• 1

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

    *Looks at number of upvotes everyone has*

    Well, this looks bad.

    Not necessarily, it might not reflect the votes people get in the polls. I don't remember getting many votes in the actual submission last time in comparison to others but I'm here now, the same could be true for you this time.
    Posted in: Fan Creations
  • 5

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase V [Challenges Poll]

    If anyone wants some good ol' Turt artwork, I got some here, in case challenge #1 passes.







    ...Most of that is probably good. Hopefully this makes things easier!

    Posted in: Fan Creations
  • 1

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

    4th? Not bad, I'm happy enough with that...

    But Apothecary's not making it through? Are you serious right now? This is legitimately not okay. It's not even just that, it was joint 3rd lowest? My wibbles are wobbling and my offended is happening.

    Ah, whatever, I'm at least glad to have gotten through myself, along with guys like Cheese and Broeck.

    Posted in: Fan Creations
  • 1

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

     

    Quote from Broeck1>>
    Quote from maxlot>>
    Quote from Broeck1>>
    Quote from maxlot>>
    Quote from Broeck1>>

    Summoner by maxlot
    I think the summoner is great overall and can only find some nitty gritty stuff that could be improved. Invoke is a great keyword because it provides versatility, though it isn't used enough in my eyes. The artwork used is good but a little all over the place (the style difference in say Squeak Freak and Savage Anger is just too big). Also, the Hero Portrait is pretty bad to be honest. It's too dark, too shiny, too small, don't like it. Other than that, the class is cool and promising.

    Too small?! WHAT DO Y- *scrolls up*
    Well, it appears I may have messed up a little bit. For my submissions I've been copy and pasting previous ones and switching out cards and such. I updated my hero power portrait pretty early into this comp when I realized that it was simply too small, but I've never actually remembered to replace it in the submissions.
    Does this look any better? Anyway, I'll try and improve it further a little bit today, and thank you for your kind words about the class and for doing this for us in general.
    Yes, that's better, but to be completely honest, I don't like the art itself.. It's just too dark for my taste. Also, when looking at the Hearthstone hero portraits, you can see that they are positioned in the same way (https://hearthstone.gamepedia.com/Hero). With the Shaman (a little skewed) and Priest (small) as exceptions, all hero art nearly cover the entire portrait and have a lot of their body outside the portrait. They are all really colorful as well. The hero portrait is very important for your class, since it's the first thing viewers see (also on the front page). 
    Btw, my hero portrait isnt really good either, I should have zoomed in a little more...
     Well, I edited my post and put in some other versions I could use, though I'll have to zoom in a little more maybe. Do you like either of those? They're less dark.
     I like the first one best, maybe zoom in a little more and I might be starting to think its good :D
    This would be easier if she ate more, honestly. Do you like this?
    Posted in: Fan Creations
  • 5

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

    The Summoner

    Everything is going according to Mephilia's plan, the masses are actually enjoying her terrifying monsters that are gathering to destroy them - The fools! As the Old Gods start to show their faces again and the world becomes corrupt, she begins the next stages of her plan: Expand her collection of big scary minions, appease the old gods and take their powers for her own, and of course, weaponize the cute creatures that the people enjoy so much... Herself not included, of course, she's using them only for the practicality, and she'd kill you if you claimed otherwise. But let's take another look at our wonderful guide to being the best evil summoner possible, once more, to ensure her success.

    Villainy 101: Summoner's Guide

    Any decent summoner will know that the only way you're going to be able to summon yourself giant minions is to be able to live long enough to do it, so they'll practice summoning Pebbles until their hands bleed. They aren't very hard to kill and they won't be strong at all physically, but they get in the way a lot and are sure to stop your foes from reaching you.

    The summoners path is one forged by passion but ended early by haste. You have to prepare to destroy your opponents forces for long enough to get your big summons up. You'll struggle early on a lot of the time, but fortunately your board clears and removal will do just fine for making sure you get to that point. You also don't have much unconditional card draw or healing, so be sure to stock up on secrets and taunt minions to get in the way of your opponents plans. That said, you do have the resources to be the aggressor and take out your opponent early on, but keep in mind that doesn't give you enough time to monologue evilly or summon cool big minions and your Pebbles won't be incredibly useful.

    Summoners are good at what they do. Most classes just summon minions for the sake of summoning minions, and that's that, but follow through this book, and you will perfect the art of summoning, allowing you to temporarily summon minions for their effects before losing control of them. Versatility with mana is key, it's how you work early on in a fight.

    When you don't quite have the mana to summon your board devastating land-shark, just drop the land-shark out of the picture once he's done his job and you won't have to spend as much. Just simply pay attention to which order you play your cards in.

