. For one mana, Druid has a lot of options that are just unfair, from the small stuff (using Claw to give your hero +3 Attack for a turn, as well as 3 Armor) to the big stuff (using Mark of the Lotus to give all your minions +1/+1), to the OH CHRIST stuff (using Jade Idol to ramp up the Jade count even further). Frankly, Claw and Mark would possibly be fine as a Hero Power/Inspire, but Jade Idol...I learned the hard way, you don't want to go that route.

    Otherwise, I really like the design of the card. I just think it would never work as a Neutral card. I'd class restrict it to strictly a Mage or Priest card. It might actually work quite well as a Kabal card; heck, with a little tweaking to the flavour of the card (name and art), it might even work as a Grimy Goons card.

    Claw and Mark are effectively fine. A 1-mana worth Inspire effect is okay. Mark's effect even appear on Mukla's Champion.
    I understand that Jade Idol is problematic, but I believe the problem does not come from the Spellcaster. It highlights the fact that Jade Idol is not properly balanced. It seems wrong to nerf a card, or restrict it to a few classes, because another card is unbalanced.
    It does fit as a Kabal card. If I was to make it a Grimy Goon's card, I think it would reveal a 1-Cost minion, and summon it. That would be more in line with the faction's flavour. Well, as long as I change the card's name and art as you say.
    Removing 1 Health point.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from maxlot >>

    Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.

    First off, the League of Explorers cards:

    Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.

    Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.

    Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.

     And then the Whispers of the Old Gods cards:


    His Tokens:

    So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.

    Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.

    Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.

    On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?

    Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?

    Don't be pessimistic, the poll has not even started yet. ;)
    Rummage: Fine card. I agree with Odinson: the damage part looks out of place. What if it was a trapped chest?
    Trogg Chieftain: Good card.
    Regal Nymph: «If you have an Epic minion...» Looks good balance-wise.
    Darkshire Cook: «Draw a card of this minion's rarity.» Good card.
    Twilight Ascendant: The concept is good, but the card is dangerous. When this minion dies, you have effectively restored 5 Health to your hero. However, you had to put yourself in a risky situation. If you find yourself playing against an aggro deck, I'm not sure you will be able to play that card. Losing 5 Health, around turn 4-6, is not excellent.
    Servant of Y'shaarj: Looks good. 7 is a good cost for this kind of effect. Do you really mean less than 5? In that case, I prefer to write «that cost (4) or less.» It's less confusing.
    Imprison: Good take on removal spells.
    Captain Burganurr: Too many steps to my taste. And each card is quite complex.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Discussion Topic

    Talented Spellcaster

    I think I came up with something decent. There's a lot of fun stuff to copy with this card: Sinister Strike in Rogue, Power Word: Shield in Priest, Arcane Missiles in Mage, etc. Looking for comments on card balance and functionnality. Could be an Epic.

    Notes :

    • Targets are chosen randomly when the spell is cast (if required.)
    • If you have two Talented Spellcasters in your deck, a single spell is revealed. Both Spellcasters will cast the same spell.
    • «Cast it.» means «Cast a copy of it.»
    • If you don't have a 1-Cost spell in your deck, Talented Spellcaster doesn't reveal any card and triggering its Inspire does nothing.
    Posted in: Fan Creations
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