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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from Broeck1 >>

    Made some changes and am going to shove it in your faces again. Don't feel obligated to respond, but any replies would be much appreciated.

    Cards to showcase (does it all meet the challenges?):

    I changed Illusion of Infinity, made it Illusion of Immortality and changed it to a legendary :) I get all comments on that it was strong, but there is no other way to nerf this other than making it a legendary. The effect is so unique I feel making it a legendary is justified. It's really hard to trigger and doesn't do anything on its own, but when it does trigger, the effect is pretty big. Unfortunately, I had to drop my original legendary Lunara :( I will keep her for another time.

    Also I adjusted Vine of Origin into Bloom of Origin (better name, thanks Odinsin) and changed the stats. Photosynthesis could be scary with some more combo cards, but I figured its fine as long as I don't have any crazy other combo cards yet (only Dragnaros the Firefly, my classic legendary).

    Didn't change Ysera's Champion because I think it's on par with Alexstrasza's Champion. The stats are obviously pretty big, but it doesn't add to the Dragon ór Beast tribe itself, which makes it hard work in Dryad.

    BRM:

    I moved my Forest Guardian to TGT (it didn't really suit BRM, thanks Odinsin for noticing). I hope Spire Spiderling fits this spot better.

    Overall the BRM and TGT sets brought Dryad two new mechanics: "For each time a character got damaged this turn..."  and Dragon/Beast tribe synergy.

    Any comments on the changes before I submit?

    Thanks in advance.

    All challenges are met. Everything looks good. I didn't follow the discussion about this set, but I can see that it is now well rounded. The mechanics are nice. The cards are clear, diversed and interesting.
    Just remember that making a card Legendary isn't a reason for making an overpowered card. A unique effect, like you mention, is an excellent reason to promote a card to Lengendary status. However, a powerful Legendary card can still be problematic, even if you have only one copy in your deck (certainly not thinking about Dr. Boom). Since your secret's effect is delayed, and it requires another secret to trigger, it looks fine. But I wonder if the presence of Illusory Dreams poses a problem. From time to time, you will draw multiple cards out of a 0-mana spell.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Discussion Topic
    Quote from nobravery >>

    I've submitted this but I'm not sure if anyone has already made this before, since the effect is quite simple and might not be that creative. If others have posted this before, inform me and I'll delete my entry.

     No, it seems unique.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.07 - Discussion Topic

    AzenakOttoFar Away Trader

    Azenak: Discarding your hand to draw only one card is probably excessively bad, even in a discard-lock (did not take time to balance). And I see multiple similar cards in the submission thread. Not going to pursue this idea.

    Otto: I did not verify if you could do something completely broken with this card. But it looks entertaining as hell.

    Trader: Looks fun to play. And useful. Your opponent plays an aggro deck? It will probably give you a small minion, helping you with early trades. A control deck? An impactful card.

    Posted in: Fan Creations
  • 6

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

    Isabella Darkraven - The Cult Leader

    «May the Faith in the Cult protects us.»

    Cultist

    «Ah, the Grand Tournament. Joyful supporters, proud knights, lovely princesses, travelers from far away. The streets have been cleaned, the mounts tended to. Everyone looks happy and cheerful. Well, almost everybody is excited towards this most spectacular event. Some people are slightly less enthusiastic.

    Look at this squire, aspiring to a better life. And this gladiator - "he will fight until his death" I hear him say - whose true battle lies elsewhere. Good recruits in need of some guidance I say. Let's do our job and go spread our message.»

    Keyword and Upgraded Hero Power

    Convince

    Cult: When you build your deck, you may include up to 4 copies of a card with the keyword Cult. Two new Cult cards appear in the BRM and TGT sets; Ember Jet and Paranoid Cultist.

    Convince: Cultists are efficient minions, and shuffling two of them into your deck at a time is certainly good. Shuffling cards into your deck and Increasing your deck size will reinforce some cards, like the new Succumb and Envious Squire.

    Example Cards

    Envious Squire Tireless Gladiator Occult Jouster

    «At the stables, he mixes up the different mounts.»

    «I will fight 'til my death!»

    «He got disqualified once for summoning Ysera.»

     

    Dusty Compendium Leatherbound Journal

    «Cultists don't read Gadgetzan Times. They have some weird literary tastes.»