    Example Cards

     

    Villainy Tip #6! Kick a Puppy! Abandoned Hatchling is a great example of how to fulfill your objective of making people hate you. People see you blow up buildings, kill hundreds, poison lakes and take over countries, but they still don't take you seriously, they still think you're just some clown with a glowing stick. This is easily fixed of course, just kick a puppy into traffic, punch a kitten to death, or let the old gods corrupt a Baby Gryphon while it's still just an egg, and have it's parents abandon it. No mother is coming for this baby anytime soon! These guys are very simple examples of what you can do with your invocation powers; You can merely hatch this little angry guy from his egg and have him fight, dispelling the egg immediately after, or you could send the egg spiraling towards your opponents head, shattering it on impact and unleashing a very angry baby.

    Villainy Tip #7! Embrace the Corruption! Signs of the End is a good way of getting more power from your huge spells, which you'll use to honor the Old Gods' return. There are many ways of coming out on top and unleashing your evil plans upon the world, and awakening an ancient evil from its slumber is a classic method that's almost as old as the Old Gods themselves. You can't just start trying to awaken them without announcing your motives to those around you however, so be sure to include these, wait a turn, and then drop some huge spells to get value. Cards which might need a turn to get ready are going to become quite familiar as a summoner, because it is your job to not just beat your opponent to the ground, but to also give them the most time available to do so.

    Villainy Tip #8! Awaken the Old Ones! Mad Prophet Rosea is a very respected summoner who wants to do exactly as this tip suggests; she wants to awaken big, terrifying monstrosities, though it'll take a lot of mana to do that. For a total of 19 mana however, you can get Yoth'al... A level 20 enemy in Darkshore terrifying faceless from long ago, of towering height and size! However, it's not just a 19 mana 17/17, you still get the original effects of the spell used to awaken him. So, if you have any particularly large spells up your sleeve, you can show the world how a summoner earns their names, and make this an effective 0 mana 10/10 with Taunt ! Again, you need a way to win your games, and Signs of the End into Rosea into Rafaam into Lantern of Power can eventually lead to a pretty ridiculous turn; the turn you need to squash your foe and rule the world.

    Villainy Tip #9! Know your minions! Menagerie Runaway is a minion. You'll have many of them, as is your job as a Villain. However, not all your minions are gonna some human, dwarf or even orc; some of your loyal followers will be murlocs, beasts or dragons. This card is a solid card on its own, with good stats for the cost as well as charge and taunt , but the menagerie cards introduced in Karazhan will allow you to start making use of the various types of minions you have access to.

    Villainy Tip #10! Stress relief is key! Gloat ing is something that you'll often see a lot of villains do, whenever they can. They have good reason to do so, reasons that were already discussed in Villainy Tip #3, earlier in this very guide. If you don't relish in the moment, stress will get to you and you'll find yourself without the resources to continue. As described in Villainy Tip #3, it's best you get the upper hand over your opponent and then bring your stress levels right back down by laughing in their face. But Evil Laughter's only appropriate for putting your opponent on the ropes with a small army, what if you're one of the more... Clever types of villains? Who likes to set traps for their enemies, before laughing in their face and telling them about how stupid they are for falling for them? Then you need to get into the business of Gloating.
    (And yes, this secret will play roaring laughter as your opponents Lightlord gets consumed by a Dragon Ambush... Just visualize it working in-game)

    Example Tokens

    Whispers of the Old Gods Cards

    Whispers of Ruin: The Summoner is good at copying cards, as shown in cards like Double, Study and Replicate. Let's allow you to copy minions from your deck with more control... During Whispers of the Old Gods. I wonder what minions you could copy in there?

    Disturbed Experiment: A card that will allow you to get some huge minions for some huge tempo loss. However, it's definitely rather nice with Y'Shaarj and cards like Covetous Devotee and Corrupt Forerunner. Sure to be a lot of fun to mess around with.

    Squeak Freak: A versatile card with quite a few uses. Really potent for cycling through your deck, able to cheat using Gryphon or Hatchling to actually get cards which have more value. There's also synergy later on.

    Lashing Monstrosity: A very scary minion that can tear down your opponents board over time. Definitely a good target for Y'Shaarj... You shouldn't be surprised that the summoner class is fond of the guy, it's kind of in their name.

    Corrupt Forerunner: Tribal synergies will slowly become more and more present outside of classic, and this one is a potentially potent example of it. Run a bunch of dragons in your deck, pile up your hand and watch these guys flood the board. If you're running low on cards though, he can always just be a 3 mana 3/4.

