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    posted a message on Maddest Bomber

    ALL OTHER

    Posted in: Maddest Bomber
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from McF4rtson >>
     

    As it stands I think that at 5 mana Void singularity is fine, if it only destroyed one minion then you could reduce it to 4 mana, but your comparison with Crushing walls makes me think it will destroy two minions if they control an even amount, so 5 seems fair to me. Maybe you could make a pay-off for breaking your weapons with the last card? or you could change Drawn into orbit into something along the lines of: "Draw a card for each weapon you broke this turn."

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week One

              

    Hero Power token:

     

    Professor of the Scholomance Academy, Agatha is a Witch, a mix between a Druid and a Mage, She can harvest the powers of nature and mix them with her arcane knowledge. From potions to curses, she has amassed a wide variety of tricks under her sleeve.

     

    A quick explanation of why I used these cards for the showcase:

    Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer

    Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions. 

    Precognition: Another theme of the class is the ability of playing around with the top card of your deck, in a way to "see the future", with Precognition you might be able to get extra copies of key cards or even legendaries.

     A quick rundown of the strengths and weakness of the class:

    Pros:

    -Good swarming capabilities.

    -Variety of buffs and debuffs.

    -Ability to plan ahead your next draws.

    Cons:

    -Weak minions stats wise.

    -No good hard removal.

    -No good way to close out the game without a board.

    And here are the rest of the Basic Set:

      

    Dual Potion: A smaller Penance, this potion allows the Witch to deal with Aggro, as removal and small heal to keep going. 

    Ghostly Scryer: A 1-Attack minion that can help you plan ahead your turns and even set up combos with other "future sight" related cards

    Curse of Youth: A way to bring down your opponent's minions down to the size of a little familiar, but watch out because you still need to use other cards to fully remove them from the board.

    Enchanter's Apprentice: A beefy buffer that can help make all your boards more threatening by buffing their attack.

    Colossal Potion: Meant to protect you and your other minions, while also providing more survivability to your minion.

    Mastering the Basics: A card that showcase a theme I haven't talked about yet, so cards will have extra benefits depending on the number of minions you have in your hand. 

    Murder of Crows: A solid AoE, to help on control decks, or even midrange ones.

     

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from MvonTzeskagrad >>
     

     Remember to capitalize both parts of Hero Power, And you should probably turn one of your bigger AoE into another card.

    Quote from host_arnold >>

     

     You could reduce the cost of Draconic essence and Brittle guard by 1 mana. Remember to add a dot at the end of everything and to add "Hero Power" to your hero power

    Quote from Weston_Smith >>

     

     

     

     

     

     Right now Hunter's whip is a bad Light's Justice, which is awful, you should at least and make it the same. And for the rest of the cards  you have 3 cards that want you to have a weapon equipped to be useful so I would recommend you to change Leg of meat (you don't have a single beast in the basic set) for another weapon. And maybe you could the sub-weapons of the Hero Power into actual weapons.

    Also for Dive kick you should copy Throw Glaive text.

    Quote from B3ckemon >>
     

    Look good to me, remember to make the bluefin token 

    Quote from Klipce >>

     Looks good to me, although I would watch out for making an excessive amount of card draw, maybe you could change truesight to something else? 

    Quote from SirTrumpet >>

         

     

     Possess Soul feels a tad to strong to me, looking at your class you could make it something along the lines of "6/7 mana Take control of an enemy minion. Destroy it."

    Quote from Artimex723 >>

     Everything looking good, personally I think you could get away with making the Assassin  7 mana, but if you want you are ready to go imo.

    Quote from Shatterstar1998 >>
     

    Looks good to me, but maybe you could use another artwork for the light sidekick? it looks kinda wonky next to the other cards, maybe one of these could work

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from MrBurger >>
     

     Lol I dunno why I forgot to link it, it was this dude, but it won't matter now that I'm changing it.

     

    Quote from Klipce >>

     Drain Soul is also a worse Penance, Warlocks tend to get worse version of cards with healing (or just worse cards in general like Darkbomb), it's supposed to be one of their weakness, so I don't think it is wrong to make a better version. Yeah the curse is Subdue but I do think it's fitting for my class too.

    And about the Hero Power, you are right, it feels pretty wonky so I'm gonna take your suggestion and make it 1 mana add a 1/1 to hand, and change Mastering the basics (which was quite uninspired too) to show a sort of synergy with the Hero Power.