    Blackrock Set

    Ember JetInner Flame AdeptBlack Dragon

    Ember Jet: It starts slow and calm, and like a wild fire, increases in intensity and becomes destructive! Prolong the game, copy Ember Jet and burn everything in your way.

    Inner Flame Adept: Inner Flame Adept fills your curve like Jeweled Scarab, provides card advantage like Mana Tide Totem, and supports a Dragon-strategy. A superb minion that you will want to protect at all costs!

    Tournament Set

    Commons

    Envious SquireTireless GladiatorMaster of the Dark Arts

    Envious Squire: The Cult Leader's Mana Wyrm.

    Tireless Gladiator: A good follow-up to Envious Squire, and a good target for Occult Jouster, Tireless Gladiator valiantly protects your most valuable minions. If he sticks on the board, that's for the best.

    Master of the Dark Arts: The Inspire minion for the class, Master of Dark Arts will keep the board clear and tidy. Be aware that she doesn't distinguish foes from friends.

    Rares

    Paranoid CultistDusty CompendiumSuccumb

    Paranoid Cultist: «I won't go alone. There are... things lurking in the darkness.» Paranoid Cultist is a solid threat for a Cult-based strategy. Have you thought cheating this minion into play with Occult Jouster?

    Dusty Compendium: Gain some card advantage, enhance your hand, copy the cards you value the most and voilà.

    Succumb: Deck size is still a relevant mechanic of the Cult Leader class, being represented here by Succumb. This straightforward spell comes with a triggered discount, ensuring that you have access to a good and versatile removal spell early on. Excellent against tempo-oriented decks.

    Epics and Legendary

    Occult JousterLose All HopeZargha the Shapeless

    Occult Jouster: Your hero power shuffles Cultists into your deck, your cards shuffle Cultists into your deck, Cult minions have a low cost... That's kind of a problem if you want to use the Joust mechanic. Don't worry, Occult Jouster is specifically made for the Cult Leader class, and will bring his squire along to the fight.

    Lose All Hope: «I must forfeit to my opponent, and abandon all hope of winning.» Lose All Hope is a spell similar to Brawl. However, it lets you choose which enemy minion stays alive. Thus, if you need to kill something big (like a Flamewreathed Faceless among a bunch of totems), you are assured that your main target won't survive.

    Zargha the Shapeless: «The tailor has a hard time making him a suit.» You love Inspire, or you would if it was a stronger mechanic? Not only does Zargha strengthen your Hero Power, making it more viable, it also acts as an excellent recurrent threat. If control decks pose a problem, bring Zargha into your deck and appreciate its strength.

    Classic Set

    Endless RatsMidnight GossipEyeless CreatureSecret GatheringLeatherbound JournalWorshiped LeaderCharm of ProtectionVile DischargeSoul ExtractionIll-Disposed MentorDistorted CataclysmGift of ImmortalityShifting ShadowDon't Fear The ReaperRoselyn the Corrupted

    Basic Set

    Dreadful OmenEvil EnergyAppealing RecruiterDark BlastDetermined NoviceLead the HereticsDementiaImmolate the ImpureTemptSolemn Liturgy

    Acknowledgements

    Special thanks to The_Odinson (Racer), Aelxer (Bronze Guardian), nurgling13 (Worgen) and freddoccino (Stargazer) for their comprehensive reviews and comments, and to every supporter. (And to the people who were motivated enough to start a discussion on the hero power.)

    Posted in: Fan Creations
  • 0

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

    Hero, hero power, upgraded hero power, token, keyword:

    ConvinceCultist

    Basic set:

    Charm of ProtectionDreadful OmenAppealing RecruiterDark BlastDetermined NoviceLead the HereticsDementiaImmolate the ImpureTemptSolemn Liturgy

    Classic set:

    Endless RatsEyeless CreatureEvil EnergySecret GatheringLeatherbound JournalWorshiped LeaderMidnight GossipVile DischargeSoul ExtractionIll-Disposed MentorDistorted CataclysmGift of ImmortalityShifting ShadowDon't Fear The ReaperRoselyn the Corrupted

    Blackrock Mountain set, UPDATED and FINISHED:

    Ember JetInner Flame AdeptBlack Dragon

    Tournament set, UPDATED:

    Cloaked AssailantMaster of the Dark Arts

    I need to choose which Inspire minion I keep. Cloaked Assailant can act as a solid body, or a resilient threat. Master of the Dark Arts is more control-oriented.

