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

    @Turkeybag's Battlemage

    Quote from Turkeybag>>

    So I think I'm almost ready to submit. Here's how my post is looking. Any feedback is appreciated!


    THE BATTLEMAGE

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
    My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic), buffing your minion's health, small but frequent armor gain.
    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.


    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples. Note that class keywords do not appear on basic cards.


    Example Cards


    Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately)
    Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally.
    Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked.
    Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic).
    Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.


    Remaining Cards


    Flame Bowman: Another example of the classes cards that are only effective against minions. 
    Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards).
    Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early. A fairly strong card as early when it's best you likely wont have a weapon.
    Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common.
    Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.


    Previous Phase

    If you like the class, check out my Phase 1 submission!
    (Note: The hero power and keyword have been tweaked since then)

     I applaud your new take on the keyword and Hero Power. They are both more balanced and easy to understand now, and look very promising! I'm not really sold on the idea of 1-Durability weapons, but we'll see. You've laid down very clearly the characteristics of your class and that's very welcome, I'd try to distinguish yourself a bit more from Warrior though. Most of your cards could be printed for that class. Reinvigorate is really cool, and pushes the design in a different direction. Conjure: Barriers is interesting too, but I think you should provide a bit more support for it to make it more fitting. That would also help differentiate yourself from Warrior. Maybe switching out Flame Bowman for a token-generating card? Something like that. Frozen Fist is probably my favorite card, but I'd argue it should do something even when you do have a weapon. Maybe something like "Deal 3 damage to a minion. If you have a weapon equipped, Freeze your hero." or "Deal 1 damage to a minion. If you have no weapon equipped, deal 3 instead.".

    Thanks for the feedback! To give you a tease on the possibilities of the 1 durability weapons, I have put one from my classic set in a spoiler below :P  When it comes to the health buffs, one of the things that I think will help distinguish them oddly enough is a lack of support cards. There will be plenty of ways to buff your minions health, but unlike priest, the class can't really abuse the high health. Due to this a good amount of the health buffing cards are options of a card, or also do something else as well. I think the classic set will definitely showcase how the class differers from all other classes, so don't worry! I really like the idea of Frozen Fist freezing your hero, as if you still punch something with a giant ice glove but then your weapon is frozen. However I don't think it feels right as battlemages use fire and have efficient control over their magic. I'll think on it.



    This card can really cause zoo decks to panic, they'll likely make terrible trades to try kill off their minions, but then you can just not attack! A tricky card to master playing with and against.

    Edit: Just realized I should word this "After your hero attacks" or it'd trigger before the attack causing heaps of problems haha.

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

    So I think I'm almost ready to submit. Here's how my post is looking. Any feedback is appreciated!


    THE BATTLEMAGE

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
    My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic), buffing your minion's health, small but frequent armor gain.
    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.


    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples. Note that class keywords do not appear on basic cards.


    Example Cards

     

     

    Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately)
    Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally.
    Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked.
    Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic).
    Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.


    Remaining Cards

     

     


    Flame Bowman: Another example of the classes cards that are only effective against minions. 
    Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards).
    Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early. A fairly strong card as early when it's best you likely wont have a weapon.
    Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common.
    Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.


    Previous Phase

    If you like the class, check out my Phase 1 submission! 
    (Note: The hero power and keyword have been tweaked since then)

    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 linkblade91 >>
    Quote from Turkeybag >>
    Quote from linkblade91 >>
     

     The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not.
    As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.

     Thanks :)

    A couple of people now have remarked on Detonate Mana's name, and it bums me out to think that I might have to rename the card. "Detonate Mana" is the name of one of his boss-abilities, but it's hard to bring that up "in character". As for Rise Again...that's another one that has generated problems. I plan to roll it back to the lowest power level, leaving the space for better revives later.

    Resummon...anything. Find a body, and bring it back to life; the (B)asics of necromancy.

     After reading up on it, I see where your coming from with Detonate Mana. Since it's an actual ability (especially one from your hero) I'd definitely use it. Though the mana part still doesn't feel right. Maybe making it Silence the minion it targets? That'd mean it couldn't be basic but I feel it'd be less confusing. That version of Rise Again seems pretty weak but that's probably for the best in basic as 1 mana might be a bit too good.

    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 NiRaSt>>
    Quote from Turkeybag>>

    @NiRaSt
    Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it! 

    As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas. 

     Thanks for the feedback. I'd say Earthquake is still less complex than Animal Companion, which doesn't even tell you the cards it summons. Turn to dust is costed the way it is because it can still target friendly minions, so you can use it on deathrattle and still trade with it. Should I make it like execute and only target friendlies?