    Covetous Devotee: C'Thun buffing is really simple for the summoner. Shockingly, they do it through summoning. I'd imagine a plethora of different summoner C'Thun decks would originate from this: Regular C'Thun decks, using this alongside big C'Thun buff minions for solid buffs and then archetypes like Jade C'Thun, Invoke C'Thun with Balls of Fire, C'Thun decks with few C'Thun buffers, just this and cards like Bittertide Hydra, etc. He's an aggressive guy though, don't expect him to live a turn.

    Karazhan Card

    Magicat: The lone Karazhan card not showed. With the help of the wide range of 0-Cost minions available to Summoner, the value of this minion can become exceptional. Unless you get a god hand containing a bunch of 0-Cost minions, don't expect it to work too aggressively, as you need the Magicats for the minions to be non-wimpy. Good news though! You have Study, Double, Whispers of Ruin, One-Eyed Academic and Disturbed Experiment to suddenly blow this card into ridiculous Proportions, turning your 0-Cost minions into borderline Old Gods... If things go right for you, that is.

    Classic Cards

    https://media-hearth.cursecdn.com/attachments/64/198/maxlot.png

    Villainy Tip #1! Intimidate your foes! Baby Gryphon is not a card you want to play. While you CAN summon a Gryphon and drop off its baby on the spot or you COULD keep the Gryphon around to make a terrifying pair, a baby Gryphon isn't intimidating. Although its effect allows it to be versatile, as a villain, you need to inspire fear into the hearts of your foes by kicking minions like this and then denouncing them for being repugnant before burning a nest full of 'em. I don't see why you would use this unless you secretly liked cute animals and couldn't bring yourself to just not use it, which I couldn't even imagine you would be.

    Villainy Tip #2! You're a summoner, not an enchanter! Savage Anger is the perfect example of one of your main strengths, you can be versatile and alter your minion as you summon it, in this case with lots of uncontrolled anger. That said, don't expect to have an easy time changing the minions you already have, that's not in your job description. Don't forget, this will work just fine for minions you don't actually play yourself, but are generated by other effects.

    Villainy Tip #3! Be evil and relish in the moment! Evil Laughter provides you some much needed excitement and joy as you look over your huge army of monsters. Don't laugh evilly when you have nothing by your side though, that's just being stupid. Laughter will only bring you happiness when you're in a state where you have reason to be happy. It helps to send a message to your opponent and works well with a lot of the token generation available to you as a summoner.

    Villainy Tip #4! Always have an escape plan! Exit, Stage Left is merely the term used to describe yourself realizing you're not in a great position and then simply getting out of there. You don't have much of a way to keep yourself alive aside from removing minions and blocking attacks, so when you're in a bad spot, hop aboard your dragon real quick and hope your opponent doesn't shoot it out of the air. You'll find yourself on it a lot, as the difference between a major villain and a one off villain is simply their abilities to do this. If you don't do this, you'll die and then absolutely no merchandise depicting you would be sold, making you a bad villain. The dragon won't keep you alive as reliably as Ice Block , but if you make it out alive with him, he can pack a punch and you can stay on his back, allowing you to get back in the fight rather than just annoyingly delaying your death.

    Villainy Tip #5! Get a Dragon! Kofko, The Dragon is an example of a Dragon, and you're probably going to want to keep him by your side. Sure, he's not actually a dragon, but here we mean you need a bodyguard who stays by your side at all times, who keeps you safe and runs things while you're thinking heavily about world domination. Kofko's powers specifically are actually quite deceptive. He might look simple, but his effect can be potent and very synergistic with your other abilities. Replicate, Exit, Stage Left, anything that summons two minions or more, they all gain some serious value from this mans powerful rallying ability. Don't expect him to survive a turn unless you keep him safe (using something like Replicate, as said before), so Balls of Fire might be ambitious due to the focus your opponent will usually have on blowing this guy up.

    Energetic Mentee: It's her dream to summon Deathwing, but she'll just stick with what's she's got for now, it's close enough in her eyes. She won't live long enough to ever summon a dragon like Deathwing anyway. Kofko makes her and her whelp pretty scary.

    Falling Stones: You've got some Pebbles, so why not just throw them at your opponents? Well, they're gonna take some mana to not just break on impact, but they'll be pretty helpful when you get them out. Kofko makes this give you two 3/4's with Taunt .

    Dragon Ambush: A good villain always lays traps for would-be heroes. They'll have to send in their weaklings first to avoid getting a good minion taken out by a dragon. And no, they cannot avoid this by simply not attacking your hero.

    Replicate: You probably don't want to lose that minion, so just summon another. Works really well with big minions like the Academic, and works really well with Kofko, allowing you to get another Kofko which gets buffed by the first.

    One-Eyed Academic: Card advantage is nice and it comes with a big taunt . Has great value for his cost and can be very efficient when cheated out with the next card along.