    Zargha the ShapelessKurak Dark Champion

    Some early Legendary concepts. Zargha is *cough* definitely not a card that I submitted in a recent contest.

    TOURNAMENT SET

    Envious SquireTireless GladiatorParanoid CultistDusty CompendiumSuccumbOccult JousterLose All Hope

     @The_Odinson

    Quote from The_Odinson >>

    Ember Jet - I like this more than the Giant. That's mostly just a touch of persona preference. I think both cards are good.

    Going with Ember Jet. Fire Born Colossus will come back in the OG set.

    Cloaked Assailant - I really like this card.

    Paranoid Cultist - I like the shift on this, so that its playable when its a bad situation.

    Bedside Reading - IDK about the name exactly, but I really like this card. I don't think the name is bad, I'm just not sure if it feels right for your class.

    Well, what do you expect a Cultist to read before going to sleep? Surely not Gadgetzan Hebdo.

    Cover of Night - Perma-Stealth is bad. There is a minor clause on this one, but its still effective perma-Stealth. I mean if blizzard is willing to nerf an unplayed card there is no way this should fly.

    Ok, ok, not doing it. I know the card is problematic. But I'm trying to find a way to give Stealth to a minion, without doing a copy of Conceal.

    Grand Priest - This seems super pushed. It won't happen all the time or but the times this is even a 6/4 is scary and it being a 9/6 or 12/8 is totally game winning. Not a fan of that kind of 2 drop.

    Fine with me.

    Succumb - This seems good. I think before I was very against this. IDK if the numbers have changed or what.

    The card concept has radically changed.

    Initiate - This is also fine. Make playing 1 specific cult card much better, like Grand Priest! YIKES!

    Ok, ok, I have a tendency to make some broken stuff...

     @Aelxer
    Quote from Aelxer >>
    Ember Jet vs Fire Born Colossus: I actually like both of this cards, and whichever doesn't make the cut I'd still like to see in a future set (or at least the effect), to be honest. I would be somewhat trepidant of Fire Born Colossus just because you kinda have to run 4 of them to get some value and it is a rather costly minion, but seeing how the first one costs 6, it's not that far of a stretch to compare it to Mountain GIant in Handlock/Reno Lock (admittedly it's playable 2 turns later, but still). If the decks that run it are slow enough, keeping it in hand shouldn't feel too bad, though I'm pretty sure you wouldn't be running much more in the form of late game threats than this one.
    Ember Jet is neater, I suppose, though I'd be wary of Malygos with this one.
     
    Going with Ember Jet. Keeping FBC for later. By the way, the first Colossus costs 5, because it looks at all copies in your hand and deck. And I wouldn't wary of Malygos too much. Maly makes any damage spell playable, even Moonfire...
     
    Inner Flame Adept: I actually like this one pretty much.
     
    Cloaked Assassin: This would be the second Steath card if I didn't miss anything so it's not without precedent, but even with the theme of the class it felt rather off. I don't think it's bad or unbalanced, just not what I expected to see.
     
    Ah, okay, I came up with another low rarity Inspire card. I will see if it fits better.
     
    Paranoid Cultist: I'm only saying this pretty much because of Occult Jouster really, but given that they ARE in the same set, what do you think about making it cost 2 and changing the wording to 'Costs (2) more if you're holding less than two other Cult cards.'? Mechanically there would be no difference but it's slightly more likely to benefit from Occult Jouster this way.
     
    Well, the reason Paranoid Cultist was in the set, at the beginning, was indeed because you could cheat it into play with Occult Jouster. But I couldn't find the right wording right away. What you propose is definitely what I wanted, thanks!
     
    Bedside Reading: Names of spell go with ' ' or nothing at all, looking at Antonidas, Forgotten Torch and Explorer's Hat. Balance-wise I think it's fine.
     
    Making the modification.
     
    Occult Jouster: Interesting Joust reversal. I think it's fine. See my Paranoid Cultist comment.
     
    Lose All Hope: I like this one, better than the paladin Brawl wannabe card whose name I can't remember.
     
