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

    Well this is what I have planned so far for the Basic set, I will try to give some feedback to the posts I missed.

    I know the two damaging spells are very underpowered but I'm trying to design the class around having weak direct removal and AoE.

    I have two cards that I'm still thinking about the cost/name

     

     

    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 IceKing16 >>

    Does anyone know how do I post the link to my submission from phase 1? I can't seem to find a direct link to it. Thank you in advance.

    1. you click on your submission's number
    2. you copy the url it gives you
    3. when making a post at the top right corner there is a option to insert a link
    4. you write what you want and insert the link

    So using me as an example It will look like this Pint-sized Witch

    I hope I was clear and it is helpful to you dude.

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

    Here's update to my Basic set:

    • Celestial Bow now is a 3 mana 2/2 with the effect target friendly minions only. I don't like how heavy my Basic cards is with the addition of Knight of Eclipse.
    • Astral Intellect now cost 2 mana. I should clarify that Gaze / Solar Eclipse can only ensures you draw cards if you cast it on your hero ONLY. I don't want the mill potential to be too extreme.
    • Meteor Shower has been replaced by Guardian of the Eclipse.
    • Edit: I just realized Guardian of the Eclipse has more than 3 lines and thus making my cards selection has 4 cards with more than 3 lines. He is now 5 mana, lost the Taunt and is renamed Knight of the Eclipse. 

    Other cards:

    Strength:

    • High token spawning
    • High burst spell damage / finisher
    • Decent healing
    • Decent amount of removal
    • Decent card draw (to allow them to play cards with Gaze)

    Weakness:

    • Unreliable RNG effects without Gaze or Solar Eclipse
    • Buffs focus on giving minions Health and utility, not offensive power
    • Healing tied to spawning minions, thus they are unreliable
    • Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.

     Edit: Creator's Commentary

    • Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
    • Knight of the Eclipse:  Another example of the Control RNG aspect of this class. This card signify that their buffs will mostly be random as well as the fact that cards with Gaze effects in their Classic set will have very efficient stats to cost ratio.
    • Fiery Comet, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
    • Astral Touch: Showcase the decent removal option of this class.
    • Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
    • Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
    • Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
    • Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.

    Token:

    Everything seems fine to me, my only nitpick is that Solar Eclipse is a little complex for a basic card, but I understand that it is a must card for the class and that you could the same argument for Tracking so I won't complain about it. But you should probably use Choose instead of Select, to keep it consistent with the current wording in the game.

     

    Quote from SunnoxPL >>

    Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.

     I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.

    Feedback appreciated ! :)

     

    Having a potential 30 damage combo with three basics cards is a little to strong (Mighty Mace+ 2 Precise Forging) yeah it is an 8 mana combo over 3 turns, but is still really strong, stronger if you add your Hero Power in the mix. You should use the same wording you used for Precise Forging on Chipped Spike, for a way to fix the Armored Baldur, what about making him a 3/3 that gains +1/+1 if you spend a little amount of armor, like 2 or 3? and for the armor using card, you should Use Spend instead of destroying, like Reckless Flurry.

    Quote from Giz4Gamer>>

    THE INFUSER

    The Infuser class is made up of spellcasters and spellswords that use magic in a unique way. That merge it with creatures or objects to create wild new results. From magic weapons to enchanted armor, they can turn the mundane into something truly magical. Of course, the path of the Infuser is one of theft. One person gains and another loses. Among the Infusers, there are two particular factions that are represented in the Basic set. The Flame-Heart faction and the Ice-Soul faction. Each faction has their own style. The Flame-Heat faction focuses on offense while the Ice-Soul faction focuses on defense.


    Keyword

    To represent the give and take relationship of an Infuser, the keyword Absorb was created. A minion that absorbs Attack will gain the Attack, while a Spell that absorbs health will be given to your hero. A card cannot absorb more than their target can give. A minion with 0 Attack cannot give any Attack.


