• 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from ercjlee101 >>
    Quote from Demonxz95 >>

    Well, regardless, what should my showcase cards be?


    Because I like to have each rarity represented, I would like to have at least 1 Karazhan card and want to have Quick-Time in my showcase, I currently have:

    • Demented Lackey
    • Child's Play
    • Power of Yogg-Saron
    • Murozond

    The remaining spot is the hardest. Currently, I have my mind set on Theatre SymphonistRift Bomb and Dark Replication as the last showcase card. I won't be choosing Time Twister because I showcased it in Phase I and it's in the picture that showcases how the Hero Power UI works.

     I personally like Temporal Storm, Timekiller, Dark Replication, Murozond, and Child's Play.
    I'm sorry I didn't see this. It takes a REALLY long time to write submission posts (or in this case, draft of them).
     lmao no worries i totally feel you. Looks good though! Good luck ma dude
    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
    Quote from Demonxz95 >>

    Well, regardless, what should my showcase cards be?


    Because I like to have each rarity represented, I would like to have at least 1 Karazhan card and want to have Quick-Time in my showcase, I currently have:

    • Demented Lackey
    • Child's Play
    • Power of Yogg-Saron
    • Murozond

    The remaining spot is the hardest. Currently, I have my mind set on Theatre SymphonistRift Bomb and Dark Replication as the last showcase card. I won't be choosing Time Twister because I showcased it in Phase I and it's in the picture that showcases how the Hero Power UI works.

     I personally like Temporal Storm, Timekiller, Dark Replication, Murozond, and Child's Play.
    Posted in: Fan Creations
  • 12

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Submission Topic]

    THE LONER

    OUR DEAR FRIEND L-001 RETURNS!

    The LONER Class is characterized by a slow, control, combo -based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.

    Class Keyword

    The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!

    Keyword Technicality: A card can only be considered Preserved if it is in your deck. Cards that interact with Preserved effects do not interact with cards in your hand, on the board, or in your opponent’s hand or deck. When a card text effect indicates a Preserved card to be drawn, removed, or discarded, it typically means a random Preserved card will be interacted with, unless otherwise specified. Furthermore, a card is only considered Preserved IF and ONLY IF a card text effect EXPLICITLY indicates the Preserve keyword.


    WotOG & ONiK SHOWCASE

    Designer's Insights

    Friendly Match – A cheap, efficient tool to slow down the game. Good for combo -oriented decks, perhaps a decent enough anti-aggro tech card in control or mill decks. Could think of it as a 1-mana gain 6 armor kind of thing for both players. Also a good stall card for Yogg-Saron decks.

    Insincerity – A powerful burst spell with a tradeoff. Probably a strong tool for mill decks, VERY good for aggro, and a decent enough of a removal/ reach for midrange and control.

    Forgotten Oracle – Designed to give more consistency to C'Thun control/ combo decks. The effect is slow, but pretty easily synergizes with spells and minions that interact with bottom-deck card draw (to which the class has plenty of access). Furthermore, the minion can be silenced and otherwise interacted with before the effect goes off. So while the card may be reliable in most cases, there is still technically some counterplay opportunity, which I believe many combo decks sorely lack.

    Lonely Giant – Giant with class-specific synergy. Another good tool for Preserve control decks, and perhaps a possible win condition for mill decks that are packed with Preserve synergy.

    Delilah, Forbidden Lover – My personal take on the WotOG "Forbidden" theme, manifest as the new Loner class legendary! A flexible-cost card, with beefy enough stats and Taunt to help you survive as you try to draw critical components of your deck win conditions. If you're desperate, you can always just play it as a vanilla 5 mana 4/6 Taunt . Solid card for control and slower midrange decks.

    Rest of the WotOG & ONiK Sets

    ONE NIGHT IN KARAZHAN

    WHISPERS OF THE OLD GODS

    CLASSIC SET

    BASIC SET

    THANK YOU FOR READING, AND PLEASE VOTE FOR L-001 IN THE PHASE IV POLLS!

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
    Quote from McF4rtson >>
    Quote from Sinti >
    Quote from McF4rtson >>

    Brainstorming with Zany and Cheese produced two concepts for the final minion: (this replaces the previous 7-mana elemental minion)
    1. 7 mana, 3 Attack, 7 or 8 Health, Effect: Charge, Taunt, Freeze any character damaged by this minion.
    2. 7 mana, 5 Attack, 8 Health, Effect: Deathrattle: Freeze the enemy minion with the highest Attack.