    Cover of Night: NOPE. As it is, this is SO abusable with Malygos. Particularly if you have things like Ember Jet, but also Vile Discharge. And you don't really need much more than that, really. Malylock made it work with just Soulfire and Darkbomb and they didn't even have stealth for Maly. Just because Malygos exists, you either have to significantly increase the cost or significantly rework it so it can't be abused with Maly.
     
    Ok, ok, not creating that card. Hmm, Maly and Vile Discharge is pretty scary...
     
    Grand Priest: Too dangerous. What about 'Battlecry: Give all other Grand Priests in your hand and deck +3/+2, but they cost (1) more.'? The second one would be a 6/4 for 3, which is pretty big, and then they would keep growing. You could adjust the buff and remove the cost increase, I suppose, but that was just an idea.
     
    Will rework the idea.
     
    Succumb: As I said in the Hero Power comment, it wouldn't hurt to have more of this kind of cards. I think it's fine balance-wise.
     
    Hmm, good point. I need to reaffirm this class mechanic, and I will include the card in the GT set.
     
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from freddoccino >>

    So here's what I'm working with so far

    The Stargazer

    Justicar Hero Power:

    BRM cards:

     

     TGT Set:

    Besides the two challenge cards I'm not totally positive on what should be example cards. TGT was actually one of my favorite expansions, I just wished they pushed Inspire more, so I was kind of inclined to make a few Hero Power interactions. Of course, with the first challenge, that limits my options for examples. As always, I do have alternative ideas but these concepts are what I'm starting to settle on. Thanks for any feedback!

    Hello Fred!
    Moonstone: The effect looks balanced. I'm not sure if the second part would activate often, but your class includes some cards with a Health buff effect, so it should help. Otherwise, it's hard to achieve.
    Flavorwise, what's the link between a moonstone and a buff effect?
    Dreamweaver: Nice flavor. The balance seems okay. The card's strength depends a lot on the card that is obtained. An Ysera Awakens is exceptional, while an Emerald Drake is okay.
    Native Knowledge: Seems like a fair card in an Inspire deck.
    Exodar Valiant: «...add a Lunar Fireworks...» I wonder if the card can snowball pretty quick. Like, you have some mana, you play this, kill something, and start a chain that kills everything until your opponent is able to kill this minion. I think the card is too easy to break when you have enough mana, even with a slight board disadvantage.
    Ionize: The cost seems too low. A control deck doesn't care that much about the opponent's life total. When you hit your opponent with huge minions, or you start attacking him late in the game, or you finish him with a game winning combo, some life points restored during the course of the game doen't matter much. You can even play Alexstrasza to negate the card's downside... Thus, the card should cost (3). Being able to control the board is what the deck cares about, and that shouldn't come at a low price.
    Starry Knight: The concept is cool, but I would prefer to replace a Starlight with a bigger, more impactful card. These cards are at the bottom of the deck, so I suppose you draw them late in the game. At that point, a 3/2 is not exactly what you would want to draw.
    Halls of Lightning: Hmm, the effect is too slow and too situational to cost (3) mana. The card doesn't provide immediate card advantage or board presence. And you need a good board to copy, for the card to be useful. It could cost (1) mana.
    North Sea Pilot: Works well in a control deck with Moonbeam or Ionize.
    Harvest Moon: The card doesn't suit the class. The Hunter class, for example, has access to about 30 Beast cards (or cards which generate a beast) in the current standard. In your case, you only have 3 Beasts. Thus, it would be really hard to make this card work, even if there are some interesting combos, for example, with Cosmic Owl.
    You could include a card which would double the Health of all of your minions.
    Cosmic Owl: Nope. If you have this in your opening hand, it's a 4/12 Taunt for 1 mana. That's not okay. It's just a matter of being lucky.
    Algalon: Could cost (7). The effect is legendary, that I admit. However, it doesn't fit the class. It includes only 2 healing spells: Moonstone and Guidind Light. The effect is even counterproductive with Ionize, for example.
    Overall: All your class themes are present; Health-related cards, control cards, deck manipulation... There's a card with Inspire in the GT set, a dragon-related card in the BRM set. Everything is there, I think some cards only need some refining.
    Posted in: Fan Creations
  • 0

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

    Did another simulation of Beast Alchemist vs Zoo Warlock.

