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    posted a message on Weekly Card Design Competition 9.16 - Discussion Topic

    Here's my first thought, based on an idea I've wanted to see in the game:

    Intention is that it would work akin to the Gadgetzan tri-class discover cards, where you'd have a choice between one minion, one spell, and one weapon. Current hang ups I have now is whether this works better in Rogue or Warrior, and if it should be bumped up to (2) or is fine at (1).

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.10 - Submission Topic

    This would be the Wish spell first seen in Dungeon Run.

    Posted in: Fan Creations
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    posted a message on Custom Class: Time Traveler (Updated: May 21st 2019) (Finished up to Rise of Shadows)

    These are all really good.  For what it's worth, I agree that the "extra mulligan" on its own isn't OP (since you can't really build your deck around it it's mostly a neat trick) and after the mulligan phase it's a Legendary Enchanted Raven. My one quibbIe with that and Temporal Loop is that while I really like the concept of getting to use them against someone else, I worry about the logistics it would require to actually work in game.  Like, are you still only limited to 90 seconds in total even if you 'restart' your turn? (This is admittedly the nittiest of things to pick)

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)
    Quote from Demonxz95 >>

    I'm really hoping that I didn't come off as too negative when reviewing this. Everything that I didn't mention I think is fine, and I legitimately do like a lot of the ideas presented here. My absolute favorite card here is Take a Dive. I don't know if it'll ever be viable because Joust was a flop except for a few cards, but the idea is hilarious and awesome at the same time.

     Not at all, this is the kid of stuff I love to get!  Let me go through and see if I have a valid rationale for some of your critiques, or whether I have to take it back to the drawing board.

    For the cards where I copied a previously existing card name or messed up the formatting, that's just a Doh on my part.  Will correct soon.

    Lock Down:  Heh, for such a simple effect this is definitely the one card that no one (even me) can settle on appropriate Cost.  The Sapper Draft 0.01 version of this was costed (4).  The earliest feedback I got was that that was way too high because when you're facing a board of aura effects and such stopping them from attacking is worthless. Since then I've steadily talked myself into lowering it down to (2).  That's the level of conditional removal (Execute, Shadow Word: Pain) and a boatload of direct damage. For some decks without a way to grant taunt or sacrifice their own minions (whether intentionally or as part of all minion board wipes) it does cause a spot to be lost, but I don't think the effect itself should be overcosted based on its most powerful use.

    Snare Mana: Mostly agree.  I costed this when Loatheb was the primary reference point.  I'm comfortable leaving it where it is, while I think Basic cards should generally be able to be used in every deck I also think there's bound to be some less than ideal cards in the works.

    Overclock Gambit: Original intention was that it would trigger whenever your opponent had 6 cards in hand, including when they drew their 6th card or if they started their turn with 6.  Does seem unclear, and might be too intentionally mill-y.  I'm batting around "When your opponent draws two or more cards in a turn, both draw 3/4" so they actually have to trigger it.

    Grizzled Grenadier: Aww, that's already someone else's favorite card. If it's set to (10) your opponent can still play it (even if its suboptimal at that point).

    Decoy Gambit: Good point about the Passive Hero Power thing, I wanted it there to indicate that the Sapper (and their near death life total) will return, but couldn't think of another way to frame it.  I don't want to take it out of the Classic set because I think the Sapper deserves to have a lifesaver secret that doesn't rotate (although RIP to Ice Block so maybe it's just an inherently hard effect to keep in).  

    Rixmix: The guaranteed one card mill is intentional.  Do you consider the effect OP on its own, or in combination with his vanilla stats.  Knocking those down is on my to do list, probably to a 4/4 or maybe 3/3.

    L1 Observer:  Sapper doesn't swarm Mechs (since they're all 6-10 Cost) but there were plenty of Mechs just in GvG. I figure this would usually be gotten out for (4) so it'd be on par, anything beyond that would be gravy.

    Degenerate Demolitionist: No, you pretty much got it. Are you saying the stat increase for the downside isn't good enough? Unlike something like Hoarding Dragon you can get to decide if your opponent has any Scourges in their hand before you play to minimize or even eliminate the downside.

    Even the Odds: Agreed, some of these were first drafts or off the cuff. Will probably be tinkering with them for awhile.