    Example Cards

    • Shoddy Spellbook: It's like a 2-Mana draw a card with the upside of getting your next draw early.
    • Unstable Catalyst: 2-Mana +3/+3 on the turn you play, but becomes only a +1/+1 the next turn.
    • Corrupt Soul: A Shadow Bolt that bypasses Divine Shield, but is less effective against damaged minions.
    • Flame-Heart Blade: A 2/2 weapon that can become a 3/1 weapon. Strong synergy with Durability buffs.
    • Draenei Enchantress: A Strong tempo-based minion.

    Remaining Cards


    Previous Phase

    Phase I Submission page

    I feel like Unstable Catalyst is really weak keep in mind that Mark of the Wild exists, it is on the weak side and it doesn't has the chance of killing your minion. Maybe change it to "at the end of your turn" instead? Overall everything looks solid to me.

     

    Quote from Flipombe_DJ>>

    So, if i were to post my next entry, it would look like this, any feedback?

    The Cursed Witchdoctor

    The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.


    Keyword: Shadow Realm

    My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.

    VERY IMPORTANT:
    Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.


    Example Cards

    I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff!
    So here they are:

    • Void Vision: This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
    • Stoke the Fire: Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
    • Deathcaller: Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental. What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
    • Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
    • Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm, so that is something to consider.

    Remaining Cards

    So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power.
    Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets.
    Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.


    So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.

    Previous Phase

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=12

     Gonna be honest and said that I'm not a real fan of the Hero Power, you can do a lot of shenanigans with reducing the cost of cards. But nothing I can do there.

    Stoke the fires and Darkblight don't feel like Basic cards to me and you can cut "until they die" from the latter. If I'm not wrong you can't use Stealth as a keyword but I could me wrong. Other than that the cards look fine to me.

     

    Quote from thepowrofcheese >>

    I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.

     Seems fine to me.

     

    Quote from Noah_McGrath>>

    Ok, based on feedback i made several changes. These are the old versions/cards:

     And here are the new versions/cards:

    What changed:

    • Removed cards: Fiery Blood, Purifying Flames, Giant Slayer;
    • Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
    • Blood Nova: Now costs 6. It's more balanced this way; 
    • Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
    • Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
    • Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
    • Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;

    Unchanged cards:

    Feedback is welcomed and encouraged!

    I feel like the Crocodilian Guard is a lot stronger than Giant Slayer and if you compare it to Vilespine Slayer (which generally is a 6-7 mana destroy a minion), you can see how strong it is as a continuos effect. Otherwise the rest of your cards look fine to me.
    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 Demonxz95 >>

    I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).

    I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.

     

     Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?

     

     

    Quote from linkblade91 >>

    Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.

    • As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
    • Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
    • Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
    • Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.

    • One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
    • Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
    • Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.

    • The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
    • Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
    • Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
    • Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
    • Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.

     

     

    You can probably get away by making Frost Armor a 0-Cost card, Ancestral Healing also heals the minion + the taunt.

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

    @Flipombe_DJ

    I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.

     Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.

     You can still edit your post as long as you are editing small typos like that and whatnot.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [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:

    • Creating an army of Homunculi!
    • 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:

    Explication:

    Mischievous Spirit: Even if she doesn't look like it, she loves to mess with people's decks. Drawn early this friendly ghost can guarantee you a good early curve, or save you from a hand filled with high mana cost cards. Even if you draw her in the late game some cards in Camilla's arsenal can makes her not a dead draw. But always remember, this is a symmetrical effect so your opponent might benefit from her meddling too.

    Curse of Youth: The real curse is going through puberty once again. You could define Camilla's curses as rules one shouldn't break under no circumstances, sadly for this poor minion, he broke one of the most important rules: not being big and threatening. For that reason he was taken down a peg and ended up as small and harmless 1/1. One can make the easy comparison to Repentance and that's the card I based this secret on.

    "Making" Friends: Real friends are the ones we make along the way. Sometimes the most loyal companions are those who stick with you when you are completely alone, in this case those friends were also made artificially by Camilla,  with some fungus she found in the forest. A conditional "2" card draw card, Elementary Reaction being the best comparison in this case.