    EDIT (maybe 4/7): 

    I get the flavor of the Tide and the charge, but honestly this version i probably like the least of all the previous variations. I mean its probably most balanced, but at the same time most boring (at least for me). Also the wording is quite weird. I understand why, but it doesnt look great. You could make it simple by removing the option to freeze the enemy hero, so you dont have to say "character(s)" in the card's text. Then it should probably cost 6 mana (and mby drop the health to 7).
    No offense, but tbh, at this point, you're hindering more than helping, seeing as nothing is getting by you. Why don't you just give me suggestions.
    Not sure if that's a fair assessment of his critique – he's giving his honest thoughts and you have the choice of listening to them; furthermore, it's also up to you to come up with the card ideas. Suggesting changes might constitute more valuable and constructive feedback, sure, but you can't really expect that from others who are not as invested into your class creation as you are. Tbh, at this point in the competition, any feedback at all is probably somewhat valuable.
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
    Quote from CheeseEtc >>
    Quote from CheeseEtc >>

     


    And now my new cards!

    Cards I'm pretty sure I want to include (4/12)

    Note: Rarities are only indicative. I may change them depending on the other cards I add.

    1. The flavor of Perfectionism has been changed to "Top Chef" you know, because you look at the top card and it's the Chef class...
    2. @Teknician: I already posted Limb Tentacle in previous Discussion threads so...
    3. Harsh Food Critic is 4mana 6/4 because it roasts you a card. This is not a broken stat line.

    Cards I'm uncertain about

    THERE IS A SHIT TON OF CARDS UNDER THIS SPOILER DON'T OPEN !!!1

    Note: Those slots aren't mutually exclusive

    "Curvestone" (aka the theme of WOTOG) cards. At least 2 of them.

    1. Yes, Scavenge and Twilight Cookbook are identical. It's just the flavor that changes.
    2. Same for Haute Cuisine and Heart of Y'Shaarj.
    3. Kosumoth's stats and number of cards roasted is up to debate.
    4. Captn Cookie works for the Defias, which has links to the Black Dragonflight, which in turn serves the Old Gods. Cookie could therefore be considered a very indirect agent of the Old Gods. His effect is similar to that of Kosumoth but is less extreme.

    An original removal.

    1. "Devour" renamed "Chew" following Tomerick's suggestion.
    2. "to replace it" on Julienne Cut means the copy will be summoned for the player to whom the target belongs.

    Big-ish minion

    1. The stats on Crazy Chef are negotiable. Also, I hesitate to shove the Dragon art on this card instead.

    Fucking chess card which sucks because chess doesn't have anything to do with food

    1. Accelerated Dragon is supposed to be a chess move (thks McFartson for the reference), so there is a link between the art and the effect.
    2. The "Obsidian Queen" token that would result from Obsidian Pawn
    3. would be vanilla. It's a reference to Pawns promoted to Queens.

    A Feast/healing card

    The issue here is balance. I don't know which value I should give to X and Y. Possibilites I have though of are (X=8, Y=1) and (X=5, Y=2).

    Legendary cards

    1. Kosumoth and Cookie are also part of the "curvestone" spot.
    2. Dimensuis (placeholder character) is a bit different. It's supposed to synergize with the "egg" subtheme of my class.

    Class secondary identity

    I want to do a card that exploits a secondary characteristic of the class (ie not Roast)

    1. Don't pay attention to Omelette Chef's border. It's an old card. An addition to the "egg" subtheme.

    An overall cool card.

    1. Arcanist Cookbook (a reference to an item in WoW) might be redundant with Twilight Cookbook shown previously?

    Pls tell me which card(s) you prefer for each spot.