    Tomb Raiding Party: I agree with your assessment, but I see it as a feature of the card and not a bug; They're edge cases that I liked enough to include somewhere, but definitely not enough to justify an actual card (at least without some big revamping). I do think the vast majority of time you'll end up picking (whatever I rename) Finders Keepers just because it's omni-applicable, but LoE and later sets will develop a sub-theme of Sapper Secret situations that are basically "A trap you knowingly walk into is still a trap."

    Goblin Cultist: True.  I think Sapper's would benefit a little bit more because Scourges are also considered spells, but the history of that effect isn't sterling.  One that I kept putting back on, and then taking off, was a (1) 0/2 "Whenever your opponent draws a card get +1/+1" since by the next turn it would be an effective 1/3.  Not sure if that would snowball too quickly though.

    Apocalypse Engineer:  Wow, I hadn't done the maths for the C'Thun effects I guess.  Would a steeper Cost reduction be warranted then?

    Glimpse of Yogg-Saron: That's another one I see as a feature, not a bug.  Although I guess a big part of that might be how we feel the true cost of a "Can't Attack" effect should be?

    She Who Saw: Heh, that's from the Kill la Kill anime. The main character's living armor goes berserk and turns her into a monster.  I thought it looked both goblin-y and Old Gods corrupted-y enough.

    Thanks again, this really helped.

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)

    The Sapper

    Hello everyone, and thanks in advance for taking a look at my custom class! This class was inspired by my early days of playing Priest and loving the way the class’s primary removal wasn’t damage based.  When I saw the Merchant class (one of the finalists of the first class design competition) and how it created a class without any damage I decided I wanted to take a stab at it.  The Sapper is my attempt, and along with those two initial sources it includes my personal obsession with non-discard based ways of messing with your opponent’s hand, non-destroy based removal, and various other things.  I hope you like it.  Without further ado, onto to the cards!

    First, if you saw the hero power and wondered what a ‘Basic Scourge’ is, let’s take a look at what the Hero Power creates:

     As the tooltip implies, Scourges are sort of the anti-Spare Parts and represent uncollectable spells that hinder the caster or benefit the caster’s opponent.  From a power perspective these Basic Scourges have an increased effect compared to a normal hero power (for instance, gaining 3 Armor compared to the Warrior HP) but are balanced by the fact that they are both randomly generated and at the discretion of your opponent.  While it would be nice to have a quick and easy (2) Cost card draw, sometimes your opponent will be willing to live with a slightly higher mana cost if it means they can deny you.

    BASIC SET

    Outland Scout: The Sapper class doesn’t have reliable removal tools so I wanted to make sure they had a few core minions to help maintain board presence. The drawback is steep in most classes, and may even be detrimental in the early game, but Sapper’s want their opponent to have big hands.  Initially I thought about making the drawback “Battlecry: Your opponent draws a card” but I think this current version entices your opponent to let it live longer.

    Feint: A reprint, but also one of the main forms of ‘removal’ available to the class. My only regret is that Sap already claimed the name.

    Lock Down: Another vital ‘removal’ tool.  I keep going back and forth on this cost, but I think it makes the most sense here as the (2) Cost spell that takes care of a threat.

     

    Reconnaissance: Sapper card draw is almost exclusively mutual, both because they want there opponent to have a lot of cards in hand but also because it allows them to draw more for less.  The second part introduces how much the Sapper likes copies and shuffling, and helps to pad out a deck against a self-mill.

    Cease Hostilities: The Sapper version of an AoE.  Originally had this costing more and giving “Can’t Attack” but I reworked it to the current version.  This won’t protect your minions but can give your hero some extra breathing room.

    Divert: More removal, or maybe just delayal.  This is the Sapper version of the (4) cost silence and put away spell ala Polymorph, although this version is more about putting off headaches until you can deal with them later.

     

    Snare Mana: For when you want to make it as hard as possible for a problem to appear so you don’t have to actually solve it.  Balanced around Loatheb, although now Rebuke has me questioning whether lowering it is possible (but not questioning it enough to actually change).

    Cobalt Guardian: Our first Mech (as a note, Cost 1-5 minions will usually be goblins or otherwise humanoid level, while 6-10 will be Mechs), just a nice big basic body. Intended to get across that Mechs are there to help finish out the game as the big finishers. 