    Forgotten Sorceress: For a lost soul, her tone is surprisingly warm, reminiscing to a mother's hug... Knowledge tends to get lost with passage of time, this is where being able to communicate with those who came before us come in handy.  With powers long forgotten, this sorceress will show your next topdeck and if it is cheap enough, play it for free. Here we can see a direct pay off to playing cards Mischievous Spirit and similar future cards. This card would act as Tess Greymane when playing a minion.

    Fragile Marionette: She had no strings on her but then she fell and almost broke, she is better now. During her stay in the Boom Labs Camilla learned how to full her dolls with the energy from the Netherstorm. Sadly this one is still a prototype and and quite delicate, that's why she need two homunculus near her all the time: one to protect her and the other one to pull her strings. A mix of Houndmaster with Defender of Argus that will ensure the protection of your other fragile minions

    If you came this far, I hope you enjoyed reading this as much as I did making it. Many thanks to those who gave me feedback. Also if any of you see a typo that escaped my eye, please let me know and I will fix it immediately.

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

     Thanks for the feedback :) Allow me to reciprocate:

    • We're using the same card border. I don't have a problem with that; just an amusing thing to note. It looks good for an Annie character.
    • I'm not sure what Dragons have to do with your class. I love Dragons, I support the archetype, but I don't see the thematic connection.
    • I don't have a complaint with your showcase cards individually: I think they get the job done, and they connect back to each of the things you listed as a theme. As a collective, though, I would like to see some hint as-to a potential combo between two of them, or an archetype they might push together. Like how I plan to include Unnatural Selector and Immortality Project as showcases: you can see why they would go in a deck and how they combo. I'm looking for that "one-two punch" that feels missing from your collection.

     Being completely honest I just made the little dragon because I adore the artwork for it and I thought that it wouldn't be the first time some classes have weird theme connections (paladin-murlocs and shaman-evolve). But yeah I can see where you are coming from, I could probably change it to find that second punch.

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

    Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:

    Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!

    The Lich

     Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.

    Strengths + Themes

    • Power over the cold = Freeze as a primary defensive tool.
    • Power over death = Deathrattles, "if it dies" effects.
    • Power over life = Reviving minions, healing, "if it survives" effects.
    • Power over the endless Scourge = acquiring late-game fuel to outlast enemies.

    Weaknesses Rumored Shortcomings

    • (Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
    • (Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
    • (Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...

    Example Cards

    • Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
    • Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
    • Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!

    • Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
    • Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!

     After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:

    1. Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
    2. Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
    3. Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
    4. Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.

    If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/

    1. roleplaying entries have a lot more charm to them in my opinion, so I would say go for it.
    2. I wouldn't recommend you writing all your thought process for a card if you don't feel like doing it, doing things that we don't want to ends up making us do it in a half assed way.
    3. Yeah I would recommend you to change it for Icicle Crasher, not only you are showcasing a freeze synergie but you also that sometimes you have reasons for freezing your own stuff.
    Posted in: Fan Creations
  • 0

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

    I think I'm finally satisfied with the flavour of my submission.

    Introducing: 

    Camilla Cromwell, The Pint-sized Witch

    Some little backstory/lore

    two days after the bad men took her mom away, 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 brings to the table all the classic witchery one might expect :curses, potions, familiars,hexes, poisoned apples and a lot more fun stuff!

    Her keyword reflects her desire for companionship and that's why it is named Reunion

    This keyword will make you think about hoarding your little homunculi to activate these effects.

    The key themes of this class are going to be:

    • Synergies with small minions
    • Secrets (curses)
    • Dragons
    • Annoying your opponent, destroying their hopes and dreams
    • And cute critters!

    Example Cards:

    If anyone has a recommendation or opinion about this, I would be really thankful. Also sorry if something is worded wrong or weird I learned about the CCC about two days ago and I have been scrambling for original and entertaining ideas.

    Posted in: Fan Creations
  • 0

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

    Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.

    Thanks! I added it because I wanted to make sure both the ones in your hand and battlefield had the effect. Although, I guess it doesn't matter for the ones on the battlefield, so I could just say "Your Scrapbots and Boom Bots in your hand have Magnetic." I also agree that Tinker Soldier is on the strong side, I might nerf it or have it not make a copy. Or just make it a 1 or 2 cost minion instead.

