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    posted a message on Weekly Card Design Competition 10.15 - Discussion Topic
    Quote from Rakio >>
    Quote from Pircival >>

    Hey guys! Finally, so happy to get an Arch comp!

     Congrats!

    Explain few things about decay. It can be like "Decay (2)"? What means that weapon, minion or hero loses 2 instead 1.

    And second - decay keyword says "Loses 1...". For minion it means that its takes 1 damage or gain -1 health?

     No. Decay is Decay. No (X). Takes 1 damage for minions/Armor, loses 1 Durability for weapons.

    Quote from twistertiger >>

    These are my ideas I think some maybe be in need of balance but i think i want feedback before i start tinkering. also how did you guys manage to bolden decay?.

     [b]Decay[/b]. I like the last two cards, but decay should be the first word, and legendaries should have legendary names.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.15 - Discussion Topic

    Hey guys! Finally, so happy to get an Arch comp! Here's a tip: Decay works best on weapons with auras (passive effects), so I would recommend a focus on that.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist

    Haha, these are great! Thanks for the effort you put into these.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLL

    Good luck, everyone! I'm sure this will be close, everybody made a good class.

    There's a minor issue on this post, though. The Archaeologist hero power shown is the upgraded version from Baku and Justicar. This is the normal version:

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    Quote from maxlot >>

    This is probably my favourite of the finalists. Decay's not that bad of a custom keyword, the hero power's good, you've got well established themes and the card quality is very high. I've got a little feedback but I think most of the cards you can still update are fine.

    I think you should upscale Gnomechanic. As a 1 mana minion with a reward also worth about 1 mana, I think it's still a fairly disappointing thing to draw later on in the game, despite only working later on in the game.

    I think mechanically your Rumble set works well, but I'm not sure I'm getting enough Jani vibes from it, feels maybe a bit too generic. The flavour on most of the cards points to the arena, dueling, combat etc, but there's very little on scavenging, trash, or other prominent Jani themes.

    I think your Boomsday theme is fine but maybe Shuffl-o-Tron is a bit too direct.

    Hope you win.

    Alright, I updated several of the Rumble cards and Gnomechanic to be like you suggested. Thanks for the feedback and support!

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist

    I've added three new alternate hero portraits and an explanation of how to get each one.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    Quote from Pircival >>

    Explain how a 4 mana 4/10 taunt rush with 2 mana effect attached is balanced. Amani War Bear loses 2/1 worth of tempo for those two keywords alone. Also most of your cards are way overtuned. Like an Arcane Intellect that doesnt bring you closer to fatigue is still 3 mana, and then you have a 4 mana 3/3 to follow up on that draws you those 2 same cards.

    I assume you're referring to this card (and Dead Man's Hand )? Onsite doesn't shuffle copies of cards of your hand into your deck, but it shuffles your actual hand into your deck, making it a risky inclusion because once you play it, your hand is gone. There are no more cards in your hand. Initially, it was a 4/8, but some people on discord said that losing your hand was worth more than 2.5 mana worth. Should I change it back?

    Additionally, yeah, this doesn't bring you any closer to fatigue. Is shuffling four cards into your deck worth 1 more mana? Personally, I don't think so, but I could be wrong. Additionally, I can't change Witchwood cards, because I completed them in the previous phase. This includes...

    Excavatorc, which does nothing if you don't combo it with cards like the aforementioned Corrupting Woods. This can be compared to Elven Minstrel , which does have 1 less Health, but I believed that since Archaeologist had less shuffle support (at the time, it had only appeared on 2 Archaeologist cards) that Excavatorc could be pushed. Additionally, there are some downsides to Excavatorc, the key ones being that it can draw cards that your opponent shuffled into your deck. Although It may be strong, those interactions should tune it down.

    Alright the Onsite Enforcer, that's my bad, I'm bad at reading. Its stats are fine given how little draw there is within this class. The only problem with that is for design space, you cannot create high cost, high stats minions that draw cards. Right now a 4 cost 4/10 rush taunt is a massive tempo advantage and board presence, even though it has the downside of making you netdeck for most of the game. I think its mana cost is too low and you'd need to make it at least a 6 cost so it has less of an ability to combo with other board swinging cards, but raise its stats accordingly.

    And yes adding 4 more cards to your deck is worth 1 more mana because it shuffles 1 more card than Lab Recruiter and instead of a 3/2 body (worth around 2 mana) you get to draw 2 cards (worth around 3 mana) which, I would argue is better than the body as you have built Archeologist to be a very control oriented class. Also, Lab Recruiter sees no play, while Arcane Intellect has seen a lot of play.

