"Sick em', boy– Wait, not me!"
"Sick em', boy– Wait, not me!"
So, quick question: Where can we see who made it to this phase? Usually we have a chart showing it so... or am I dumb and missing something? :p
I got this one so far. A little rework of one of my earlier cards.
Nice flavour, though the power level might be a problem. It's really powerful being able to play a minion (a pirate, mind you) with a separate spell that can destroy all enemy secrets and draw you a card. If this were to exist it would cost more.
On the other hand, it's just a way more powerful Chief Inspector. Aside fromt he flavour, I don't really find it that different. Though, that's just me.
First idea for now. I'll try some more after i finalize the big comp cards.
This theme is hard, man. The best I can think of is stuff like this. And it's not very good.
It's simple and i like it. It can be a better Ironbeak Owl, if you can trigger the deathrattle.
While the card is very flavorful, it's also very bad. No one wants to give a Ragnaros to their enemy, even if they get one too. Only super control decks could play this, but i doubt they would. Bad stats for the mana cost, no guarantee what you get, and you give the enemy a big threat. If you want to continue with this card, at least let the player choose what they get.
Pretty powerful, though not much so since your opponent knows about it. Seems alright.
Though the name "Mage Killer" is a off-sounding. I'd give it something more along the lines of Spellbreaker, since, acording to lore, they specialize in neutralizing magic.
Pretty tough theme considering the amount of class cards there are.
A crusader of darkness that wields deadly shadow magic and an arsenal of grim weapons; one that summons armies of darkness to do its bidding; that which will sacrifice its own companions to achieve its own goals - Meet the Necrolyte!
Heya! Sidenote over here! A few bits of information on the playstyle of the class
The whole flavour behind the class is that of Darkness and shadows, Shadow Magic, and dark pacts of Sacrifice. Basically the opposite of a Paladin.
The playstyle would range from Aggro, to midrange, to a more control/stall/hand-oriented playstyle.
Strengths: Good single-target removal; Good board control; Both aggresive and control-ish; Powerful card generation.
Weaknesses: Drawing is a bit more limited; Lackluster AoE; Most powerful cards are at the expense of minions; Lackluster sustain.
If there is one thing a Necrolyte is feared for it's the horde of twisted fiends it can command. Using its Shadow Magic, this dark crusader can summon Shadows to assist it in battle. Both its Hero Power and many other cards are able to generate (1) cost 2/2 minions known as Shadows . You can then either play them, or hold them in your hand.
You can choose to play your Shadows more offensively, with cards like Lights Out , or maybe you want to keep them for a while and increase you hand size with cards like Darkblade , to boost other cards that benefit from a large hand.
The Necrolyte is feared for their disregard of life. It sees their minion's life as nothing but coal to fuel their own goals. As such, it tends to Sacrifice them to boost its dark powers.
The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, in similiar fashion to Druid's Choose One effect, the following will pop up. Of course, you're not forced to do so, that's up up you.
It usually works like a Battlecry, as it activates when the card's played, save for a few instances where it could trigger at the start of your turn, for example.
However, not all minion's are discontent with their work conditions. Some of them gain a bonus if they are Sacrificed; others Sacrifice themselves, even. Then there are those, like Deathrattle minions, that would die to serve their vile overlord.
Lastly, let's talk about actual shadows. One mechanic present in the Necrolyte's library has to do with card copies. Having a quite powerful card generation ability, it can copy its own cards, or generate new ones, through various spells and minions. Then, many other cards interact with you playing the same card many times in a turn.
Take, for instance, Dark Legacy . This one's particularly stronger with lower cost minions. The more copies of that next minion you play, the stronger the card's effect will be, and the stronger you board will become. Perfect for a more aggresive Necrolyte.
That is all... for now! Thanks for reading through my submission. Be sure to check out all the entires for the competition and vote for your favourite. Good luck to all!
So, I should be wrapping up my submission. Made some changes to my cards, so here's what I got.
I'm split between these two artworks; thoughs?
The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
I'm currently unsure of which of these I should include as my last example card, thoughts?
Sidenote- Are we allowed to use logos an such? I wanted to use this one that I've made yesterday for the competition. I know banners are allowed, but don't know if that's the case here.
I'll try giving feedback back to whoever, as soon as I can.
I honestly don't know what card border to use beyond this one, as I had my first choice shot down as well. There's a "Lich" one there, but I don't care for the icy white; I'd make my own but I don't know how...probably requires signing up, which I still have not done.
I'd recommend you use the Blue Witchdoctor border. Either that or the old DK border, but that one fits nicely, imo.
Also shameless bump; I'd appreciate if you gave me some feedback on my class, the Necrolyte :p
Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.
Strengths + Themes
- Power over the cold = Freeze as a primary defensive tool.
- Power over death = Deathrattles, "if it dies" effects.
- Power over life = Reviving minions, healing, "if it survives" effects.