    Panicked Summoning: You don't want to die, do you? Then I'd suggest finding a way of getting those minions out your hand a little faster. If you're getting beaten down, this really ought to help you out.

    Titanic Strength: A simple buff. When you want your next minion to come out looking like a giant, simply play this first, and watch it tower over the other minions on the board.

    Earthquake: Summon a Behir to crash through the ground, dealing damage to all in his path. You can then spend some mana to have him hop out the ground and stick around with you. Just a solid boardclear for the class.

    Evil Counterpart: Since the hero keeps beating you and you keep running away, just make your next summon the hero... But EEEVIIILLL!!! Hell, summon two even. Just let them know you're still better than them despite relying on their superiority to try and win, because you have two of him and he has one.

    Balls of Fire: Firepuffs are also too cute, try and use scarier minions. I'm starting to think Mephilia might like cute things despite her protests, actually. Regardless, heavy spenders will be rewarded with a way to fill the board, which is great for Evil Laughter outside aggro.

    Classic Tokens

    Basic Cards


    Basic Tokens

    Posted in: Fan Creations
  • 1

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

     

    Ok, final post. Fixed errors, updated a few. Will submit tomorrow night.

    Questions:
    1. Abercrombie - is this balanced? Should it deal damage instead of destroy? Or cost 10?
    2. Queen Takes Pawn - reduced this to 3 mana, is that balanced?

    Cards I'll feature will likely be:
    Warped Subject (challenges 1 and 2), Corpse Hybrid, Maniacal Laughter, Abercrombie, and Queen Takes Pawn (challenge 3)





    Bananas and Rotten Banana

    Response below:

    Mur'ghoul: I'm rather fond of this. You often see cards rather similar to this being made from time to time that fetch copies of itself from your deck, but become really, really awful if you draw them both. Utilizing your keyword to walk around this issue is a very nice way of avoiding it.

    Warped Subject: A very creative C'Thun buffer, though I will say that every other C'Thun buffer is a decent or good minion without the C'Thun buff. This one certainly isn't, but it's also not an ordinary C'Thun buffer, so I'm a little conflicted on it. I suppose the main question is what to use it with. The only issue I have with that is that there aren't any spells in Karazhan or WotOG that would work well with this, unless you consider Bananas a good combination with it. I feel like it would make a bit more sense if there were buffs within WotOG for that reason, though it's still probably fine on its own.

    Writhing Tonic: Really nice and simple common card, seems perfectly balanced.

    Shifting Sludge: Really interesting, despite its simple design. There are a lot of potential uses for it as both removal and as something to use on your own minions.

    Splice: Having to discover and then target didn't exist before this point if I recall, but honestly I don't really care much because we've always had Choose One cards, this works in exactly the same way as many of them. I've always liked the idea of stitching minions together, and I really like your execution of it. It brings new meaning and use to every single minion in the game, not even just the ones which cost 3.

    Corpse Hybrid: I like this for the same reasons I like Splice, but is there a double spacing between "Cost" and "minion" or is that just how it's formatted?

    Maniacal Laughter: The only Maniacal Laughter this will cause is the outcome of some poor guy opening this in a pack and going insane. Okay, seriously though, it doesn't feel all that strong but I suppose there are some uses here and there for it. Definitely very fitting of an epic and pretty cool, though I do think it wouldn't be too strong for 0 mana.

    Harvest for Parts: I'm conflicted on the flavor. It's very clear that this spell represents cutting people up and then using their parts to create Patchworks, but with the way the spell works, it doesn't technically do that, it just either cuts people up OR makes patchworks. The flavor is clear, but it's not what actually happens. I'm not sure if it definitely needs improving or even how you would, I'm conflicted on it. The card itself seems balanced enough, neither options being too strong or too weak.

    Abercrombie: I thought it was too strong, and then realized it was a Deathrattle. Okay, I'm more on board with this guy now. It gives your opponent a full turn to respond to him, which makes such a gigantic difference, especially considering how Stitches scales. I think it's probably actually almost unplayable if you don't have Error or Strengthening Tonic in hand, which requires 10 mana from you and one of the two don't even save you half the time. Thing is, a situation in which you would play Twisting Nether is a situation you do not want to spend your turn playing a 5/3 without Taunt or Charge, you'll simply be dead far too often. And even if not quite dead yet, this doesn't heal you, so you're still not in a brilliant spot usually. I honestly think he deserves a buff.