     Yeah that would work better. I think that if you make it a 4 mana 3/4 with the same text, It would be alright.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from FunPolice749 >>

    Alright gonna drop what I got since I like what I got but need feedback to refine it.

    My class is the Phantom

    The focus of this class is based around the new keyword Undying and harassing powerful affects that usually have the downside of sacrificing minions/need friendly minions to die in order to be useful.

    Undying is a unique mechanic that acts like a variation of Echo. The cards with Undying are going to have more bang for their buck but they force you to commit into playing it 2 turns in a row or lose the 2nd copy which can create interesting balancing acts of greed as you try to maximize the value of your cards without dying.

    Cards:

    Ghostly Touch shows the undying keyword and also presents some interesting choices. Do we use it with our hero power to have cheap and fast damage/healing or do we use this a minion that doesn't die to get a bigger benefit out of it?

    Vengeful Entity shows some uses that Undying gives because this minions grows as you play more copies of it eventually ending up with massive rush minions if.

    Lonely Wanderer is a massive minion if you can play it on turn 4 however needing to have a minion so it doesn't destroy itself but when paired with the hero power it comes in without any extra resources spent but then becomes a 6 mana 7/7 which is less impressive. ( I would assume that is how the battlecry works since it has to destroy a friendly minion and it would be the only one on the board but someone correct me if I'm wrong here)

    Call the Spirits is a simple card that can be used as a basic removal, face damage, or as a way to a activate cards that require minions to die to get use out of them.

    Kyra, Reaper of Souls is the hay maker value card in this class that will probably draw you at least 4-5 cards when you play her. I'm probably gonna change the stats around due to how powerful she is value wise so does a 10 mana 6/6 sound better then what i currently have or should I have some other change?

     Anyway thoughts on what I have so far?

     The cards seem balanced enough to me, except for for Vengeful Entity and Lonely Wanderer. The first one scales pretty fast and has an immediate effect on the board, maybe tone it down to +1/+1 or just +2 Health?. And with the second one, if you want the effect you described, it should read something like "Battlecry: Destroy a friendly minion to summon this minion" or "Battlecry: Destroy a friendly minion, otherwise destroy this minion". Also the legendary's effect is okay as it is (it should read "add all Undying cards you played this game to your hand"), it reminds me of Hex Lord Malacrass so yeah, you could probably tone down her stats by a bunch, the other problem is that it doesn't feel like a Classic lego, maybe a KotFT one?

    Ps. the wording of keyword could maybe read: "at the start of your next turn", instead of "for the next turn only".

    I'm going to post my 5 cards for submission and a few other ideas, then I'll do some reviews. Let me know what you think!

    My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize

    Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,

    The class has a bunch of themes, which include:

    • Mechs! 
    • Weapons!
    • 1-Cost Secrets!
    • Disruption!
    • Tokens! including replacing Hero Power tokens!
    • Hand size!


    A bunch of other cards, some of which need rebalancing.



    Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.

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

    The Killmonger

    The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them? 

    Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:

    Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:

    When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets

    The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:

    So, my main questions are

    • Does the class look interesting?
    • Is it balanced?
    • Are all five cards balanced?
    • What could I change?

    I personally think that the legendary is too good, so i have prepared two different versions of it:

    The last question: Which one do you like the most?

    I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.

    To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?

    Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?

    I know he is an orc.

    Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.

    Posted in: Fan Creations
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    posted a message on New Hunter Hero Card Reveal - Zul'jin

    Not bad per say, just not game winning as Jaina or Gul'dan and really really boring and unoriginal.

    Posted in: News
  • 0

    posted a message on New Card Reveal - Saronite Taskmaster

    It won't go on no more!!!

    Posted in: News
  • 2

    posted a message on Rastakhan's Rumble Card Reveal Kickoff Livestream

    yep yep yep, burned cards are gone in their own way

    Posted in: News
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