     Bump
     Continued feedback from my earlier comment:
    I like Drakonid Knacker the best for big minion. I don't really like the "do something if you are holding something else" mechanic, I always felt it was kind of contrived and weird. And Crazy Chef just looks like a slow card that doesn't really do anything interesting – seems like it has some synergistic interaction with your class for the sake of the synergy itself. Drakonid Knacker I feel is the only real, relevant minion in context of the game and still fits with your class.
    I didn't know Accelerated Dragon is a chess move. If so, then I guess that works. I do like Kitchmare, though. The other cards just seem like throwaways, unfortunately.
    Fantastic Feast: Lol, good luck on balancing this one – although I like the idea of the tradeoff. If we say on average this will heal your Hero for like, what, 20 Health (idk)? then the healing alone would probably cost a flat ~8 Mana. But you have the tradeoff, which prevents you from drawing cards for X amount of turns. Each turn you are denied a draw might discount like, 2 Mana-ISH from the Spell? For example, for ~4 Mana, you would heal ~20 Health but deny yourself 1 card draw for 2 consecutive turns. That seems... kinda there balance-wise? But then you ALSO have to factor in your Roast mechanic, which would then theoretically mitigate that discount. So say you could end up with like a 5 Mana Heal 20, deny yourself 1 card draw for two consecutive turns? Idfk just my 2 cents.
    Ragnaros, Kitchenlord will lose you games, lol. Furthermore, thematically, wouldn't it make sense for him to Roast 8 cards per turn, not draw? I think that could be more interesting. Could be like, Ragnaros, Roastlord, 8 Mana, at the end of your turn, Roast 8 cards, but also make it have crazy stats like 12/12. Otherwise, I like Kosumoth the best mechanically; however I think you might want to adjust that effect a bit. It seems pretty wild right now. Maybe either Roast fewer cards or lighten up on the restriction. I understand the intended synergy, but the thing is that if you don't draw him at the proper time or proper order compared with your other cards, it could fuck you.
    Imo, Orgrimmar Portal is the most interesting (?). Although the 1-mana arcanist cookbook comes a very close second. Actually, they're both cool.
    Also, as I am giving you all this feedback, I should let you know that I don't remember every single Roast synergy card you've put up so far. But I have faith that the deck has enough robustness to withstand losing cards over and over again in an actual, relevant game. Cheers!
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]

    @CheeseEtc 

    Concerning the Chess-themed challenge, couldn't you make a card called, like, Food and Games or something? Just throwing it out there.

    I like Haute Cuisine and ScavengeKosumoth is cool, but I think it's a bit impractical.

    Chew is pretty cool, but I think it'd be more fair at 2 Mana. I like the Julienne card that summons two copies instead of just one, makes more sense that way. If I had to choose, I think I'd go with Julienne.

    That's all I have time right now to go through in detail, will comment further later.

     

     

     

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
     
    Quote from Sinti >>
    Quote from ercjlee101 >>

    OKAY! Here is the ENTIRE, updated set so far. Any and all C+C welcome! There may be some cards that have remained the same, mostly due to the relative lack of criticisms (not because I am ignoring people!) Also, I apologize for not having a chance to thoroughly review others' cards. I'm juggling exams and interviews so getting my own cards out is a challenge. Once I get fly home I should be able to give any last minute feedback if people still need it!

    TL;DR Keyword reminder: Preserve = put a copy of a card at the bottom of your deck.

    OniK:

    WotOG:

    Looking good. The changes you made r great. I still dont like the Friendly Match tho, it seems too good for a 1-cost card and denying three board spaces to your opponent in general, six if you would play both copies, seems quite insane. Alone in the Dark is a cool card, but i dont remember any other weapon interaction in your class and WOG seems to be a kinda weird set to introduce it. It just feels super random, thats all.
    Quote from Demonxz95 >>

    I had this idea for a while, but I thought maybe it wouldn't work well. Nonetheless, I like this better than all of my other ideas. Better than that though, it only has 1 line of text (well, it has 2 but reducing the font size by 1 makes it fit in 1 line which looks a lot better in my opinion).

    It's a little bit hard to balance. I referred to Holy Wrath as balance, and the fact that Paladins can't rearrange the order of their deck (if they could, Holy Wrath would be awesome, but they can't). Is it too problematic with huge win conditions and the ability to see and rearrange your deck order? Does the setup required to make that happen balance that out?

    Interesting interaction with Theatre Symphonist: If this is the top card of your deck, you'll cast a copy of it and it will draw itself and it will cost 0 now.

    Malygos ... and other stuff. Not a good design. Also will restrict your design space by a lot, its a cool idea, but rather unrealistic one.
    Thank you for the feedback!
    I can see why Alone in the Dark might seem random. My class doesn't intuitively seem like a Weapons class, but I do have a few Weapons introduced back in my Basic and Classic sets (really only because of the nuts//bolts challenge posed in the Phase II challenge). So it's not like it's the first instance ever that my class has an interaction with weapons (unless you meant more along the lines of Weapon buffs).
    And alright, I might tone down Friendly Match a bit. I think you might be right about playing it twice in one turn. My class does somewhat revolve around manipulating the board state with powerful effects, but denying the enemy 6 spaces with 2 Mana might indeed be a bit over the top... (although at least they do have Taunt). I will look into it.
    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]

    OKAY! Here is the ENTIRE, updated set so far. Any and all C+C welcome! There may be some cards that have remained the same, mostly due to the relative lack of criticisms (not because I am ignoring people!) Also, I apologize for not having a chance to thoroughly review others' cards. I'm juggling exams and interviews so getting my own cards out is a challenge. Once I get fly home I should be able to give any last minute feedback if people still need it!