    Flying Monkey: Wait hang on, why the heck didn't I utilize Flying Monkeys in my Karazhan set?! Who makes a class inspired by stereotypical, old timey villains, gets presented with the minions of the wicked witch of the west which are beasts, making them fall in line with the fundamentals of the class and then... Doesn't use them? Ah, whatever. This is a really cool card, it fits with your class well as it provides buffs and your class makes a great Witch. Though I'm unsure why it has to randomly give you that or a rotten one, feels unnecessary.

    Restock the Lab: I get the feeling this could cost 3, Primordial Glyph has a total cost of a whopping 0 mana and Arcane Intellect costs 3 for the same amount of cards with cycling and the cards granted are about as reliably good. I don't really picture myself ever running this.

    Queen Takes Pawn: This is completely balanced. Summoning a copy of a minion costs 5 by default, and when it's limited to allies, it costs less, and when limited to enemies, I definitely think it's gotta be worth 4. This deserves the 1 mana cost reduction, the condition is suitable for it. The value is potentially insane, but often times you'll have nothing in hand to actually deal with the minion you want to cast in on and it'll be unable to help.

    All in all, I think most of your cards were balanced, nothing seemed TOO strong. The flavor of the class is really good, as is the keyword, which you've been using in very creative ways and you're consistently throwing out new ideas and executing them well. I'll definitely vote for it. That said, I don't necessarily agree with showing Maniacal Laughter, I don't think it really represents your overall class all that well in comparison to some others and its use isn't all that clear. I think I would put a card with Mutate up there, as users who are new to the class and are only seeing these five should be given an example of what your classes unique keyword can do and how it could potentially be used.

    Posted in: Fan Creations
  • 1

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

    Glad to have gotten through, sad that the Harbinger and Experimenter didn't get through, but otherwise pretty happy with the lineup here. Gonna go 1, 2 and 6 for this.

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]
    Quote from Sinti >>
    Quote from maxlot >>

    Happy to have gotten through all that and sorry if I came off as harsh to anyone, I'm not brilliant at card design myself and don't take anything I say to heart. But there's one last thing I want to leave this post with, because it's a common mistake that's not really the end of the world, it's just a formatting tip... Anyway.

    See that word at the bottom there? It doesn't look very good due to how uneven all the text is now. So just enter a line break somewhere along the line before it and it'll all start looking much better - Go get that orphan some parents. There're a lot of orphans among the cards I'm seeing before me, and they're all very lonely, so please help them... And before anyone asks, keywords alone aren't orphans obviously.

    This is not something that we can fix every time and plenty of existing cards have single word in one line (last or otherwise). Yeah, its not the most aesthetically pleasing thing ever, but it also is not something that should make you go like "oh noes, single word in the last line ... bb badly designed card". Everyone can have their preferences, that is totally fine, but you were a tiny bit condescending about this part, or at least thats how it felt to me ;-)
    Oh my god I'm so sorry if I sounded condescending, I didn't mean to be. Also, as I already said, it really isn't that big of a deal, if your card has an orphan, it's not like it's suddenly terrible or anything, sorry if I sounded like I was saying that as well. It was only meant to be a little tip to any of the other designers here who weren't already doing that, because even if you can get into a scenario where you can't really avoid the orphan, I don't think absolutely everyone here has been trying to avoid it, so I was just saying they could make their cards look a little bit nicer if they could do that.
    Again, if you're not avoiding orphans, it doesn't make you any worse of a designer, and if you are avoiding them, it doesn't necessarily mean you're doing fantastically. I'm kinda embarassed now, so I'm sorry about that.
    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]
    Quote from thepowrofcheese >>

    Keyword is cool, legendary is cool, hero power is cool, almost all of the cards are fairly cool, but I can't bring myself to vote for it because of your For Science! card. I'm serious, I'm rather fond of literally every single classic card you've made that doesn't rhyme with appliance.

    I know you can't break it using Malygos because of your classes approach to spell damage, but it still just feels way too highrolly for my liking. Inconsistent, probably not actually good enough to see use in every deck out there, but it reminds me of Barnes in a way I significantly dislike, and I simply don't want to vote for a class containing it. Turn 2-3 fully statted Y'Shaarj is a scary thought.

    I appreciate the feedback, @maxlot. For Science was one of my last cards, and my only feedback on it was "it can probably cost the same as AI." It's inconsistent as hell but I can understand how it could be frustrating when you get this 1/1000 perfect roll. 

    If I continue forward I'll probably rebalance it. Would you think a higher cost would offset the potential RNG? Perhaps it could average out the costs instead of swapping them? Or would you recommend something completely different?

    Glad to hear you like the rest of the class!