    Decklists:

    Beast Alchemist
    1 Stonetusk Boar * 2
    1 Boiling Cauldron * 2
    2 Mutated Monstrocity * 2
    2 Haunted Creeper * 2
    2 Dire Wolf Alpha * 2
    2 Empowering Fumes * 2
    2 Ironbeak Owl * 1
    2 Knife Juggler * 2
    2 Nerubian Egg * 2
    3 Test Subject * 2
    3 Jungle Panther * 2
    3 Living Ingredients * 2
    3 Elixir of Reanimation * 2
    4 Nightwatcher * 2
    4 Defender of Argus * 1
    5 Bottled Life * 1
    6 Epidemus, Flesh Shaper * 1

    Zoo Warlock
    1 Flame Imp * 2
    1 Abusive Sergeant * 2
    1 Clockwork Gnome * 1
    1 Power Overwhelming * 2
    1 Voidwalker * 2
    2 Dire Wolf Alpha * 2
    2 Haunted Creeper * 2
    2 Knife Juggler * 2
    2 Nerubian Egg * 2
    2 Ironbeak Owl * 1
    3 Imp Gang Boss * 2
    4 Dreadsteed * 1
    4 Imp-losion * 2
    4 Dark Iron Dwarf * 1
    4 Defender of Argus * 2
    4 Gormok the Impaler * 1
    5 Doomguard * 2
    7 Dr. Boom * 1

     Beast Alchemist basically stomped Zoo Warlock and that's somewhat surprising but I'm happy my class works out well in places other than control. Alchemist coined out Nerubian Egg turn 1 and had his Ironbeak Owl to Silence the Warlocks Egg. After that, being ahead on the bored Alchemist got some pretty spectacular value from Nightwatcher using Test Subject and Jungle Panther. The Warlock just couldn't get back on the bored even with Dr Boom into Defender of Argus, dying by turn 8. Possibly a fluke game since the early value from Egg/Owl made a massive difference but it shows the potential of Beast Alchemist. Also, just wanna point out the Stonetusk boar + Nightwatcher Combo :P

    I am going to change Epidemus to an 8 mana 8/9 with the same effect as a concern people had was that aggro would be too good with him and since this Beast deck that is somewhat aggressive seems fine without Epidemus, I'm making him worse for aggressive decks. If they want the bonus HP they are gonna need to risk drawing a almost completely dead card, a potential game loser.

    P.S Hope posting about my testing doesn't bother anyone, just helps me put my thoughts together I guess.

    Your testing is an interesting (and somewhat essential) approach to card design. It can point out flaws that are not visible straight away. And it looks fun. Even if it takes a lot of effort! If we have some time during after the class creation competition, we should try to test different new classes against each other.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    Hero, hero power, upgraded hero power, token, keyword, UPDATED:

    ConvinceCultist

    Comments about the hero power:

    Beneath the Grounds serves as my reference point. It shuffles 3 cards into your opponent's deck, each card being worth 3.5 mana. A Cultist (the new version) is worth 3 mana (a 2/2 minion which replaces itself). Thus, shuffling 3 Cultists into your deck is worth about the same as shuffling 3 Nerubians, which is about 3 mana. Shuffling a single Cultist into your deck should cost 1/3 of this, so about 1 mana. However, shuffling one card at a time is far less efficient than shuffling 3 cards at once. Considering this, shuffling a single Cultist into your deck is worth about 0 mana, and is a fair hero power. Considering the synergy between the hero power and various class cards, I feel the hero power is appropriate as it is now.

    Also, the battlecry on the Cultist token was problematic. As Odinson pointed out, you could just use your hero power repeatedly while in Fatigue, not play the generated Cultists (albeit in an inneficient manner), to not suffer from Fatigue. And that is definitely wrong.

    With this modification, my hero power becomes essentially equivalent to FunPolice's hero power. But it seems that it is more balanced this way, and that it is the correct way to do it.

    For those who thinks the hero power is weak, ahem, may I point out the Priest's hero power, which tends to do nothing during the first few turns of the game? Also, to ensure that the Cult Leader class has something pertinent to do on its 2nd turn, the basic set include two 2-Cost minions.

    At last, I will mention, regarding the variance of the hero power, that it diminishes rapidly the more you use it. FunPolice has multiple cards that interact directly with the Whelps, and that's an excellent approach. In my case, I include card filtering and tutoring (Dreadful Omen, Midnight Gossip) and some cards that interact with Cultists (Secret Gathering). So, there are some ways to ensure that the hero power is "constant".