    TL;DR Keyword reminder: Preserve = put a copy of a card at the bottom of your deck.

    OniK:

    WotOG:

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]

    Okay, I changed around some cards and replaced a few as well. C+C welcome as always!

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]

    Need some feedback on my LONER cards:

    ONiK

    WotOG

    I just realized 4/8 of my WotOG cards are 4-mana... anyways – C+C away!

    Posted in: Fan Creations
  • 17

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]

    THE LONER

    OUR DEAR LITTLE FRIEND L-001 RETURNS!

    The LONER Class is characterized by a slow, control, combo -based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.

    Class Keyword

    The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!

    Keyword Technicality: A card can only be considered Preserved if it is in your deck. Cards that interact with Preserved effects do not interact with cards in your hand, on the board, or in your opponent’s hand or deck. When a card text effect indicates a Preserved card to be drawn, removed, or discarded, it typically means a random Preserved card will be interacted with, unless otherwise specified.


    CLASSIC SET SHOWCASE

    Designer's Thoughts:

    Lone Survivor – A solid early game minion for board control. A VERY strong turn 1 Coin play. The idea is to maintain a single-minion board while you draw into other cards via Hero power and spells. This minion will give you enough staying power to formulate a win condition based on your next few draws. However, it is clearly not as helpful as a late game draw.

    Preserve – A simple spell to start prepping for combos and synergies. It might seem over-costed, but that's only because the potential interactions with the keyword can be very powerful in the right circumstances.

    Mood: Reserved – Clearly a control card. Not a terrible option for some panicked anti-aggro, and an effective tool against control/ synergy decks with powerful card-text minions.

    Magic Memento – Some mediocre weapon damage and Preserved synergy packed into one card.

    Uuk, the Spirit-Friend – Beefy stats with some beefy keywords. If you manage to cycle it effectively using other cards (such as Magic Memento or Memories ), this minion will become a nuisance to deal with if your opponent does not have his proper Silence response handy.

    Rest of the Set

    Common Cards

    Rare Cards

    Epic Cards

    Basic Set

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from Demonxz95 >>

    Okay, so I was gone for a while, but I'm working on my submission post now. I decided on Vault Keeper as the Common to showcase. So how does this look?

    Click here to go back to my Phase I post.

    Click here to go back to my Phase II post.

    My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.

    This class also introduces a new keyworded mechanic for the class, Quick-TimeQuick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate.

    UI for the Hero Power

    These cards can be found back on the Phase I post.

    Speaking of which, let's look at 5 Classic cards that showcase some aspects of the Time Traveler class.

     

     

    Vault Keeper is a simple minion that plays into the Quick-Time keyword (and the "Playing Off-Key" challenge). It starts out as a 3/4 for 3, which is a standard statline for 3 mana with an upside. It gets stronger as you keep activating Quick-Time effects, encouraging you and rewarding you for planning ahead properly.

    As a Time Traveler, you don't just go forward and backwards through time, but also through different dimensions parallel to yours as well. This is represented by the card Parallel Dimensions where you get rid of your current hand in exchange for a new one. If you have a bunch of expensive cards in the early game or situational cards when you don't need them right now, you can play this to put those cards back in and get something more useful right now when it matters. You can also use it to shuffle Quick-Time cards which didn't get their effects active and put them back in so you can activate their effects. You'll also draw a lot of cards from this so you have a good chance of activating Quick-Time effects of cards drawn by this as well.

    One notable aspect with Time Traveler is the top of your deck, being able to see and change them as you wish. Your Hero Power and quite a few class cards give you this ability. A card with flexibility and good planning is Chrono Prophet which has an effect based on what type of card is on top of your deck. If it's a minion, you get a 5 mana 4/5 with Windfury (1 mana cheaper Windfury Harpy). If it's something else (which includes spells, the DK hero and the Legendary weapon), you get a 5 mana 4/6 with Taunt (Druid of the Claw in Bear Form). An interesting design that will be seen again in the future.

     

     

    Being that space is related to time, some Time Travelers also have a little bit of an astral side to them, not a lot of it, but it does show up every once in a while. Black Hole being a notable part of this as well as a good showcase for the Quick-Time keyword. Without it, it's a 9 mana Twisting Nether, but with proper planning and getting the Quick-Time off, it can be 9 mana to simply just destroy your opponent's whole board while leaving your own board alive.