     Thanks for the response that was remarkably faster than mine here. I'm a little unsure on how to make the card less frustrating, but averaging the costs would definately not be the way to go because you generally want to avoid averages and halving in Hearthstone due to the nature of the game. So I'd have to say you should either go for something entirely different but also crazy or you could make it cost 5 or higher, though with increased card draw. So maybe 5-6 mana for "Draw 3 cards. Swap their costs randomly." or even 7 for 4 cards. These would actually make a high roll into something like Y'Shaarj or some other big dude more likely due to more chances to get him, whilst lessening the impact of it happening due to it being a later stage of the game.
    Posted in: Fan Creations
  • 2

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]

    Ya know what, I want to say some stuff because I've been feeling like I haven't been talking enough this comp, so I'm just gonna give my thoughts on stuff.
    Could I have put that a little more elegantly? Probably, but I'm just gonna go regardless. Gonna go from bottom to top.

    Emmet Brickowski, Professional Lego:

    I dunno why it took me writing down all the class names to realise this, but Lego isn't actually a class, though you can't really change that. It's fine regardless but you're going under the title of Professional Lego for now. I adore the lighthearted and wholesome meminess of the class; it's not a joke post, it's just a class that's very fun. I dislike keywords in the hero power on principle but it's too late to change that, though I like that you've properly thought out the system for developing the crystals, though I've only just realised that there's no indication to a new player that the crystals can advance, nor how they can do it. I also dislike Lifesteal being one of the mechanics on the crystals since the mechanic came out in KotFT.

    I like your example cards, I think Good Cop switching into Bad Cop is pretty funny, Driller's an interesting way of making buff focused cards that work well for control and Aerial Attack's really nice. I have a big issue with Batman though, he's fairly uninteresting, and feels like he's just The Lich King but in classic, which you generally don't want, because the classic Legendary is usually rather simple. I wish the Bad Gadgets were all spells that costed 2, as they are it's very inconsistent on how useful the gadget you're going to get will be... And Batclaw's just unfun.

    In addition to that, the Gadgets have really bad art. None look like Lego and most have bad backgrounds. This is actually true across all your cards, as well as bad formatting and missing capitalisation. I think you should have spent more time checking over your cards to see if the art is fitting or there're any lower case letters after a period. And I mean art is fitting in multiple ways, in both that it looks like it belongs in the class or, like the Duck Tank you didn't show in the examples, the art actually fits within the card borders.

    Odyn, The Keeper:

    Honestly, not fond of the hero power. All four of them have different conditions allowing your opponent to play around them easily and you can't pick which one you get. What's your reward for this? An effect that any other hero power could do, but targetted, immediate, etc. It just feels weak. Also, having to play around secrets every turn of the game and keep track of which secrets your opponent played and which they generated sounds incredibly annoying. I've not got too much of a problem with the amount of secret stuff you have, to my surprise.

    I think Lifeforce Construct is pretty cool, I love how you've made negative stat buffs actually okay by making the attack go to a minimum of one (though it doesn't say that in the Entropic Construct, you might need to shorten the text to fit it in) and the Power of Creation I actually rather like. I do dislike your legendary though. Classic legendaries are meant to be incredibly simple, with the most complicated being Jaraxxus, but he gets a pass due to rule of cool. Other than that it's big dino with charge, big orc with charge that gets angry when you punch him, big windlord with a bunch of keywords, big prophet that makes you a better spellcaster, etc. Also adding Fate to it seems completely pointless, playing a 10/10 attached to an Arcane Intellect seems remarkably unlegendary.

    Tactician, the... Tactician:

    You don't reckon you could've given this guy a name? Tony Smartface, Bob Thinkman, Gabriel Brainbutt? This is a class comp, not a people comp, but that doesn't mean that your hero should be nameless. Regardless, your hero power is one I dislike due to its dependancy to have a minion on the board, whereas you should aim to have a hero power that works regardless of board. Your legendary is actually passing the criteria of being simple while highly impactful and a win condition, however I think this card might be a tad bit unfun and generally imbalanced. A 20 health heal effectively, and 4 walls that you have to bust through, all attached to a 7 mana 4/7. Oh god.

    I dunno why you felt the need to get the fairly disliked Freeze keyword and rework it so that you could include banning people from playing cards or drawing on top of stopping minions from attacking. Freezing the secrets is pretty cool however but then I have to ask... What are these secrets and why? Generally, secrets are supposed to be a condition that can be fulfilled that provides a very powerful effect in exchange for your opponent being able to play around it. These always trigger but the effect never feels even slightly strong. Training Complete, for example, is literally just Blessing of Kings on a delay for whatever reason. Also, drop Full Plate Emissary, a 4 cost body that ignores taunt for 5 mana is just worthless and the effect has no place in the game, it's just a mechanic that only exists to ignore an already pre-existing mechanic. Hopefully we'll soon start seeing cards with Mega-Taunt that can force minions with Ignores Taunt to attack them, though that won't matter much in the face of the legendary dragon, Waidooeyexisst with his classic Ignores Mega-Taunt mechanic. Also where's the flavour behind this?