    (For the upgraded version, I will keep it as it is for the moment. A possibility that I consider is to give +1/+1 to the generated Cultist, or to summon the Cultist straight away.)

    Basic set, for reference:

    Charm of ProtectionDreadful OmenAppealing RecruiterDark BlastDetermined NoviceLead the HereticsDementiaImmolate the ImpureTemptSolemn Liturgy

    Classic Set, for reference:

    Endless RatsEyeless CreatureEvil EnergySecret GatheringLeatherbound JournalWorshiped LeaderMidnight GossipVile DischargeSoul ExtractionIll-Disposed MentorDistorted CataclysmGift of ImmortalityShifting ShadowDon't Fear The ReaperRoselyn the Corrupted

    Blackrock set, UPDATED:

    Ember JetFire Born ColossusInner Flame AdeptBlack Dragon

    Ember Jet and Fire Born Colossus: I have to choose if I keep either of these cards, or if I create something else. (Wrong watermark on EJ.)

    Inner Flame Adept: I won't change the card, as I think it's fairly balanced as it is. It smooths your curve like Jeweled Scarab, gives card advantage like Mana Tide Totem, and has Dragon synergy.

     Tournament set, UPDATED:

    Recent additions: Cloaked Assailant, Bedside Reading (Challenge #2)

    Envious SquireCloaked AssailantTireless GladiatorParanoid CultistBedside ReadingOccult JousterLose All Hope

    Cards I'm working on. Some of them could go in the Tournament set:

    Cover of NightGrand PriestSuccumbInitiate

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

    @McF4rtson

    The new Handmaiden is nice.

    'Twas the wind: If Joust triggers, it doesn't look like an exceptional upgrade. It can be useful sometimes (stupid Savannah Highmane). But I think I would prefer a spell which would do 3 damage to all enemy minions, with the possibility of doing 5 if Joust triggers. Unless I'm mistaken, and that dealing damage twice is really important.

    (Dealing 2 damage twice instead of 1 poses less of a problem against a Warrior. Good call.)

    Posted in: Fan Creations
  • 0

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

    I must agree with @nobravery and @thepowrofcheese, being able to describe briefly your class, your cards, your themes or some interactions is somewhat essential. Cards alone can't convey a class concept entirely.

    @thepowrofcheese

    Perpetual Flame: Cost reduction is a fitting mechanic for BRM. The card is simple and useful. Probably slightly too strong. After one turn, it becomes better than Shadow Bolt, so it's decent. After two turns, it's excellent. Looking at Nerubian Prophet, Flame starts at a lower cost, and it takes less time to become playable.

    Chromatic Prototype: Okay card. The stats are not impressive, and the effect is delayed... but sometimes you will get an extra Legendary and it will feel awesome.

    Hero Power: Superb art. Good name for the upgrade. The upgrade seems fair.

    Challenge #2: The two cards are well made. I prefer the Proto-Drake because it leads to a more interactive game, and more interesting choices.

    Slow: Okay tech card. Can slow down an aggro deck, or prevent an opponent from playing a combo, or prevent an opponent from playing a key card, like an AoE. Probably on the weak side; if your opponent plays two cards (which seems like a normal situation), it will cost him or her two more mana. But then, it cost you two mana as well to cast this. So you do not gain a mana advantage (and you lost a card as well). And if your opponent cast only one card... well, that's not particularly efficient.

    Also, I think the card could go up a rarity.

    Timewalker Sentry: A 1/4 minion with Taunt for 2 mana is decent. But a free minion is just too good. An efficient minion, I would take that anytime.

    Time Keeper: Awesome. I hope this becomes a showcase card.

    Contradiction: Can have some pretty... wild effects? Definitely a fun card.

    Run out the Clock: The effect is cool. But the cost is probably too low. A possibility to wreck your opponent's turn in a crucial moment of the game should cost more.

    Destined Champion: Cool card to make the Joust mechanic playable. Does it work with other cards in your class? I do not remember if your class has "reveal" effects.

    Soridormi: Really cool card that I would love to play. (Why do I feel that it would fit, as an effect, in my class as well?)

    I suppose the card is too strong. It can be played on curve, to copy a 2-drop, to gain a lot of tempo. It can be played along with any non-legendary 4-7 drop as a powerful combo, to provide a solid board presence. The cost could be increased.