    The Classic Legendary for Time Travelers is Kara Shellen, a powerful chronomancer with a simple but interesting effect. If you look at most of the other Classic Legendaries, most of them fall under the category of "simple, but interesting" so it only makes sense. On the battlefield, it's a 4/8 for 6 so it has the capability of surviving and utilizing its effect. Every single time you play a card, ANY CARD, you put a copy of it into your deck allowing you to potentially draw and use them again.

    Remaining Classic Cards:

    Basic cards:

    Fun Fact: The Classic Legendary Kara Shellen appears in the artwork for Done That.

     

    Looking for some additional feedback. Specifically changes to be made if any. Currently considering:
    • Moving Cube of Memories to WotOG and replacing it with something else (though this would really suck for me).
    • Increasing the Cost of Mirror Match to 8.
     Mirror Match might indeed be better at 8. 
    Harness Time looks really strong, but maybe not too powerful? Perhaps it's okay.
    I feel like Parallel Dimensions could be pretty reasonably costed at 1 Mana, but some of these Quick-Time effects are kind of insane, so maybe 2 Mana is fine.
    Sandstorm > Cube > Sandstorm is a pretty cool clear. However it seems like a lot of these other cards are pretty reliant on top-decking. I wonder if there are enough special effects to mitigate the number of games determined by RNG.
    Also, I think Kara Shellen is pretty underwhelming. I think it'd be cooler if she was statted at 4/6 or 4/7 and the copies of the cards you played with her on board were just directly added to your hand. This feels like a pretty snowball-y class to me and I think the Legendary could be appropriately powerful in order to constitute a critical win condition.
    Pretty cool looking class so far. Interesting to see how far you can take these various synergies. 
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from YoshiDaYoshi >>
    Quote from ercjlee101 >>

    Okay, so after integrating all the feedback about class flavor, card text, artwork, design, and balance, I've edited and added some cards for my Loner class:

     

     I REALLY like your class and its flavor :P I think Magic Memento doesn't make too much sense here bc loner isn't a weapon class so it should probably be the legendary weapon in kobolds also I think it's at the Start of your turn.
    Lone survivor is pretty cool if you can keep it alive without having any other minions. Preserve seems overcosted for basically 3 mana draw one card imo, but the class looks really good right now and I hope you make it to the next round!
    Thank you for the kind words! However, you did miss one detail :P – the Loner is indeed a Weapons class, as it possesses one Basic weapon and one other Classic weapon. It may not thematically make all the sense in the world, as not all Loners carry weapons lol; however, I think it adds enough gameplay aspects to the class to justify it (especially since it is control oriented). 
    Also, I intentionally increased Preserve to 3 mana from 2 mana, just because I wouldn't want to limit myself from making stronger/ more impactful Preserve synergy in later sets. By having it as a costly card for an immediately weak effect, I can justify making Preserve synergy more powerful (imo). 
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]

    Okay, so after integrating all the feedback about class flavor, card text, artwork, design, and balance, I've edited and added some cards for my Loner class:

     

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from Schlauchneid >>
    Quote from ercjlee101 >>

    Need C+C on my Loner cards!

    Thoughts? Criticisms? Maybe my mana curve needs to be a bit more varied/ diversified... or maybe that's not too big of a concern?

      

    Looks very nice! 

    Lone Surviver seems bit strong at turn 2. Think just +1 Attack and Taunt is better. Lone Wolf maybe 5 mana. Can you play Unbearable Solitude only if you control only one minion? It feels kinda weak. Or lets say costly. Cost and stats of Childish Playbot feel little weird. But can't really tell how much its effect is worth. Shouldn't Lonely Aftermath cost 8 at least? It's a Twisting Nether that can leave you with an advantage on board.

    Have nothing else to say. Really like all the cards. Especially Uuk. Would like him with Windfury more than DS though.

     Thank you for the comments!
    I was trying to compare Lonely Aftermath to Brawl, actually. I thought I could get away with 6 Mana but perhaps you're right and maybe it should be more expensive at around 8 or 9 Mana. The thing is it doesn't necessarily GUARANTEE an advantage on your side. The only real thing it does guarantee is that it slows down the game because there will be less damage on the board to go to your opponent's face with. 
    Furthermore, I am trying to cost these cards while considering the greater context of the class (which is why I intentionally made Unbearable Solitude relatively costly, since this class isn't supposed to burst you with damage spells as its main victory condition). 
    And lastly, I don't think I'm allowed to give my cards Windfury? I thought that was a Shaman thing but I guess not? Also I feel like that would make Uuk significantly weaker, unless that was the point of your criticism.
    Posted in: Fan Creations
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