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    posted a message on Turkeybags's bag of custom classes! Mechromancer finished!

    Finished mechromancers darkmoon faire set!



    Notes: 
    - Minions with "Can't be Salvaged" aren't added to your salvage pool when they die.
    - Unlike Mechoner of Evil, Skeletal Cyborg replaces his effect with the salvaged minion (an effect vs the effect) so you can't double up on effects through exact copy cards.
    - Void Iron Abductor prevents deathrattles and cards like Cult Master, and stops things getting put in your salvage pool.

     

    Posted in: Fan Creations
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    posted a message on Just a few custom cards of mine, requesting feedback

    Some quick feedback on a few cards!

    Drek'thar: I love the idea, it'd be a card with an extremely high skill ceiling which is good, downside is that I'm pretty sure there are a fair few attack and health combinations that don't have minions, so newer players might use it only for nothing to happen. It is legendary though so it's probably fine as is.

    Jequell Hiyud: I think spell damage +3 is a bit much for 3 mana. The cheapest you can get spell damage +2 is 4 mana for example. I also think the corrupt side is a tiny bit weak, especially for a legendary. I'd personally make it a 5 mana 1/5 with "Spell Damage +3. Corrupt: +4/+4 and Rush instead".

    Bladesworn Traitor: Looks good, I'd just change the wording to "Deathrattle: Summon a Bladesworn Traitor for your opponent." for clarity.

    Merciless Beatdown: I quite like this one. I think you could get away with it at 0 mana though as your paying a high health price to get value out of it.

    Engulfing Darkness: This card is pretty dangerous as clearing the board and playing out a full turn isn't something that's meant to happen, and priest can spew out spells like they're nothing. It's almost always gonna be a better Twisting Nether as is. I'd probably make it 12 mana due to that.

    Paletress, Who Forgives: I think the wording is a bit unclear. Does it just change the spell type from shadow to holy on existing cards, or does it replace them altogether? If it's the second the wording should probably be "Replace Shadow and Fel spells in your hand and deck with random Holy ones".

    Pretty solid group of cards I must say!

    Posted in: Fan Creations
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    posted a message on Gordrine Rasmey :D Neutral Custom Legendary
    Quote from JoshoPrime >>

     No need to delete it, but if you do want to you can by.... Wait I actually have no idea haha.
    I've found with with fan creation forums in general (not just this one) a lot of people will look at stuff, but very few will reply or anything. Doesn't mean your stuff is bad or anything, it's just the way it is. Plus everyone is 100% going to make questionable cards as part of the learning process, it's expected and not a bad thing so even if you change your mind about stuff later keeping it around for the record is good.

    Anyway, I really like the idea of the card, but for something like this it would have to be on the underpowered side as you don't want it to be good enough that say every Wednesday some super OP deck pops up and dominates the ladder. As is, everything looks pretty good especially with it being a legendary (consistency with this would be dangerous for the same reason as above). It would definitely be a fun addition to the game!

    Posted in: Fan Creations
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    posted a message on Turkeybags's bag of custom classes! Mechromancer finished!

    Decided to do a base for another class since I've been slack with entering the big competitions on time. Pretty quick draft that I'll flesh out at some point. Haven't decided on hero name or heropower yet. As always, feedback is more than welcome :P


    THE MECHROMANCER

    Necromancers use magic to bring back the dead, mechromancers use machines!

    Current themes: Cards that refer to "exact" copies of things. Basically meaning keeping all enchantments and damage.


    Keyword: Salvage


    Example Cards:
       

    Simple use of salvage. Solid removal if you're playing bigger pirates. Works even with only 1 dead pirate. Pirates aren't really a theme for the class but I like doing strong one offs to make odd choices worth thinking about. I am tempted to make this guy a mech and pirate, making duel tribes a thing for the class.

    Decent example of the exact copy thing the class will do.

    This guy is a powerhouse but also deceptively complicated. Effect is pretty much card text. You can just play almost no minions so you can get the effect you want, or you could have lots of salvage cards to get minions you don't want out of the pool. Combo's well with Inspired Schematic.

     

    Here's a complicated use of salvage so I can explain the finer details of it. If you don't have 4 minions in the pool the battlecry wont trigger as you can't complete it. If you have exactly 4 minions, you'll get 3 random ones to choose attack from, then the 3 you didn't choose for health, then the 2 remaining for cost, and you'll only have one option for the effect choice.

    Unsure if I'll keep secrets as a theme but I'm gonna play around with them. They'll be 4 cost, with very easily triggered conditions, and most of them will use salvage (which you do when you cast the secret, your opponent doesn't see the choice).