    Overall: Great art. Audacious concepts. Some cards, like Slow, Contradiction and Run out the Clock will probaly appeal to a smaller audience. A more traditional card concept could be a good inclusion, to keep a realistic feel to your set and to lower its complexity.

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

    First draft for Blackrock:

    Fire Born ColossusInner Flame AdeptBlack Dragon

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

     @Sandernightsite

    Actually they're "Forbidden" spells. But Forbidden/Forgotten, definitely can get those confused. :D
    Note: I decided not to go with -1/+2 because it's one of those things that can be confusing. Not really 'gaining' attack either but loosing instead. and 0/11 minion seemed a bit useless.

    Yeah, hmm, I don't know what I was thinking.

    Ah, true enough.

    @nurgling13

    For your upgraded hero power, is shuffling two Cultists into your deck really twice as good as shuffling one? I don't think it will be. Your chances of drawing them aren't a linear function of how many are in your deck. I think you would be better off buffing the Cultist token so it was twice as good. 
    Envious Squire - A good idea. This benefits from your hero power without falling afoul of the hero power challenge. A good example of synergy.
    Doubtful Gladiator - This is a tough one to balance. Is shuffling it into your deck good or bad? Generally, I think it's good, because you keep getting a Taunt minion back every time you play it. I think this would be better without Taunt, or if it cost 3. 
    Paranoid Cultist - The problem with this card is that you would often get into situations where it's literally impossible to play, like if you topdeck it late. I think it would be better if it was a Cost increase instead of flat out not allowing it to be played. Make it cost like (3) more and it's basically the same effect, except that you can play it if it's like your last card.
    Lose All Hope - This seems kinda just weaker than Brawl in a lot of cases. With Brawl, at least you have a chance of keeping yor own minion alive. Here, you just can't. It's stronger when you have no minions out, but you often need to Brawl when you have at least one guy on the board.

    Doubtful Gladiator - I don't want to increase the cost, because I want to keep the card as a follow-up for Envoius Squire, and as a good target for Occult Jouster. Could reduce the stats.

    Paranoid Cultist - Excellent point. I will modify the card accordingly.

    Lose All Hope - Depends. With LAH, you choose which opposing minion survives. So, you will always choose your opponent's worst minion. If you need to kill something big, you are assured that it won't survive. For example, a Flamewreathed Faceless among multiple totems. Brawl can miss, while this spell can't.

    Oh, and if you have Sylvanas Windrunner in play, LAH is really great.

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

    Okay I came up with a better version. (Deleted my previous post.)

    Thoughts?

    The other design was interesting as well. This design is good too. Seems fairly cost.
    For the name, «forgotten» now refers to a card with the «spend all your mana» effect. Maybe you will want ot find another adjective.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from Aelxer >>
    Quote from SoulshifterX >>

    Doubtful gladiator's effect should probably be like grim patron's (Whenever this minion survives damage,). Paranoid cultist may get away with "You can only play this" but it should be "your hand." Overall, nice spread of cards. While I am not the best on balance the art and names seem good.

     He can probably get away with 'Whenever this minion survives combat damage' to keep the effect the same. As for Paranoid Cultist, I prefer 'Can only be played if you're holding 2 other Cult cards'.
     Seems good to me. I will make these changes.
    @SoulshifterX
    At the beginning, the «combat» clause wasn't present. Then I realized that a Mage opponent could just ping this minion with his hero power, and remove it.
    Thanks for the comments.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    Hero, hero power, upgraded hero power, token, keyword:

    Convince

     Basic set, for reference:

    Charm of ProtectionDreadful OmenAppealing RecruiterDark BlastDetermined NoviceLead the HereticsDementiaImmolate the ImpureTemptSolemn Liturgy

    Classic set, for reference:

    Endless RatsEyeless CreatureEvil EnergySecret GatheringLeatherbound JournalWorshiped LeaderMidnight GossipVile DischargeSoul ExtractionIll-Disposed MentorDistorted CataclysmGift of ImmortalityShifting ShadowDon't Fear The ReaperRoselyn the Corrupted

     Tournament set, incomplete:

    Envious SquireDoubtful GladiatorParanoid CultistOccult JousterLose All HopeHeMAn

    Posted in: Fan Creations
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