- Power over the endless Scourge = acquiring late-game fuel to outlast enemies.
- (Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
- (Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
- (Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...
- Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
- Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
- Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the
technologymagic: they will come back stronger, faster, better than ever!
- Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
- Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
- Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
- Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
- Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
- Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
Not included in the example cards, but here's some, imo, better artwork for Skeletal Guard. Maybe you can give it some use.
Welp, the semester is FINALLY over and I have a few days before I have so start learning for finals, so if anyone needs some feedback this late in the game, let me know. In the meantime, here's my final lineup for
The Metamorpher!(banner may be coming soon)
The class' theme is that it uses the elements to imbue himself, his minions and his weapons with the power of the 3 elemental forces of Azeroth: Storm, Earth and Fire.
- Good board presence
- Minion buffing, though more focused on adjacent minions
- Good defensive tools
- Good board control
- Weak single target removal, requires the use of additional resources
- Weak AoE
- Big focus on adjacent minions, thus board positioning
- Keyword that focuses on minion heath and cost
- Weapons with weird or exotic effects
The class keyword. The effect can activate multiple times, just like any After effect.
The class' signature cards, as well as a showcase of the emphasis it places on adjacency.
The Legendary for KotFT, and a good example of the board control aspect of the class.
A versatile weapon with a unique effect.
The class' resident single target removal, if you're willing to put additional resources into it.
Knight of Shadows
The Necrolyte is an expert in dark weaponry and shadow magic. It wields the ability to call forth the forces of darkness to do it's bidding. When deemed useless, it will sacrifice them without hesitation to fuel it's own goals.
So, since I've been feeling so unsure about my previous class idea, I thought I'd try it again with a different one. This time around it's a minion-centric midrange-aggro-ish class. Flavour-wise, think of an opposite to Paladin: Shadow magic, twisted minions, weapons of dark properties and overall disregard for its minion's lives.
As for new mechanics, I've wanted to use this one for a while since the last expansion competition: Sacrifice. The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Sorry I've not given feedback lately, I'll try to lend a hand to whoever I can. If you want some feedback just ask.
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
Class: The Ethereal
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The Deal effect also differs in that you have to choose more than one time if there is multiple Deal value. Here's an example:
When you play the card with multiple Deals, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. This repeat until you picked the 9 mana option.
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
I'm just brainstorming, see what you think. Also I got some art you might find useful for the hero portrait, since it seems to be just a WoW screenshot.
This one's more on the void side. If you don't like that maybe it can be a legendary.
Bump with some updates.
Number 1: Banner (courtesy of Cogito)
Number 2: New Hero Power
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
I prefer the first version of the Hero Power, it's simpler. That's me, though.
I know this is a BattleMage, but it seems way too similar to Mage right now. At least to me.
Since positioning is a big thing in your class, I'd include a very simple card that swaps positions... like Char, or maybe one that reads "Swap the place of a minion with the minion on it's right". You could also show cards that take advantage of your positioning, as well (not cards that just damage based on positioning). I think this is the more interesting aspect of the class.
And since Armor is also a thing in the class, maybe think about armor-interaction? Or is it only used the way Druid uses it for protection alone? Imo that would distinguish this class more from mage.
On the cards, they seem fine. I will say Char doesn't make much sense in terms of flavour, but that's about it. I'd make it something about knocking back and stuff.
Well, back to a fire-themed class this season. I have a second class idea, though I want to see if this one pays off. I doubt it since the main mechanic is pretty unique to this class.
Blacksmiths are master craftsmen that use both their crafting skills and channelling of the element of fire to support their minions in battle.
This class fits a more supportive role, just like Priest does. To do this, it can grant its minions Armor. Just like on heroes, Armor is displayed over the minion's health and sucks up some of the damage the minion takes and breaks after that. Some minions can also take advantage of their armor and become more powerful through it.
Blacksmiths would look to take advantage of Armor to protect its minions to keep some board presence or to control the board through them.
Some of the mechanics I have planned for the class:
- A more control-oriented playstile, with a hint of midrange (and possibly aggro).
- Tanking and protecting minions.
- Minion support through Armor.
- Armor interaction.
Some example cards:
Thoughts? I'll be giving feedback out to whoever I can as soon as I can.
I'll be bumping my class since i'll be needing some feedback on the Armor-on-minion mechanic, mainly, so I check wether or not I should keep this class going. I'll be giving feedback back as soon as I can.
A very brief explanation:
Basically, it complete replaces the textbox of whatever card is affected by it. Say, for example, if Mecha'thun was hit by this Battlecry, its text would read " Battlecry: Replace the effect of a random minion in your opponent's hand with this Battlecry". Meaning, it's original Battlecry wouldn't trigger when destroyed and, instead, spreads it out to one of your minions in it's place.
The effect can be reverted, though, by bouncing it back into your hand; the same way buffs and Silence dissapear when a minion is returned to it's owners hand.