• 6

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

    INCUBUS

    Incubi were once great paladins of men, twisted and fallen to fell deeds. They have wholly forsaken the Light to pursue darker magics and sinister objectives, which are virtually unknown to all save the Incubi themselves. To the common folk, Incubi appear as Nightmarish silhouettes too terrible to behold directly, wielding the strength of the greatest warriors and the cunning of the most wicked warlocks. They take pleasure in the pain they inflict upon their victims, stopping at nothing to pursue the deepest sensual experiences via combat and torture. They come and go, so the adventurers say, leaving nothing but flame and agony in their wake. 

    Cards:

    Playstyle Explained:

    The Incubus is a class that thrives on attaining victims, then subsequently torturing and killing them, reaping great pleasures from their cruel deeds. This is represented by the Incubus' Hero power, Torment, which allows for the summoning of more bodies that the Hero can abuse to his/ her advantage. The main idea here is to slowly build up your side of the board, lull your opponent into doing the same, then playing powerful cards to "mutilate" the board state.

    Slave: One of the core tokens of the class. A reliably on-demand Taunt minion can be useful in a pinch against aggressive deck types. The effect is symmetrical to feign balance – in truth, the Incubus gains the initiative as there will be potentially many minions, weapons, spells (including secrets) that will be able to abuse the fact that the Hero power summons two minions at once. But this won't be that easy to do, since both players will need to clear the Taunts in order to interact with the rest of the characters on the board, the Incubus must use his power wisely in order to achieve the greatest advantage. Of course, there will also be many cards that can help summon these Slaves, and perhaps manipulate the Slaves themselves...

    Sadistic Succubus: An early game board control minion. It comes with the temporary downside of giving your opponent a Taunt in exchange for its strong stats. But luckily if you draw this minion in the later stages of the game, it can still provide a lot of utility since you will invariably have cards in your hand or deck that can abuse the Slave that it summons.

    Screaming Talons: Speaking of abusing Slaves, the first weapon sneak-peaked from the Incubus class rewards for consistent usage of your Hero power. While cost-inefficient in a pinch, it can be very useful in maintaining board control if you have been using your Hero power wisely and effectively.

    Torture Dungeon: Rather straightforward - a draw engine that rewards you for interacting with the board. I might decide to change it to "every minion," but that would require spiking the cost and the fact that its pretty conditional means it can sometimes be a totally dead card. There will be some sweet board clears to come with further competition phases for this class, so hopefully stay tuned!

     

     

    Posted in: Fan Creations
  • 0

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

    Oh, and I also meant for Sadistic Succubus to be a Demon.

    Posted in: Fan Creations
  • 0

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

    Quote from OBoily >>

    Quote from SleepyPanda123 >>

    Okay, I've revised a few things on my Incubus class, based on your feedback:

    INCUBUS

    REVISED Cards:

    I feel like I'm getting somewhere with this... it feels like I'm basically creating what is to Paladin that Warlock is to Priest. The class I think will be thematically centered around these tokens in a way like Paladin synergizes with Silver Hand Recruits. Improvement?

     

    Your class is looking good. The flavour, hero power and card concepts come together well.

    Maybe the stats of Sadistic Succubus are too good. If we look at Hungry Dragon, it should cost 5 mana based on its stats alone. It gives a 1 mana minion to your opponent, and thus it costs 1 less mana. Seems fair. In your case, Sadistic Succubus should cost 2.5-3 mana, if we look only at its stats. It gives a 0-0.5 mana worth minion to your opponent (a Target Dummy), and thus should cost 2-2.5 mana. Moreover, your class is able to take advantage of the minion that is given to your opponent.

    I believe a 2/3 Sadistic Succubus for 1 mana would be okay.

    Torture Dungeon looks good. Maybe it should cost 4-5 mana. Cards that have an effect based on the number of minions your opponent controls are on-par when your opponent has 3 minions (like Protect the King!) and excellent when your opponent has 4 or more minions (like Mind Control Tech). As it is, Torture Dungeon is on-par when your opponent has 2 minions, really good at 3 minions, and absurd at 4 or more minions. Also, your class will probably include an AoE effect. Being able to combine an AoE and a strong card draw is pretty good, and could potentially win you a game. Finally, your class is able to abuse this mechanic; it shouldn't be hard to give minions to your opponent.

    So, the cost of Torture Dungeon should be increased. Not too much, it can still miss, but it seems too good an effect at 3 mana.

    Screaming Talon looks excellent and I wouldn't change anything about it.

    So, apart from card balance, this class concept is excellent and will surely get my vote.

    P.S. : Do you feel that Slave's artwork is too oversexualised?

    Hey man! Thanks for the advice. I think I meant it for S.S. to be 2/3 but I accidentally input a 4. And You're probably right about Torture Dungeon. I might only bring it up by 1 mana cuz it can still be a totally dead card.
    You know, I was thinking about the Slave artwork too, but it seemed to fit my class pretty well otherwise. I mean it was on Blizzard's TCG artwork series so I'm guessing it'd be okay for Hearthstone, idk. I'll keep looking though. 
    Posted in: Fan Creations
  • 0

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

    Okay, I've revised a few things on my Incubus class, based on your feedback:

    INCUBUS

    REVISED Cards:

    I feel like I'm getting somewhere with this... it feels like I'm basically creating what is to Paladin that Warlock is to Priest. The class I think will be thematically centered around these tokens in a way like Paladin synergizes with Silver Hand Recruits. Improvement?