    Riggs, The Jester:

    I like a lot of what this class is doing. The mechanics and themes are clearly defined, it's fun and simple and the flavour is great. Your hero power is really cool, a little strong though (talking about your actual hero power, not the one you accidently put in here), your legendary is a powerful win condition that's quite simple, in an Antonidas kinda way... And you have a card with Kefka's face on it, so I actually have to vote for you now.

    I do think you surely could have found better artwork for Rubber Duck than the one you found, as difficult as it probably would have been. Wild Card is definately a cool card and a very interesting way of balancing out the 1 mana card draw issue that's hard to balance. In Joke feel too strong however and Invigorating Jig feels too weak, though I have few other qualms with the class. It's generally just very pleasant through and through... Except Rubber Duck, please, I don't care if it takes a week, find better art for it.

    Ori, The Spirit:

    This class doesn't really grip me. Legendary feels boring and RNG heavy, Falling Light is very RNG heavy, Congeries is boring, doesn't actually help the keyword itself and sucks. None of the cards stand out to me, each piece of artwork just doesn't look good because the majority isn't artwork at all and in general, I can't think of anything else to say about it other than it feels incredibly lazy.

    Sinci, The Scribbler:

    Probably one of the most high effort classes in here and I definately want it to do well, though I'm starting to like it less. It's wholesome and fun, showing that classes which aren't hugely serious can still be fun and cool while not being joke classes. However, it feels one-dimensional. It feels like you woke up and thought to yourself, "Hmmm... What if I made a class which draws cards?" but then after a while of thinking you went "Wait, what about a class... Which draws cards!?" and then made that one of the only discernable identities.

    The hero power draws cards and shuffles cards. And then with the cards itself, well, the first common stops you from drawing cards, the second one shuffles cards when you draw cards, the third one costs less depending on how you drew the card, the forth buffs a minion when you draw cards, the fith one draws cards and the sixth deals 7 damage to a minion and your hero. Your first rare draws cards and shuffles cards into your deck, the second interacts with shuffling cards, the third reduces the cost of a card when you draw cards and then you have the forth which summons a minion from your hand and the sixth which reduces the cost of your next minion and buffs it. From there, all three of your epics interact with drawing cards, one of which shuffles them and then the legendary is a really big shuffle effect. Sorry if that took a while to read, but my point is aside from drawing and shuffling cards, your class has little identity, as interesting as it was seeing you use card draw in so many different ways as a mechanic.

    I'm unsure what I'd actually do within the class that wasn't draw cards. I feel like I'd like it more if it felt like all the card drawing eventually lead up to something, which it doesn't really feel like it does. Duplicator's certainly a possible win condition, I could probably run a Details + Duplicator deck, but aside from that I'm not really feeling as interested in the class as much as the artwork, sorry.

    Vyral, The Apothecary:

    Keyword is cool, legendary is cool, hero power is cool, almost all of the cards are fairly cool, but I can't bring myself to vote for it because of your For Science! card. I'm serious, I'm rather fond of literally every single classic card you've made that doesn't rhyme with appliance.

    I know you can't break it using Malygos because of your classes approach to spell damage, but it still just feels way too highrolly for my liking. Inconsistent, probably not actually good enough to see use in every deck out there, but it reminds me of Barnes in a way I significantly dislike, and I simply don't want to vote for a class containing it. Turn 2-3 fully statted Y'Shaarj is a scary thought.

    Gabriel, The Scribe:

    There're a lot of words across these cards, so many to the point where trying to read them all and think of its balance and implications in a group is exerting actual energy from my body. I get he's a scribe and all but that doesn't mean too many cards with too many words ought to be a class identity. The tomes are pretty cool mechanically, there's a lot of ways to utilise the keyword.

    Tome Strike is my favourite out of your cards, the cost increase and reduction mechanic works very well, uhhh... I'm trying to think of the class as a whole, but honestly it just simply doesn't feel simple enough for that. There're so many conditions, so many potential upsides, so many cards with effects with big implications and uses like Scroll of Equalisation and Power Transcription, but I really prefer cards like Tome Strike and Tome Taker. Hearthstone is all about simplicity, and honestly this class just doesn't feel quite simple enough.