    I somehow ended up with no space to reply before my next quote so your reply is going here :P

    Earthquake is fine, It's just a wee bit too complex in my mind but it's up to you in the end. When it comes to targeting friendly minions, it should be cheaper. Look at Dark Pact for instance. I think having the versatility is a good thing so I'd leave the text as is but make it 1 or 2 mana depending on your classes strongpoints/weaknesses.

    Quote from Wailor>>
    Quote from Turkeybag>>

    I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!

    The Battlemage 

       
    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.

    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.

    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.

    Keyword: 

    Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage,  Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.

    Showcased cards:


    Remaining basic set:

    Hopefully nothing really needs an explanation since it's the basic set :P


    Phase 1 Cards:


    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn! 

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT. 

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo. 

    Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid! 

    Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.

    Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.

    Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)

    Otherwise, it's okay.


    Again I somehow ended up with no place to reply so I'm just doing it here!

    I shall fix the typo on Flame Bowman! One of the classes sub themes is the cards being inefficient against classes with few minions. The keyword only works against minions, Enchant Weapon: Fury only works against minions, and so on. This is a card that kinda fits in with that as he also only works against minions.

    Summoned Battleaxe has given me a lot of trouble with balancing. I'm reluctant to give the class a weapon with more than 6 attack due to Clone Weapon (classic card, 2 mana: "Give your weapon +1 durability. It has WIndfury this turn.") so buffing it's attack is out of the question, but I already have a 3 mana weapon in classic so I don't really wanna change the cost. I think it'll probably be fine as is since it combos really well with Clone Weapon and other weapon buffs. PS: I like CW so I don't really wanna get rid of it :P

    Quote from linkblade91 >>

    Turkeybag

    • Flame Bowman and Icecrafter have minor typos on their card. The former says "heros" instead of "heroes", and the latter should have Armor capitalized.
    • I like the idea behind the summoned weapons, that they're energy constructs that take time to appear. That sets the Battlemage apart from the other weapon-classes: having stronger weapons that are slow to bear. They're my favorite thing about your class.
    • The art on your cards is perfect. That has nothing to do with the gameplay or balance of your cards, but I felt it important to note. I struggle to find what I want, but yours are totally on-point.
    • I think you've picked the correct cards to showcase.
    • I don't have a lot to say because I think you're heading in the right direction with your class.

     Thanks for the feedback! I shall fix the typos! I'm glad you like the class and appreciate the art, I hope to keep it up! I spent many hours finding fitting art haha. At least I now have a folder full of potential art so things should be a bit easier in future :P

    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!

     The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not.
    As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.

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

    @NiRaSt
    Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it! 

    As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas. 

    @MurderyUnicorn
    Thanks for the feedback! Summoned Battleaxe is pretty weak on it's own but that's because it is cheap and can give you big Spellfury turns. It also has very strong synergy with weapon buffs. I still like my hero power but I have a feeling it will be what knocks me out of the comp D: I'm in too deep to change it now though.

    For your card that reduces minions attack, I would definitely go with -1/-1 as the ability to put an enemy minions attack to 0 is generally frowned upon. For your card that destroys a minion with 1 or less attack, I would probably make it cost 0 as it is very weak compared to Shadow Word: Pain and Scorp-o-matic, whose not a dead card if your opponent has no targets. For your destroy a minion when you cast a spell card, I think 3 mana is strong but fine (unless destroy effects are a weakness of your class). Otherwise Polymorph and old Hex (which was 3 mana) would make it look rather bad, especially since it doesn't Silence. The rest of your cards seem fine!

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

    I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!

    The Battlemage 

       
    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.

    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.

    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.

    Keyword: 

    Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage,  Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.

    Showcased cards:


    Remaining basic set:

    Hopefully nothing really needs an explanation since it's the basic set :P


    Phase 1 Cards:

       
      

    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn! 

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT. 

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo. 

    Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid! 

    Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.

     

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

    Taking all the feedback into consideration, I have made a fair few changes. This is what my updated post would look like:

    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks

    Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal, struggles to trigger spellfury against decks with few minions

    More will be revealed as the class is fleshed out!

    Keyword:

    Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage,  Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.

    Showcase Cards:




    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.

    Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!

    Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.

     The main things are the hero power is now 3/1. I figure since Pounce isn't that strong, and hero powers are meant to be about as strong as 0 cost cards, I figured this'd be fine. I thought a 2/2 would have been a bit too strong. I also remade spellfury. Your hero needs to do X damage against minions by attacking to upgrade an effect. Since it's against minions only now it should make the keyword pretty interesting, and prevent this class from going face too much :P

    I'll try give some feedback to everyone once I get a bit more time.