    Call in the Mechalvary: Meched up Animal Companion.  H3-LM and LR-G3 are essentially (9) cost or beefed up (8) cost minions to serve as defense or a big target, while FR-3Z is more quirky and introduces the tertiary Freeze element of the class.

    Brain Strain: I think every class should have a (10) Cost iconic spell, and this is my version for the Sapper.  This would usually work out less than a card draw tool and more as a final milling attack.  I keep switching between setting it at 6 or 7 cards, but ultimately settled on 7 as it’s a flashy jump over the current max of 5 cards.

     

    Boombasket Recruit: Another cheap body with a drawback to help get a board set up.  I could be talked into making this a Battlecry, but I like that as is it encourages ways to work around the Deathrattle.

    See Ya!:  I started off putting this at (1) but then worked out the Cost for this from both ends.  Sap is worth two, but make it random and you get a (2) Cost reduction (although in this case the cost is actually needing a minion on the board you can return). On the other side, returning a friendly minion to your hand costs less than (0), so the random enemy return is a freebie.

    Overclock Gambit: Out first (4) Cost Secret. Initially had this at both drawing 3 cards for the longest time, but I think 4 feels more correct, both for the cost and as a milling attack.

    Reserves Gambit: The Sapper version of Duplicate, except you don’t get the extra copies until you draw them.

    Chill Out: I believe I stole this from a Death Knight custom class (or maybe I stole it from every Death Knight class). Helpful for giving more breathing room, although more temporary.

    Dread-Not: A take on Guardian of Kings and another reminder that Sappers like their opponents to have full hands. Armor gain isn’t a huge part of the Sapper identity, with the Basic Scourge being the main way, but it’s sprinkled throughout.

     

    War Drums: The Sapper version of a board clear.  Originally started off just as a single minion buff (with Immune and +1 Attack per card, but could still attack heroes) but changed to affect the whole board.  Can’t attack heroes was added to emphasize what its intended for and to stop it from being too lolbroken.

    Reroute Gambit: Sappers have an undercurrent of enchanted creature hate that will bloom more fully later, but the seeds are here.  One sided Vanish with setup and a catch required.

    Grizzled Grenadier: I firmly believe that forcing discards of things already in hand isn’t fun, but messing with Costs is.  This maybe just forces them to wait a few more turns for their big Legendary, but could screw up a combo or leave them with a dead (10) cost early drop they didn’t play in time.

    Arcanobot: Solid defense with a way to cheat it out a little early. 6/10 Taunt seems to be worth around (8), so if you have a Secret you get it for a little cheaper, and any more on the board allows for a real treat.

    Juice Up: Sapper version of Blessing of Kings.

     

    Decoy Gambit: My take on preventing imminent death ala Ice Block. I always got kind of annoyed that Ice Block essentially ended the turn, and I think this version gives some more opponent interaction.

    Steamweedle Specialist: I’ve always liked giving minions in your hand Battlecries and Deathrattles, and this helps stuff your opponent with chaff they need to deal with.  Note that the intention is that if you play this multiple times the effect on the other minions would stack.

    Disrupt Logistics: Our introduction to Advanced Scourges.  My initial drafts of the class had some very limited hard removal (mostly centered on enchanted minion hate) but didn’t feel right.  Making it a Scourge allows it to be a little more powerful, but at your opponent’s discretion. You could also use this if your opponent has nothing on the board as a mill attack.

     

    Rixmix Boomwizzle: I wanted the Classic Legendary to be something that, while maybe not a game-ender on its own, would find a welcome spot in most decks. This allows your effects that key off the opponent’s hand to have maximum punch and will mill one card on its own. Body should maybe be a 5/5?

     

    Mind Control Gas: Turn any minion into Sylvanas!  The class isn’t super big on Deathrattles, but I like that this functions as a Secret version of one.

     

    [b]Blastshadow Spy[/b]: I’ve got a personal delight in “whenever this deals damage, do that many things” type effects.  This is an early minion who will probably get picked off fast but can still gunk up the opponent’s hand, and if it manages to survive or get buffed it can really cause some frustration.

    [b]L1 Observer[/b]: As the set that plays up Mechs of course I had to step up the Mech love for the class.  This, as you might tell from the MtG art, is inspired by Affinity for Artifacts.  I don’t think it’s as broken as it would be in that game, but this should still come out as at least a (4) Mountain Yeti, with some quicker plays if you get a lucky draw of Mechwarper copies.