    Excavatorc is by itself, yes, a worse Elven Minstrel but I was more referring to those two cards working in tandem and ridiculously high synergy. Corrupting woods turns a 1 star card (worse Chillwind Yeti ) into a 5 star card (better Gnomish Inventor ) and they tempo into one another. Additionally you said that you could draw cards shuffled into your deck by your opponent, which I would argue is not a bad thing. I believe for the most part you were referring to bombs but as an armour class you don't really care about the damage but you do also get to draw a card you decided to put into your deck (with how cast when drawn works). Moreover if you get Psychic Scream 'ed then you remove bad topdecks with this card as well.

    P.S. I dont know how this competition thing worked I just saw this page on the home page and wanted to look your cards. I love the flavor but some of the cards are a little too much

    Personally, I think that losing your hand is a massive disadvantage. I would compare this to Hungry Ettin , which although this does have Rush, which is worth about 1 Mana (see Amani War Bear), I would say that discarding 5 or so cards (shuffling, really, but it's essentially the same thing for your hand) is way, way worse than summoning a 2-Cost minion for your opponent. I'm unsure, but I might bump this up to 5 mana.

    I think you forgot that Lab Recruiter is 2 mana, and vanilla stats for a 2 mana minion are 5 total ( River Crocolisk ), while drawing a card is worth 3 mana, as shown by Arcane Intellect.

    Yeah, that's how synergy works. If cards work together to make a better deck, I see that as an absolute win! I agree that Excavacatorc is very strong, but again, I can't really change that. Is a 4 mana 3/3 draw 2 cards really good? Yeah, it is. Would it break anything? No, it wouldn't win games on its own, and since it requires synergy to work, it wouldn't be too reliable. But classes should be allowed to have strong cards, imo. They're the ones that identify a class's strengths and allow classes to stay competitive with other classes. Every deck runs good cards.

    Also, this competition has been going on for some time, since the start of the year. The way it worked was that everyone who wanted to participate in the competition signed up for the first round, and made an initial 5-card "pitch" of what would be in their class. From there, we made Basic and Classic sets, and then two expansion sets per phase (there are 6 phases total). This is the final one, where the four top people made their independent classes and made individual threads for each. I actually finished my Witchwood and KnC set last phase, and on this phase, I only worked on the RR and Boomsday sets.

    Thank you for your feedback. I'm glad that you decided to read through my sets and spot anything you felt was off. As a custom designer, obviously, I can't playtest cards in hearthstone, but I use my best guess. Fanbase predictions for real cards are often off, and I tried to base my cards on existing cards, such as Cataclysm being a 4 mana discount on Twisting Nether , so Onsite Enforcer could be several mana crystals above average. Please don't be afraid to tell me anything that seems off (from the top two sets, because I can't change anything else).

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist

    Explain how a 4 mana 4/10 taunt rush with 2 mana effect attached is balanced. Amani War Bear loses 2/1 worth of tempo for those two keywords alone. Also most of your cards are way overtuned. Like an Arcane Intellect that doesnt bring you closer to fatigue is still 3 mana, and then you have a 4 mana 3/3 to follow up on that draws you those 2 same cards.

    I assume you're referring to this card (and Dead Man's Hand )? Onsite doesn't shuffle copies of cards of your hand into your deck, but it shuffles your actual hand into your deck, making it a risky inclusion because once you play it, your hand is gone. There are no more cards in your hand. Initially, it was a 4/8, but some people on discord said that losing your hand was worth more than 2.5 mana worth. Should I change it back?

    Additionally, yeah, this doesn't bring you any closer to fatigue. Is shuffling four cards into your deck worth 1 more mana? Personally, I don't think so, but I could be wrong. Additionally, I can't change Witchwood cards, because I completed them in the previous phase. This includes...

    Excavatorc, which does nothing if you don't combo it with cards like the aforementioned Corrupting Woods. This can be compared to Elven Minstrel , which does have 1 less Health, but I believed that since Archaeologist had less shuffle support (at the time, it had only appeared on 2 Archaeologist cards) that Excavatorc could be pushed. Additionally, there are some downsides to Excavatorc, the key ones being that it can draw cards that your opponent shuffled into your deck. Although It may be strong, those interactions should tune it down.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist

    I added four Archaeologist decks and tuned up the collection a bit. I would love feedback on the decks, and any suggestions for new decks would be great.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    Quote from Shatterstar1998 >>
    Quote from Pircival >>
    Quote from Shatterstar1998 >>
    Quote from Pircival >>
    • Sure, I can make it 2 mana.
    • I can swap Massive Haul for some AoE.
    • The classic and basic set has AoE. Additionally, Arena Flood and technically Quicksand(?) is Aoe.
    Quote from Shatterstar1998 >>

    I really don't like the very existence of Massive Haul. Give that your class has extremely powerful card generation, you can pretty much gain multiple copies of this card and win every fatigue matches if you Discover enough this cards.