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

    So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes
    Here's my post:

    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.

    More will be revealed as the class is fleshed out!

    Keyword:

    Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!

    Showcase Cards:




    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.

    Arcane Fury: If used alone it's pretty weak, but spellfury (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!

    Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.

     I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!

    Posted in: Fan Creations
  • 3

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

    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.

    More will be revealed as the class is fleshed out!

    Keyword:

    Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!

    Showcase Cards:




    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.

    Arcane Fury: If used alone it's pretty weak, but spellfury (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!

    Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.

     

    Posted in: Fan Creations
  • 0

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

    @MurderyUnicorn
    Thanks for the feedback! With Cauterize , I just really like the flavor of the card and think the way it kinda has negative synergy with high attack weapons is interesting. Arcane Rush is also pretty flavorful seeing as it shows the contrast between the battlmages more power driven use of arcane, and the mages knowledge driven use (Arcane Intellect). Plus it synergies with itself as if you play 2 of them, you'll draw 4 cards but still only skip 1 draw and that's pretty interesting so I shall go with Arcane Rush!

    As for the hero power, I still think it's balanced since if you use it after attacking you bypass the downside so to speak as you couldn't attack with it anyway. And 2 damage is a pretty big deal early on as it can take out 3/2s and other things. Any changes I can think of hurt the feel of the class or are too drastic so I'm probably gonna stick with it unless I can think of a minor buff I'm happy with.

    Posted in: Fan Creations
  • 0

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

    I'm think I'm almost ready to post!


    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.

    More will be revealed as the class is fleshed out!

    Keyword:

    Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it give 4 bonus damage if your hero did 12 damage). And don't worry, there will be ways to go all out with this!

    Cards:

     


    Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately. You'll only skip 1 draw even if you play more than one on a turn.

    Conjure: Divine Armor 
    is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.

    Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.

    Arcane Fury: If used alone it's pretty weak, but spellfury (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!

    Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3), but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.


    Other cards:

    I'm not 100% sure if I've included the right cards for my showcase. What do you guys think?

    Edit: Updated post with more info and some changes.

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition 9.02 - Submission Topic



    In short, you can have a big deck of tiny cards, a tiny deck of big cards, or somewhere in between!
    You can have no more than 30 cards, but you can have a smaller deck if you run out of power. 0 cost cards are on the house!





    Posted in: Fan Creations
  • 0

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

    @freddoccino

     I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.

     Thanks for the feedback! The 2 damage hero power is surprisingly strong for reasons I mentioned in my above post.
    Spellfury increase the damage by 1 for every X damage your hero did from attacking this turn. So if you did 10 damage from attacking, a spellfury (1) card will do 10 extra damage where as a spellfury (3) card will only deal 3 extra damage (would deal 4 at 12 damage from attacking). Do you think there's any way to make my keyword clearer?

    Posted in: Fan Creations
  • 0

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

    I want some feedback on the wording of this card:

    This is how it should work:

    • Your turn: you cast this spell;
    • Opponent's turn: the effect is active. You take damage from any source, you deal 1 damage to all enemies;
    • Your turn: the effect expires at the start of this (your next turn after you cast the spell);

    Someone told me it might be interpreted as "it triggers during your opponent's second turn". Like so:

    • Your turn: you cast the spell;
    • Opponent's turn: nothing;
    • Your turn: nothing;
    • Opponent's turn: now it activates;

    Is the wording clear? Does it explain correctly what i intended? If not, how should i phrase it?

    Feedback:

     

    Quote from Turkeybag >>

    I've finished my first draft for my class idea!


    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)

    Cards:

     


    Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target.
    I've gotta head off to work so I'll update this with more info, my thoughts and what not later.

     

     Interesting concept, but i feel the hero power might be too weak. Since the weapon only has 1 durability, and you take damage from attacking, why the inability to attack right away? Compare it to the rogue hp. 2 mana for 2 damage. Rogue attacks twice for 1 dmg, you attack once for 2 dmg. I think the weapon should just be 2/1 with no text.

    • Since there are no other examples of weapons, it's hard to know how good Clone Weapon is. Just with the hero power, it's a total of 3 mana deal 4 dmg (while taking twice the dmg from attacking minions). You have no weapon buffs, but there is the combo with Conjured Axeman. If there are more interactions like this, then you have a cool mechanic. 
    • Conjure Divine Armor: I really like effects that do different things to different targets. 
    • Arcane Fury: Seems like a worse Shadow Bolt. 3 mana deal 4 damage to a minion, but with a big condition.
    • Gerrart seems balanced, seeing how difficult dealing 3 dmg with a weapon is in your class

    Overall, you have a nice theme. Try to not put too many "Conjure" words in your card names, as it can get repetitive.