    So here are the changes (I did remember to add the token this time lol): 

     I'm gonna quick read to the other posts but it's gonna take me a lil while

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from JoshoPrime >>

     Cool, glad I could help.

    Well I'm gonna post what I'm working on:

                                                                                                                                                      

    A mix between a Druid and a Mage, the Witch can harvest the powers of nature and mix them with her arcane knowledge. 

     

    A quick explanation why I would use these cards for the showcase

    Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer

    Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.

    Precognition: Another theme of the class is the ability of playing around with the top card in a way to "see the future", with this card you might be able to get extra copies of key cards or even legendaries.

    And here are the rest of the cards

     

     A quick rundown of the strengths and weakness of the class:

    Pros:

    -Good swarming capabilities.

    -Variety of buffs and debuffs.

    -Ability to plan ahead your next draws.

    Cons:

    -Weak minions stats wise.

    -No good hard removal

    -No good way to close out the game without a board.

     

    I will try to give some more feedback tomorrow.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from whatTheHeck >>

     

     

     

     

    Pollination could easily be 4 mana, Siren-o-bot isn't allowed because of the deathrattle and Furnacebot can easily be a 2/2, in a sense he would be a "2 mana" 2/2, which is quite fair imo.  

    Quote from JoshoPrime>>

     

      

    You don't need to clarify the mana part, look at Far Sight for example.

    Quote from Shatterstar1998 >>

     

     I would say that for the showcase you change either Bonus Payment or Orc Apprentice ,because they are showing the same idea of gaining a bonus if you have a revealed card, for Self Defense Training which shows that 0-cost/attack cards matter to your class.

    For Criminal Reforming you should try to copy the wording of cards like Polymorph and use "into" . And with Whistleblow try to write three instead of using just the number.

    And Arcane Sidekick could get a little funky if you don't keep him in mind, it's basically a free extra +2 Spell Power and that could screw with your ability of making cheap damaging spells. So keep that in mind.

    Quote from Ozymandias >>

    Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.

     

     Remember to add the mana cost for your Hero Power. 

    With Sun Blast you should probably copy Happy Ghoul wording, so it could read "Deal 3 damage. If your hero was healed this turn, deal 5 instead"

    And Call to the Feast could be 2 mana without being too strong imo.

    Btw I really like Dredger Servant, not sure why. 

    Quote from Noah_McGrath >>

     

     I recommend you using a Hero Power that doesn't need anything to be usable, their purpose is to sink mana in when you don't have anything else to do.

    And Skaven Chieftain feel a tad too strong to me, maybe make it a 3/6 instead?

    Quote from Artimex723>
     
    I gonna give you the same recommendation I gave Noah, try to come up with a Hero Power that doesn't require anything to be usable, even Priest can use theirs when there is nothing to heal.
    Swarming Mist seems like a really unfun card to play against, if you can kill a full enemy board you end up hitting them for 14 damage, and it also doesn't feel like a very basic card to me. You should probably restrict it to minions and if you want to use again move it to another set.
    Revendreth Guard is bonkers, 3 mana 6/4 is extremely strong, it's even stronger if it summons other copies from your deck because of deck thinning. You are mistaking it as a drawback when its quite the opposite
    And for Eternal Atonement you can use "Take control of an enemy minion. Set its Attack and Health to 1." to avoid a whole line just for a 1.
     
     
     
    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from Artimex723 >>

     

    You could always remove the silence part, and keep it as "At the end of your turn, give a random enemy minion -2 Attack" 

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from Klipce >>

     

     You could end up having problems creating cheap damage spells, or just spells in general with Channel. You already have 24 damage (more if you can draw more cards) with Malygos two Channels and two Expanded Minds (because of the repeat), Which might be a little too much for a basic set.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from linkblade91 >>

    I don't have all 15 completed, but I have a small collection of rough drafts if anyone is interested. Just wondering if I'm on the right track so far, you know?

    • Freeze is basically "my Keyword", so having a Legendary about it makes sense. Sapphiron is the late-game win condition for a Freeze archetype, stalling until you can drop him and start machine-gun blasting the enemy hero with repetitive Freeze effects. It's like what Mages were doing with Ice Lance, but hopefully more fair.
    • Chains of Kel'Thuzad is a boss ability, like my Basic spell Detonate Mana. The ability allows Kel'Thuzad to Mind Control a member of the raid for a period of time. Chains of Kel'Thuzad has no Attack-restriction like the lesser Priest control-spells, but it still only lasts until end of turn. The idea is that, if you can get a strong minion killed off on your side, you can then attempt to revive them. If you're worried about the overlap, this would be the only mind control effect in the class.
    • Icicle Crasher is one of the only forms of true destruction effects the Lich has access to. By attacking Frozen minions, he shatters them.