    I also am unsure about "If your opponent controls no minions" as a mechanic. It feels win more. "If your opponent is struggling to get minions stuck to the board, deal damage to the next minion they play." is a bigger example of this than "If your opponent is struggling to get minions stuck to the board, get some value in the form of tomes.", due to the fact it doesn't necessarily further the problem your opponent is already having, so I think if you stick with it, I'd prefer more cards like the second. I also dislike the legendary, it feels both highrolly due to the random effects and it feels like it can lock people down potentially, by making all their cards cost way too much while they can't target it with their spells. It also doesn't feel very classic.

    Gailyn, The Geomancer:

    Already discussed your class a lot in private, I like how you've reworked the Artificer, though still not fond of Forging Rune or Burrowing Ambush.

    Gordo, The Chef:

    Already talked about your class as a whole a little bit before, so I'll keep this brief. This is still one of the absolute hardest classes to make functional and reliable due to the nature of the keyword, but I feel like it can be a great class if you hit that point. Control decks randomly roasting cards in their deck sounds like something that's next to impossible to get to a point where luck doesn't play at least half the role you did in deciding the outcome of the game, but maybe the class will get there. Flavour is fantastic, dedication to getting this class working is impressive, cards are original yet simple. Legendary, while wordy with multiple effects, still feels simple enough and the effect is kind of a necessity so I'm fully okay with it. I like the class. A lot.

    Mephilia, The Summoner:

    lmao summoenr isn't a class dumbo

    Kargath, the Berserker:

    This is the reason I decided to start from the bottom, going upwards. I'm just gonna start this off by just simply saying that I do not like this class.

    Now that that's out of the way, I'll get into the why. I'm okay with a class feeling similar to one of the classes in the actual game, with a class competition that's entirely natural, and you've clearly tried to use alternative themes to the warrior that still relate to the class such as temporary armor and attacking, rather than actual armor and damage. It still feels similar, but I'm okay with it. My actual problem with the class comes from how the entire class feels like it was built around beating aggro and doing very little else.

    The hero power and all of your armor gain cards are really strong, probably even too strong, against decks that want to deal damage to you every turn, but do next to nothing against a control deck or some other slow deck whilst you don't have a weapon out. Your keyword allows you to counter those pesky aggro decks with minions that are really strong, spells which have bonus effects and flat out huge board clears... If they're playing more minions than you. Otherwise, they do very little. Really big taunts that really gets in the way of that annoying aggro players connection to your face, but have remarkably less attack than health. You do have a couple of options against decks which aren't face decks in the form of Bladefist and Vicious Lunge (Which is BLATANTly overpowered by the way), but so much of your removal is in small amounts, with 4 being the highest it typically goes to (Aside from your 3 mana deal 8 damage with an upside card). It just doesn't feel like the class does anything at all against decks with a lot of big minions. Again, Vicious Lunge is absolutely fine, because it's 6 mana for 8 damage, therefore I see no issue with it. The cost of the card added to your hand can totally just be added onto the overall cost to make it balanced. This logic works fine in all cases, so you've inspired me to also make a card that's balanced in much the same way.

    Totally balanced, right? This was, of course, exaggerated, but hopefully you'll understand my point by looking at them. Vicious Lunge is literally Flame Lance for 3 mana with an upside, you can't just add the token cost on top of it and say it costs 6, that's not how it works.

    Finally, start capitalising Armor, like you were doing back in basic, and differentiate your class legendary from Grommash a little more. I get they're different cards, with different uses, but that doesn't change the fact you made an 8 mana charging orc minion with high health and low attack that gets a significant stat boost under a class condition, even if Enrage isn't technically warrior only. Warrior is the class you should be most concerned about avoiding similarities between to keep your class original, don't make your legendary feel like almost the same thing as theirs. I know it's a big taunt rather than a card to kill the enemy with, but the card still feels too similar. Other than all of that, the class has nice flavour and it's usually pretty balanced.

    Happy to have gotten through all that and sorry if I came off as harsh to anyone, I'm not brilliant at card design myself and don't take anything I say to heart. But there's one last thing I want to leave this post with, because it's a common mistake that's not really the end of the world, it's just a formatting tip... Anyway.

    See that word at the bottom there? It doesn't look very good due to how uneven all the text is now. So just enter a line break somewhere along the line before it and it'll all start looking much better - Go get that orphan some parents. There're a lot of orphans among the cards I'm seeing before me, and they're all very lonely, so please help them... And before anyone asks, keywords alone aren't orphans obviously.

    All that aside, very happy with what I saw, most of you guys have put a lot of effort into your classes. Even if I went into a class or two a little hard for example, it's very clear that effort was put in and there were oversights rather than just flat out lazy design. I think most people here are pretty good at this and the only person who really sucks is me at trying to conclude this paragraph, so I'm just gonna stop.

    Good luck to all who make it through, and I'm hoping everyone continues to have a good time with the competition.

    Posted in: Fan Creations
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