    I think the wording for it is fairly clear. I didn't even consider the other possibility until reading it. 

    Thanks for the feedback! Theres a surprisingly big difference between 1 and 2 damage. 2 damage can take out things like Sorcerer's Apprentice, Knife Juggler, Raid Leader, and so on. So I think the downside (Which you can sort of bypass by hero powering after attacking) is fair. Plus, not attacking the turn it's equipped is gonna be a pretty big theme with the class.
    Clone Weapon: There will be other mechanics like Conjured Axeman! And it has great synergy with Spellfury. However you got me thinking more on balance and the future of the classes weapons. I think at 1 mana this would limit my design space a fair bit so I'm gonna make it cost 2. It'll still be really strong, just not so much with the hero power weapon.
    Arcane's Fury: I like the balance on this. On it's own it's pretty bad, but with the hero power 2 damage and Spellfury (1), it deals 5 damage making it really good. And with a better weapon, it's even better!
    Garrart: Glad you like the balance. He's meant to be mainly in decks that aim for huge spellfury turns but he might still be good enough to consider in other decks.

    I'll try keep conjure exclusively on my 'Conjure:' cards. The axeman will be renamed! 

    Quote from aaro54 >>

    Finally got some time, so gonna review some of other people's classes, starting with those on page 15. I'll probably continue later with more reviews of either pages before that, or ones after it if there's been new posts.

    Quote from Turkeybag >>

    I've finished my first draft for my class idea!


    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)

    Cards:

     


    Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target.
    I've gotta head off to work so I'll update this with more info, my thoughts and what not later.

     

     

    Battlemage is a common theme, but it's got enough potential to allow different kind of flavors, and so far yours seems unique enough.

    Hero power is kinda neat, it's something I haven't seen before and probably has a reasonable balance. Dealing 2 damage with a hero power is fairly strong, so having a drawback like that seems fine.

    I like the cards.The mechanic shown in Conjure: Divine Armor is cool and has potential as a smooth pseudo-choose one. I think you should make Spellfury count all damage done by both you and your minions. Makes it a bit less strict, allowing for more archetypes to benefit from it. 

    Also, I have some cards of my own as well. I think I've decided on my five cards to showcase for this phase, and have a good grasp of the themes of the class. I'll write and submit my thing within the next few days, but here's the class and the cards I'm planning to use.

    Researcher

    Some themes: Card draw, spell synergy, efficient but situational/combo-dependant cards, controlled(-ish) discard, Study. The class will hopefully be able to support multiple archetypes, but some specific I'm pushing are Tempo (with some evasive minions and efficient removal to keep those minions safe), and combo (based on cards that synergize with spells).

    Deduce to Reduce: card draw, slightly stronger than Arcane Intellect but that's in my opinion fine since the class is supposed to be good at that

    Brain Blast: Potentially efficient removal, with the drawback of being bad when you don't have a lot of cards in your hand

    The Cost of Progress: Also efficient removal, but with a steep card advantage cost. Maybe good for tempo?

    Replicable Results: A neat Study card that can allow you to copy your value things or maybe set up some kind of combos.

    Laboratory Guard: Spell synergy, also possibly a combo enabler.

     Thanks for the feedback! I like spellfury being specific to your hero attacking. It's very difficult to balance otherwise. For example, a card like Gerrart would be completely broken. Trade in a Dire Wolf Alpha and some tokens and he'd easily be dealing 4+ damage with his battlecry. Also I think the keyword just really shows off the class and gives it it's unique place. Plus you can still benefit from the keyword with just the hero power.

    As for your class, it looks good so far and the hero power seems balanced.
    Deduce to Reduce is a stronger Arcane Intellect which is fine, just keep in mind that there should be areas your class is bad at to make up for how good it is at card draw. 
    Replicable Results I think is also really strong but we can add it to the super strong card draw category.
    Laboratory Guard I think needs to be changed. The way the card is means if he can attack, you probably win given you have 1 mana tokens from your hero power and even Abusive Sergeant would cause some serious damage with him. I like the idea but I think something like a 6 mana 2/8 legendary would work better.  

    Posted in: Fan Creations
  • 0

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

    I've finished my first draft for my class idea!


    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)

    Cards:

     


    Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target.
    I've gotta head off to work so I'll update this with more info, my thoughts and what not later.

     

    Posted in: Fan Creations
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