    Ancient Mixture seems a little weak compare to Arcane Intellect. DIscover isn't as powerful as drawing a card. So I think you can get away with make it 2 mana.

    This class need more board clear. I don't remember if this class is supposed to be weak at AoE or not, but you didn't print any big board clear for the last 2 years. And this class is supposed to be a control class so it will have difficulty to survive with this few good board clear, no matter how much Armor gain you print for it (since not every time you will draw those Armor gain in time). Even Druid got some way to deal with wide board.

     

     Earthshake is an incredibly weak AoE in term of killing power. Arena Flood is easy to play around. Only Quicksand is decent. So I think this class need atleast one more strong AoE.

     I replaced Massive Haul with an AoE. Also, you're supposed to set up Arena Flood, like Defile.

     Given that any Aggro deck worth a damn will likely have minions with different healths, as well as your class's focus on midrange  and late game minions while lacking early game, as well as the fact that thecard cost 4 mana instead of 2, I would say that it is much more worse than Defile.

    Alright, bumped to 3 Mana. I will say that I'm fine with it being weaker than Defile because Defile was insane.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    Quote from Shatterstar1998 >>
    Quote from Pircival >>
    • Sure, I can make it 2 mana.
    • I can swap Massive Haul for some AoE.
    • The classic and basic set has AoE. Additionally, Arena Flood and technically Quicksand(?) is Aoe.
    Quote from Shatterstar1998 >>

    I really don't like the very existence of Massive Haul. Give that your class has extremely powerful card generation, you can pretty much gain multiple copies of this card and win every fatigue matches if you Discover enough this cards.

    Ancient Mixture seems a little weak compare to Arcane Intellect. DIscover isn't as powerful as drawing a card. So I think you can get away with make it 2 mana.

    This class need more board clear. I don't remember if this class is supposed to be weak at AoE or not, but you didn't print any big board clear for the last 2 years. And this class is supposed to be a control class so it will have difficulty to survive with this few good board clear, no matter how much Armor gain you print for it (since not every time you will draw those Armor gain in time). Even Druid got some way to deal with wide board.

     

     Earthshake is an incredibly weak AoE in term of killing power. Arena Flood is easy to play around. Only Quicksand is decent. So I think this class need atleast one more strong AoE.

     I replaced Massive Haul with an AoE. Also, you're supposed to set up Arena Flood, like Defile.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    • Sure, I can make it 2 mana.
    • I can swap Massive Haul for some AoE.
    • The classic and basic set has AoE. Additionally, Arena Flood and technically Quicksand(?) is Aoe.
    Quote from Shatterstar1998 >>

    I really don't like the very existence of Massive Haul. Give that your class has extremely powerful card generation, you can pretty much gain multiple copies of this card and win every fatigue matches if you Discover enough this cards.

    Ancient Mixture seems a little weak compare to Arcane Intellect. DIscover isn't as powerful as drawing a card. So I think you can get away with make it 2 mana.

    This class need more board clear. I don't remember if this class is supposed to be weak at AoE or not, but you didn't print any big board clear for the last 2 years. And this class is supposed to be a control class so it will have difficulty to survive with this few good board clear, no matter how much Armor gain you print for it (since not every time you will draw those Armor gain in time). Even Druid got some way to deal with wide board.

     

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE [Discussion Topic]

    Are our showcase cards allowed to be Wild cards?

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] - The Archaeologist
    Quote from linkblade91 >>
    • If your board is empty Quicksand is a much better Entomb, which could be concerning. The potential to swing the game back in your favor is high.
    • I am not a fan of you using Reno Jackson as your scientist. I understand that your science is archaeology, and he is a treasure hunter/explorer-type, but every scientist character outside of Dr. Boom himself is brand new.
    • If I'm not mistaken 60 cards is the built-in upper limit for one's deck size. Captain Reno cannot shuffle that many cards into your deck unless it was empty; I don't know if this is intentional.
    • Nokano's effect is about Discover, but the set itself has only one Discover in it. I would change his effect to be more in-line with the themes of the set, or introduce more Discover cards to elevate his synergy. Right now he has to rely on older sets like Journey to Un'Goro and The Witchwood to do most of the work, which is strange.

    For whatever reason I'm a "praise by exception" kind of person: if I don't bring it up, I should be fine with it :) Awesome work with the art, by the way; I especially like the Spirit.

    •   I agree with Quicksand. I might change it so 5 or 6 mana.
    •  That's fair. My thought process was that I needed to have Reno somewhere in the set, but if it turns out to ruin the Boomsday flavor, I'll swap it out.
    •  Yes, that's intentional. Perhaps 'Fill your deck' would be better.
    •  I agree, I'll swap out 1 or 2 cards with some Discover cards.
    •  Thanks! Most of the art I use I find in the r/CustomHearthstone discord, so that's been a great source for me.
    Posted in: Fan Creations
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