    • Frostbolt Volley is the next step up from Blizzard, and another boss ability. Frostbolt deals 3 damage and Freezes, so naturally the Volley does the same thing to all enemies.
    • Icy Guardian has +1 Attack on Sen'jin Shieldmasta, but he Freezes himself. This doesn't matter much as he's a Taunt minion, and after he dies you are free to revive him and avoid the Battlecry.
    • Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent.
    • Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
    •  well people already said it but the Chains are too strong as 5 mana, at 7-8 I think it would be balanced.
    • for Icicle Crasher I think it should read "Whenever this attacks a minion, if it's Frozen destroy it" to keep the wording of Wind-up Burglebot and Frostweaver
    • Personally I would make Icy Guarding a 3/6 or even a 2/8, I'm not very keen of it having a Yeti stat lines. But that's just me.

    Other than that I like your other cards dude.

    Quote from Demonxz95 >>

    Fun fact: I haven't made a single new card this since I submitted my Phase II entry. Awkward... but here's what I have for Classic so far.

    7/15. Not great.

     

     I find all your cards really cool (especially Flame rune sword, really simple and nicely done), my only complain is Cursed Armor, which makes me think that it should have a drawback (like Cursed Blade) but it doesn't, maybe you could call it Leeching/Vampiric Armor? this is mostly a nitpick because I couldn't find a problem with your other cards.

    Quote from Turkeybag>>

    So I completely finished my classic set during phase 2!
    One card has to get cut for challenge 2 though.

    Cards:



     Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!

    I'm mostly going to give you wording suggestions, because those are a lot of cards and it is kinda late here, sorry dude

    • Arcane Rush could read "Draw 2 cards. Next turn, skip your normal draw."
    • Conjure: Plate Armor should probably read "Gain 8 armor or give a minion +6 Health" (I would change the 6 to a 4, just for aesthetics)
    • Enchant Weapon: Ice I think that you could remove the Spellfury requirement and outright make it a "Give your weapon +1/+1 and "Freeze any character damaged by this weapon." 
    • I'm not a big fan of Polymorph: Armor it's too wordy for my taste, you should probably keep it as the Spellfury version 8 mana "Silence and destroy a minion. Gain 10 amor" I would personally make it gain 8 armor tho, for the flavour stuff.
    • Conjure: Impediment, "...change an enemy minion's attack to 1" 
    Quote from Shatterstar1998 >>

    Here's a few of the class cards I current have. Posting here to see if I'm in the right direction.  Card fulfill challenge 2: Comet of Doom (1 mana more than Deadly Shot but this class's keyword can require it to be weaker(.

     

    When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.

    That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!

    Class Keyword :

    Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gazecards.

    Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .

    Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.

    Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.

    How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):

    List of available cards in the Basic and Classic set that will be effected by this keyword:

    Strength and Weakness:

    Strength:

    • High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out theAstral Spirit that represent the soul of those stars to fight for them.
    • High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
    • Decent healing : Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
    • Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
    • Decent card draw With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
    • High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gazeactivates during your opponent's turn, a lot of their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.

    Weakness:

    • Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
    • Jack-of-all-trade, Master of None : Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
    • Buffs focus on giving minions Health and utility, not offensive power : Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
    • Healing tied to spawning minions : The class has very few healing outside of spawning the Astral Spirits . Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
    • Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.

    Cards:

    Token:

     

     

    •  Scrutiny shouldn't cost 1 mana, I know that it is probably part of the bread and butter of your class, but as a 1 mana cycle there is no reason to run it in every deck.
    • Celestial Drake is just Azure Drake and I'm pretty sure that that was your intention but there is a reason why he was sent to the Hall of Fame, and your Drake has a bigger card draw potential.
    • On a side note, if you want to make a class with secrets since the beginning you will have to make at least 4 secrets.
    Quote from Laurendor >>

    I did some cards during phase II and I will post them later. I need an help for the wording of this card. I'm not sure how to write it correctly. What I want is that this card change randomly his stats at the start/end of the turn with a random number  from 0 to 6. And yeah, if the Health goes to 0 it will get destroyed. 