    Posted in: Fan Creations
  • 0

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

    What do you all think of my Incubus class?

    INCUBUS

    Showcased Cards:

    Do you guys this is interesting/ powerful/ balanced enough? I want to establish a sort of sick, twisted, demonic pain/ pleasure theme here.

    Posted in: Fan Creations
  • 0

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

    I am assuming this will be exclusive warcraft-themed.

    As someone totally unfamiliar with the lore, is it okay if I just create fantasy/ medieval-genre stuff that is loosely tied to WoW? It'd suck to get called out for, say, matching one piece of artwork with a thematically incorrect card text. Like, what if I named a card with Tyrande's picture on it "High Elf Queen/ Princess" or something.

    Posted in: Fan Creations
  • 9

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase III Submission]

    THE HERO!

    SHICCHI

    Helpless School Child:

    Basic Set (From last Phase)

      

    Expert Set

    Showcase

    Infinite Combo!

    Martial Arts Disciple - It's a class-specific (a.k.a. stronger version of) Lance Carrier, in that the effect is much stronger for only a 1 Health decrease on the body. Strong tempo minion in the early game. 

    Tank-Top Black Hole - Incredibly high stats, but comes with a drawback battlecry. If your opponent has 2 minions on the board when you play this card, the stats are more or less "evened out."

    Overcharge - Obviously designed for combo play with your spells. The obvious synergies lie with your AoE Spells, or King's Infinite Combo!

    No Air Conditioning - Massive board wipe. Potentially dangerous as 7 damage to your face is nothing to scoff at. However at the right time, this card is obviously devastating to your opponent as well.

    King - (SPOILER ALERT) The card text basically represents King's unimaginable bad luck. Whenever a big monster is around (e.g., an enemy Legendary minion), King's usually at the scene as well. This creates a dynamic between the two players that is thematically consistent - big bad monsters are scared to come out in fear of encountering King, so players may think twice about playing Dr. Boom on turn 7. 

    The REST of the collection:

    Spring Mustache is just a good midrange value minion. The unconditional battlecry is incredibly powerful, although it sacrifices some body as payback. Probably a good card in most control or midrange decks. Compared to Goblin Blastmage, I think this card sacrifices enough for the powerful battlecry.

    Saitama's Training routine (Part I) - What you see is what you get. Nothing too complicated here. The most powerful card here is probably 100 Push Ups, as it is 1 less mana than Savage Roar but still gains your minions a permanent 2 Attack. The big difference, however, is that the HERO class doesn't have spells like Force of Nature, or other incredibly fast charge minions to abuse this Spell. It also doesn't give your Hero attack, which is actually quite important.

    Saitama's Training (cont'd) + other things - Bananas have incredible synergy with Gazlowe, a pretty underutilized legendary. Perhaps this card can change that? Who knows. Association Meeting is just a card draw you can play if your opponent is getting a little ahead of himself. Punish him for overextending and playing too fast. 100 Sit Ups is obviously a control/ fatigue card. The reason why it's only 5 mana is because although its effect can be incredibly valuable in the late, late game, it has no immediate effect, and it costs a whopping 5 mana.

    More value oriented cards. Not much to say here, other than insane combo potential and synergy with the rest of the cards in your deck. Consecutive Side-Hops requires some set-up, as buffs and debuffs and damage are also copied from the random minion.

     Thanks to whomever was silly enough to vote for my post in the past 2 submissions! It's been a blast designing these cards!

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]

    I have a question. Does a class-unique tribe count as a class-unique keyword? No, right? Since Shaman has basic totems.

    I have a card that adds tribes to the cards in your hand, I was just wondering if that was allowed.

    Posted in: Fan Creations
  • 18

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Submission]

    Hero and Hero Power Recap: 

    Class: The Hero!

    Basic Minions:

    Big-Chinned Brat: The bad guys want him dead, the good guys impulsively want to save him. Thus the symmetrical damage buff.

    Horsebone: Sticky early game minion that synergizes with Hero power. Your classic class-specific 1-drop 1/3 statline with an additional effect.

    Metal Knight Drone: Packs a punch, and has a sturdy body. When compared to Fire Elemental, it sacrifices 2 Attack points for 1 additional damage from its battlecry. 

     

     Basic Spells:

     

    Hero Entrance Exam: Pretty unique class card here – basically allows non-Hero minions to synergize with your Hero power and other Hero minion synergetic spells and minions. This way you can still benefit from the Hero power if you want to include more neutral cards.

    Rookie Crushing: Thematically, this card represents a social phenomenon within the Hero's Association where higher ranked Heroes pick on/ beat up lower ranked Heroes to make themselves feel better. Hence, the card text.

    Fan Club: Straightforward health buff. I don't think anyone could see this is overpowered. It's 2 Power Word: Shields put into one, without the extra card draw cycle.