     

    [b]Ace Saboteur[/b]: This might be more of a neutral effect, but it’s something I wish had been printed in the actual set.  I assume there would have been at least one Twitch stream where a minion kept ‘missing’ a Taunt and hitting face until the game was won.

    [b]Boom Boom Add On[/b]: Spoiler alert, but this class will be giving a lot of love to Boom Bot in upcoming sets. This is a slight toe dip, as well as another Sapper-roundabout way of providing some AOE.  Original version gave Mechs a deathrattle where they were shuffled back into the deck, but that was too wordy. Changed to just give them extra explosions.

    [b]Degenerate Demolitionist[/b]: An extra point of Attack with a drawback.

     

    [b]Rageforged[/b]: I told you I liked this kind of effect.  This functions like a reverse trample, and gives some undirected damage to minions which the Sapper has in short supply.

    [b]Kitbash Explosives[/b]: The AOE card for the set.  Note that there are no class cards to generate Spare Parts so this card requires a bit of work.  Intention with [b]Netherbomb[/b] is that the number is based directly on how many Spare Parts were discarded, it doesn’t upgrade or become a different card.

     

    [b]Shredder Carrier X[/b]: I heard you like Mechs so I put some Mechs on your Mech. Geosculpter Yip inspired.  Note that, based on my skim of the list, there are Cost (0)-(9) Mechs but this would be the first/only (10) Cost, so if your opponent has a full hand you get two!

     

     

    Posted in: Fan Creations
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    posted a message on Manalock (Warlock + Mana Crystals) Card Concept - Undiscovered Potential?

    These are pretty good.  I can see Bribe the Undead becoming an instant staple in Cubelock since you now you get even more Voidlords. Of these Possessed Soulshifter is my favorite.

    I think the Quest feels a little meh, if you destroy 5 Crystals then you're probably way behind the curve, regaining 2 wouldn't even bring you above water. I think it deserves an actual reward card.

    KJ is a little unfun to play against, although I guess if it gets played late enough it's not too bad.

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)


    Mind Control Gas: Turn any minion into Sylvanas!  The class isn’t super big on Deathrattles, but I like that this functions as a Secret version of one.

     

    [b]Blastshadow Spy[/b]: I’ve got a personal delight in “whenever this deals damage, do that many things” type effects.  This is an early minion who will probably get picked off fast but can still gunk up the opponent’s hand, and if it manages to survive or get buffed it can really cause some frustration.

    [b]L1 Observer[/b]: As the set that plays up Mechs of course I had to step up the Mech love for the class.  This, as you might tell from the MtG art, is inspired by Affinity for Artifacts.  I don’t think it’s as broken as it would be in that game, but this should still come out as at least a (4) Mountain Yeti, with some quicker plays if you get a lucky draw of Mechwarper copies.

     

    [b]Ace Saboteur[/b]: This might be more of a neutral effect, but it’s something I wish had been printed in the actual set.  I assume there would have been at least one Twitch stream where a minion kept ‘missing’ a Taunt and hitting face until the game was won.

    [b]Boom Boom Add On[/b]: Spoiler alert, but this class will be giving a lot of love to Boom Bot in upcoming sets. This is a slight toe dip, as well as another Sapper-roundabout way of providing some AOE.  Original version gave Mechs a deathrattle where they were shuffled back into the deck, but that was too wordy. Changed to just give them extra explosions.

    [b]Degenerate Demolitionist[/b]: An extra point of Attack with a drawback.

     

    [b]Rageforged[/b]: I told you I liked this kind of effect.  This functions like a reverse trample, and gives some undirected damage to minions which the Sapper has in short supply.

    [b]Kitbash Explosives[/b]: The AOE card for the set.  Note that there are no class cards to generate Spare Parts so this card requires a bit of work.  Intention with [b]Netherbomb[/b] is that the number is based directly on how many Spare Parts were discarded, it doesn’t upgrade or become a different card.

     

    [b]Shredder Carrier X[/b]: I heard you like Mechs so I put some Mechs on your Mech. Geosculpter Yip inspired.  Note that, based on my skim of the list, there are Cost (0)-(9) Mechs but this would be the first/only (10) Cost, so if your opponent has a full hand you get two!

     

    Posted in: Fan Creations
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