     

     

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.18 - Submission Topic



    Especially good in Plot Twist warlock, as that deck really needs the help lol.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.17 - Submission Topic



    Works well with Spell Damage, Healing, and of course Angry Chicken !

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.17 - Discussion Topic

    My first idea for the week.



    Works well with healing, spell damage, and of course Angry Chicken!

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

    I personally think that given the warning being so close to the end of the comp, that IceKing16 is active and would've changed the card if they knew sooner, and since everyone kinda passed anyway, an exception should be made to allow IceKing16 to the next phase.
    Plus the more the merrier! And we are somewhat lacking in consistent participants atm.

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

    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.
    This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes:
    1)
    "Can't attack the turn it's equipped" on weapons.
    2) 1 durability weapons.
    3) Small but frequent armor gain.
    4) Buffing your minion's health.

    Strengths:
    1) Versatile (has a large variety of tools at their disposal).
    2) Can setup for very high power turns.
    3) Excels against decks with lots of minions such as zoo decks.

    Weaknesses:
    1) Obvious with weapons (conjuring a weapon takes time ya know?).
    2) Weapon removal.
    3) Struggles to fully utilize cards against decks with few minions.
    4) 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 weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon 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.


    Example Cards

    • Training Trial is my challenge 2 card! It's a great way to trigger Spellfury while not using your weapons durability. Also getting an extra ability proc from weapons such as Conflagration Cutlass can be quite strong. For challenge 2, in future there will be more Training Dummy cards and synergies!
    • Clone Weapon is excellent for triggering Spellfury , getting more ability procs out of your weapons, or even getting in some good old face damage! This is definitely one of the battlemages strongest cards so consider it whenever a battlemage plays a weapon against you, as you'll at least have a turn to prepare!
    • Conflagration Cutlass this card is devastating against zoo decks as you can cheat out more AoE procs through the above two cards, and your AoE will probably always give you massive spellfury turns.
    • Menacing Platemage Is a strong anti-aggro card. If you can trigger Spellfury (4) and don't mind missing out on a bit of armor, you can get Spell Damage +1 ! He'll also keep Taunt as Spellfury only replaces the above effect, in this case, the Battlecry .
    • Gerrart the Swordslinger is for decks going all out with Spellfury . The most tricky part about this guy is triggering Spellfury (10) while leaving as many enemy minions alive as possible so you can get the most value out of him.

    Tokens


    Remaining Cards

    Common

    Portal Traverser: A strong and simple Spellfury card that any weapon damage will trigger. Note the Spellfury effect triggers when the card is played, so it wont get Taunt back after getting Charge .
    Arcane Rush: Don't think of this as a draw 2 with a downside, but as a draw 1 with an upside (you can play your next draw immediately). If you play multiple of these in a turn you'll still only skip a single draw!
    Conjure: Armor: This card has a bit of versatility and that armor can be super important to the point where you might even need to consider killing off your own minions to get it!
    Arcane's Fury: Another simple but powerful Spellfury card.
    Expunge Mind: Being in the front line, Anielas is no stranger to mental attacks. As such he developed this spell while training to withstand them. It's a very versatile card and the hero damage it can deal is pretty scary, but you can only get that damage by damaging minions with a weapon that probably could've gone face! Decisions decisions!

    Rare

    Spellslicer: The Silence triggers before the damage so it's great against buffed minions. Another weapon to put your opponent in a panic! They might try trade off their buffed minions, and not play their strong effect cards. With 3 charges you can keep their effects at bay for awhile but they might not play any, and holding this really hinders your Spellfury cards!
    Enchant Weapon: Ice: A fairly strong weapon buff, it synergies really well with Conflagration Cutlass and is great for triggering high Spellfury cards!
    Illusionary Axeman: This guy is largely just a fairly stated minion with an upside. He works really well with Windfury cards. Currently their's only 1 but there will be more, and this guy will get his time to shine!

    Epic

    Conjure: Shield: This card can work as a pseudo heal by giving your hero Immune before attacking, it can give you an awesome trade, or even allow you to bypass a Taunt minion for a turn ( Immune cancels Taunt ).
    Polymorph: Armor: The battlemages most powerful single target removal, turning their enemy into armor! Powerful but costly.


    Previous Phase

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

    @NiRaSt

    I think Unstable Stormstriker is a bit too strong. It's just too good when it comes to trades, letting your other minions go face. 6/7 would be strong but fair.
    Lightning Fist is slightly too strong as it's like half of Doomhammer (which costs 7 total mana) for 3 mana and coming out sooner is a strength. I think it'd be fair at 4 mana, or as a 3 mana 2/3 (choosing the turn you get the second attack would be cool).

    Other than that I think everything looks pretty sweet!

    Posted in: Fan Creations
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