    Hate Mail: Multi-use card. Basically a revamped Inner Rage, which is why it costs 2 Mana (Inner Rage costs 0 mana). Use it as a utility removal card or just to give your low attack high health minions an extra PUNCH.

    Incinerate: The idea here was to make it so that the card is more effective against minions that could represent "monsters" (i.e., beasts, demons, and obviously totemic monsters). It's stronger minion removal than Dark Bomb and perhaps stronger than Frost Bolt, but you can't target face or your own creatures, so it has limited utility in that sense. Especially effective against Imp Gang Boss, Totem Golem, Misha, Leokk, etc.

    Disaster Level: Tiger: Either a cheaper Arcane Intellect or a mediocre card draw for its cost. I reasoned that even if it could draw 2 cards for 2 mana, which seems quite strong compared to Arcane Intellect, Arcane Intellect synergizes better within the Mage class since it has minions like Sorceror's apprentice, Flamewaker, and even in some cases Antonidas – whereas the Hero class doesn't have that kind of direct spell to minion synergy.

    Missile Barrage: Every class needs a board clear in some shape or form. I decided on a cross between Consecrate and Flamestrike. Seems reasonably costed enough to me at least.

     

     

    And that's the Basic Set for my class! I hope you find it at all interesting, and the sweet, crazy, and thematically overcharged cards are coming next, hopefully!

    Do you hear the King Engine roaring?! hint hint 

     

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from nurgling13 >>
    Quote from SleepyPanda123 >>

    You are severely overestimating the power of the card. It's strong, but it's not imbalanced. 

    It's good against control MU's. It's absolutely dead vs aggro because of its cost.

    Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.

    I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.

    Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.

    Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).

    Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.

    Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.

    Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play. 

    This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone. 
    Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons. 
    And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
    For the love of god people, use your heads....
     You're also forgetting that pieces of a combo can be played on their own. A single 10-Mana card prohibits such versatility. Even if it's not the most effective play, just Hero-powering and Quartermastering or using FoN to clear in dire situations can buy time unlike having a 10 mana card sit in your hand doing nothing.
    Your comment on Mind Control - how is it relevant? I'm saying that since it's a 10-mana card with not that strong of an effect for its cost it doesn't see play. What lessons have we learned from the nerf that we can apply to Gate? That a card shouldn't be made if its effects are beyond its cost?
    The whole 2-times its mana +1 in stats is a guideline in card design, but it shouldn't be followed that strictly. First of all, there are other factors in-game you need to consider before calling a card OP. The cost of a card itself can be a negative effect. The fact of the matter is, Gate is a pretty slow card. Not only because most of its tokens don't present an immediately overpowered effect, but simply due to its cost. Another way to consider it is to take a 5-mana 4/6 and compare it to a 5 mana 5/5. Are you saying that they are both equally balanced if they have no additional effect or tribe? If so, I'd disagree. Do you think a 4-mana 6/3 would see more play than a 4-mana 3/5? The former has higher stats for its cost, but the latter is plain. But most cases I'd pick the 3/5 over the 6/3. This may seem irrelevant, but I'm just saying that saying that if a card has 13-mana worth of stats for 10 mana that is imbalanced is a bit of a rushed analysis.
    It's not just about hard stats. It's also about stat distribution in individual minions, distribution over multiple minions, (immediate) strength of the effect, and the Mana cost itself.
    And how did I ever suggest that Stealth has negative value? I said the Stealth minion isn't as strong as you think. I never said anything about the keyword. 
     
    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    Also, as cards get higher in mana cost, the stronger their effect has to be in proportion to their mana cost compared to lower mana cost cards. This is a phenomena that has been dominating Hearthstone deck-building since the dawn of time.

    So pretty much, if a 10-mana card isn't absolutely bad shit insanity, it's not going to see play.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    You are severely overestimating the power of the card. It's strong, but it's not imbalanced. 

    It's good against control MU's. It's absolutely dead vs aggro because of its cost.

    Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.

    I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.

    Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.

    Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).

    Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.

    Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.

    Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play. 

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    But Anyfin Can Happen requires you to build your deck in a certain way. It's also a combo-based finisher, making it less consistent. With Gate, you can build your deck however you want and still play the card and still get its full effect.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    @ Zukuu ,

    Overcharge, if used as removal, is pretty strong. Like, really strong. Practically 1 mana 4 damage removal. If the enemy minion only has 4 Health remaining, then it's pretty much dealt with (it's like the playable version of Corruption in that sense).

    Overcharge, if used as a friendly buff, is really weak. Like, supremely unplayable. It could easily be give a minion +4 attack and deal 2 damage to it per attack for the same mana cost.

    Look at Blessing of Might. 1 Mana +3 Attack with no downside.

    Look at Power Overwhelming. 1 Mana +4/+4 until end of turn (when the chosen minion dies).

    Your card is basically power overwhelming but it can only really be used on minions with big Health already (unlike Power Overwhelming which is can be applied to any minion, but mostly used on small minions like imps).

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    Looking for some C+C on my Hero class basic cards.

    Hero Power Recap: 

    Basic Spells:

     

     

    Basic Minions:

     

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.