    It's gonna be a card and a token of a spell (just looking for a different image tho)

    Also this is the legendary I thought about:

    My Keyword is Evergrowth: The minions have +1+1 for each minion on the board with evergowth

    I thought about boosting this mechanic giving the Hero a permanent Evergowth bonus, in this case is a + 2 which means that if you summon a minion with evergrowth it will have a buff of +2+2 regardless of the minions on the board with the keyword. 

    I think is a bit too cheap a this stage, stats aren't great but the buff is good...so I'm not sure if i should put it at 6 mana or more. I was also thinking to adjust the battlecry with "If you control an Herb, give your Hero Evergrowth +2" which will make it a bit more difficult to play.

    Otherwise remove the +2 and just give the hero Evergrowth+1

    I just quoted from my previous post to put this 2 questions together.

     

    •  the specimen feels like like a really unfun card to play and play against dude, just because  it has such a big margin of possibilities (it could be eternally a 6/6 or in the first roll change it's Health to 0) I would recommend making it a Battlecry, or at least keeping it between 1-3/4
    • And for the Lego, it doesn't feel like a Classic lego, if you look at all the Class Legendary minions you would see that all of them are basically giant beat sticks.

     Edit: I have to agree with Demon, the 2nd challenge doesn't work as a classic challenge,, there wasn't strictly worse cards in the basic/classic set between classes. And as you showed it only happens between expansions.  I think it could work as a later challenge but not right now.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from HyperOrange >>
    Quote from Ragnador>>
    Quote from HyperOrange>>

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me. 

    Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.

    Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.

    Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.

    I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?

    And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.

     

    Posted in: Fan Creations
  • 6

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]

    The Pint-sized Witch

    Some little backstory/lore

    A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules  for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.

    Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!

    Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.

    The key themes of the class are going to be:

    • Brewing a variety of potions and elixirs!
    • Synergising with small minions! (1/2 Attack/Cost)
    • Casting curses on your enemies! (secrets)
    • Divining and observing your future! (looking at the top card of your deck)
    • Annoying your opponent, destroying their hopes and dreams! (Yay!)
    • And controlling cute critters! (mostly)


    Example Cards

    Curious Fairy: The last seven flowers were awful, but I have high hopes for this one!. A simple tutor balanced around Novice Engineer , A handy addition to any aggressive deck and an obvious synergie with one of the showcased cards.

    • Strength of the Meek: While the cat is here, the mice will make it go away. Another addition to any aggressive Witch deck, because of the ease which you can make tokens to buff this card costs one mana more than Mark of the Lotus
    • Enchanter's Apprentice: Someday he hopes to be just like you. Balanced around Raid Leader and Addled Grizzly , you will have a permanent buff as long as you summon your minions after the young enchanter.
    • Precognition: I know what are you going to do next summer. Similar to Arcane Intellect , you trade the extra option for an extra copie of the top card of your deck, for some classes that would be a problem but not for the Witch and her tools to see the future!
    • Potion of Colossus: Uh, it tasted purple. A giant buff that unchecked will allow your smallest Homunculus to become a enormous threat and even close out the game.

    Remaining Cards

    With the remaining Basic cards I can also showcase the Witch's weakness

    • Weak or situational hard removal, mostly directed to small minions
    • Below average AoE
    • Hard times to get back on the board with out having already minions on it

    Previous Phase

    If you wanna check out what is yet to come, check the Phase I post.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from krowski_nall >>

    hey what do you guys think

    Link to my phase II submission

     If you don't make a Huge guts card, I will be deeply disappointed with ya

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from HyperOrange >>

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

      

      

      

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me.

    Quote from SunnoxPL >>
    Quote from linkblade91 >>

    Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.

    The Lich

    You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!


    Example Cards

    • Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
    • Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
    • Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
    • Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
    • Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.

    Other Cards

    • Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
    • Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
    • Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
    • Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
    • Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!

    Previous Phase

    If you would like to know more about the power of the Lich, check out my original spiel...interloper!

     I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)


     

    The Bug

    Unchanged cards:

     

    Here are some of my changed cards:

     ====>>>> 

    ====>>>> (it changed to the better quality art)

    I'm still not sure about Monarch Wings. I have an idea for a rework

    ====>>>> (?) 

    However, I still don't know if the second version is better.

    Feedback really appreciated ! :)

     Maybe for Monarch Wings you use the same effect of the Armored Baldur? "Spend 6 Armor to draw 3 cards" something like that?

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from NiRaSt >>
    Quote from CheeseEtc >>

    It´s only day 2 of phase 2 and everybody has already finished their basic set

    wtf guys

    As for me my biggest issur will be to not do the same thing as the gazillion other hand synergy classes in this comp

     I donno about everyone else, but I'm going to be busy with finals and lab assignments for the next 4 weeks, so I want to be done with this ASAP. I'll try to pop up when I take a break to give some feedback around here.

    Quote from Noah_McGrath >>

    Previous post here.

    Thank you all for the feedback! These are the unchanged cards:

    And here is what i changed:

    Crocodilian guard:

    ------------->

    The old version was too good, i agree. This version only empowers the Hero Power for one turn, and it doesn't pass through divine shield. My question is this: is the combo of Crocodilian Guard + Conflagration + Hero Power on turn 10 too good? It's a one side twisting nether for 10 mana (2 card combo).

     Fan the Flames:

    --------->

    or

    The old Fan the Flames had a typo. Spell power does not exist. However, after i corrected it, the text looks too small. I crammed it into 2 lines because of the restriction, and it looks bad now. Is the 1 mana version ok? It persists from turn to turn, but it looks better. I could also just make it 2 mana "The next spell you cast gains spell damage +2", but that might be too OP. What do you think?

     Sanguine Rune:

    --------->

    The old version allowed for an "infinite" cycle of this spell copying itself. the new version utilizes the wording of Simulacrum. It still copies spells in your deck, but in a different way. It's a simple effect, but hard to master as you need to remember what was the last spell you drew.

    I'll try to review some classes later tonight. Until then, feedback is welcomed and encouraged! Be sure to open all spoilers!

     

    That's a 3 card combo that only wipes your opponent's board for 10, so it really depends on how good your class' draw is. I'd say make the Crock a 6/5/6. The second fan of flames seems fine. You could keep the original Rune if you add (except this card)

    -------------------------------------------------------------------------------------------------------

    Here are my cards. I've posted some earlier, but no one seemed to notice them (probably shouldn't have put them in a spoiler:P)

            

    I feel most of them are quite simple and easy to understand. The only one I'm worried is too complicated is Earthquake.

    Question: Is "Can't attack" considered a keyword? Because then I's have 3 basic keywords, along with Taunt and Freeze.

     Well Metaleech and Earthquake don't feel very Basic to me. The first I think should use Spend instead of Destroy like Reckless Flurry and you don't need to specify "This" ex: Forbidden Ancient. For the second one, why not make it just 4 damage to the Rightmost and Leftmost enemy minion?

    For the wording of Icy Rain you should to specify at the start of whose turn, like Doomsayer or Nat, the Darkfisher do.

    Otherwise the other cards look peachy to me. And I don't think "Can't Attack" counts as a keyword.

    Quote from Noah_McGrath >>

    Previous post here.

    Thank you all for the feedback! These are the unchanged cards:

    And here is what i changed:

    Crocodilian guard:

    ------------->

    The old version was too good, i agree. This version only empowers the Hero Power for one turn, and it doesn't pass through divine shield. My question is this: is the combo of Crocodilian Guard + Conflagration + Hero Power on turn 10 too good? It's a one side twisting nether for 10 mana (2 card combo).

     Fan the Flames:

    --------->

    or

    The old Fan the Flames had a typo. Spell power does not exist. However, after i corrected it, the text looks too small. I crammed it into 2 lines because of the restriction, and it looks bad now. Is the 1 mana version ok? It persists from turn to turn, but it looks better. I could also just make it 2 mana "The next spell you cast gains spell damage +2", but that might be too OP. What do you think?

     Sanguine Rune:

    --------->

    The old version allowed for an "infinite" cycle of this spell copying itself. the new version utilizes the wording of Simulacrum. It still copies spells in your deck, but in a different way. It's a simple effect, but hard to master as you need to remember what was the last spell you drew.

    I'll try to review some classes later tonight. Until then, feedback is welcomed and encouraged! Be sure to open all spoilers!

     

     

     For basic cards I do think it is pretty strong to have an enemy board wipe, even if it is 10 mana.

    The second version Fan of flames is okay, for how the game works it can't stack with itself so that makes it okay.

    And I like the new rune, even thought it still can cycle itself infinitely.

    Posted in: Fan Creations
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