• 14

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

    The Summoner

    Some people like to invoke magical energies to form armor out of ice... Some like to crush others with raw physical power... And some people just want to summon big things, and lots of them. Among those people are Mephilia, the hero who stands before you here. She's intent on world domination, total power and the death of all those who'd oppose her. She's even got a book on how to be the PERFECT villain and summoner, which she never lets out of her reach.

    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 landshark, just drop the landshark 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 #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 realising 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 [c ard] Ice B lock [/ card ], 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. Kofkos 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.

    Classic Cards

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

    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 III [Discussion Topic]
    Quote from Mewdrops >>
    Quote from maxlot >>

    Submitted! Well, I submitted earlier on today, but now it's actually worthy of being submitted, there was a little bit of an error with it the first time. Regardless, I'm feeling energetic today, so if anyone wants a review, reply to this message here.

     Well, if you don't mind, I'd like a review please :D. Some recommendations on showcase cards would be nice as well, I'm not super sure about the ones I currently have (although I'm still not quite sure if we're allowed to change them). I've submitted already, it's in the post below yours.
    If there's anything specific about your set that you have concerns about I'll be happy to help, but more likely than not I won't be able to give general feedback until later, and by then, it'll probably be too late. Sorry!
     Well, sure thing. I'm pretty sure your example cards show off your class well enough. You got token summoning, group buffs, attack boosts, a grinder card and attack synergy. I like how simple your class themes are, they fit well into Hearthstone. As for the cards themselves, I'll just go over them one by one.

    Apocalypse Jester: Good flavour, obvious use, seems balanced. Great common in my opinion.

    Unity of Will: I quite like the balance of this card and the flavour's also rather nice. Just a solid common, not much to say.

    Awakening: Definately a nice way of showing off how attack buffs can be more interesting than just getting some attack on your turn. Seems fairly strong and it's really flavourful once again.

    Immortal Devil: This honestly feels a little weak. I get the purpose and the flavour's nice, but I feel like it could have another health point. A 3/5 Taunt for 5 isn't something you want to be drawing generally unless you're in a fatigue position, which means that you ought to just keep this in your hand until that point.

    Azura: Really simple legendary, which means it's probably a good one. It's got a powerful effect, though I would say it doesn't feel quite as win conditionny as all the other classic legendaries however, which I don't quite like. It's a nice way of showing off attack synergy, but maybe shouldn't be your classic leggy. Also the formatting's not great, you should make sure there isn't a word on its own on the last line the majority of the time.

    Soulsworn Acolyte: Really simple card, with the potential to give your hero some devastating power. Playing two of these into a board clear could be terrifying. Terrifying in a way I like. Nice common.

    Ritual Dagger: Probably a pretty strong card, because you can swing for 3 to reliably trigger the effect. All these cards have really nice flavour. I will say though, it's got an orphan, much like your legendary (the word by itself on the last line).

    Fireblade Acolyte: A very way of showing off the keyword, fits very, very well into the class. Probably a staple card.

    Soul Crush: Simple enough removal, though I wasn't previously aware that Faye was capable of crushing peoples souls and now I'm a little unsure of what her powers actually are.

    Archdemon's Rage: Nice combination of themes, but you don't seem to have a lot of really cheap attack buffs, they're mostly secondary features. Might be a little hard to make cards like this work.

    Cursed Child: Nice way of making a fetch card, certainly not as weak as it might originally seem due to the poor stats. Cool flavour.

    Incinerate: Pretty decent random card, simply because it's fairly controlled. I think it should say "two" rather than 2 though.

    Bloodrage Berserker: More attack synergy, this time potentially a nice finisher card. It could probably be a 3/1 or 3/2, honestly. Doesn't feel like it would be too strong like that.

    Crimson Sceptre: I'm still not really too fond of weapons that stop you from using your own hero power, but this card at least can get finished within the turn used or turn after. It's got some nice value.

    Harbinger's Decree: This is a pretty cool card. It seems fair enough and has really nice value. I can't think of anything else to say about this card... Other than that orphan at the bottom of the card. If you could reformat those, I think they'd look a little prettier.

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from Tomerick88 >>
    Quote from maxlot >>

    Right, I've came up with my 15 classic cards, but gonna post them here for feedback because I've decided to try and interact more over here and improving my cards aren't gonna be a bad thing. Sorry for still not talking too much over here.

    The hero and such:

                                                                    https://imgur.com/oiiiY56.png

    The basic set:

    The cards:

    Common:

    Rare:

    Epic:

    Ya boi:

     Tokens:

    Overall I like the set and my favourite card is Baby Griffon.  The only things I would say are to look at the stats of the Getaway Dragon Token because at 4 Attack it reduces the removal options that your opponent can use to counter.  It needs to be in big game hunter or shadow word range in my opinion or it needs less health.  Also obviously by the nature of a summoner there are going to be tokens but this is a lot of tokens.
    Thank you for your review on the class! I'm glad you liked the set, it means I'm doing at least something right here. First off, I entirely agree that I have too many tokens, though, as you said, I think it'll only be fair my class has a few more than average due to it literally being the job description. I feel like I want to rework Tyrannical Slam mainly, taking away at least one ought to make it at least a little more managable.
    Anyway, Exit, Stage Left is like Mages Ice Block, but intended to be less annoying and more flavourful for the class, with synergies and a stronger chance of coming back on the board. In comparison to Ice Block, this does not guarentee you a turn, which is a really big deal. I honestly don't think it should be very easy to remove, because it already has such a big disadvantage over Ice Block simply because it doesn't keep you alive as well, and it's easier to play around. 4 Attack is important for the dragon, because Priest shouldn't be able to just pain the dragon, especially since a typical priest will usually be able to get around the dragon easily anyway. When a priest is threatening lethal on you, which is the way this is triggered, they either have their DK, or, as was more common in previous expansions and definately Classic, they have a really strong board. In either case, they'll either have enough damage to kill, or will just wait until they do. They don't have to deal with the secret until they feel it's necessary, so I don't feel like I ought to make the card weaker against control archetypes, which are already good at triggering the secret and killing on the same turn.
    There are already cards that can stop your escape on the turn you start it and the effective health gain you get from the dragon is essentially the same as Ice Barrier. I honestly don't think this card needs to be nerfed. Sorry if that was incoherent at all btw, and thank you for the review.
    Posted in: Fan Creations
  • 1

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

    Ok, here's my class

    Basic set reminder:

    Cards I'm pretty sure I want to include:

    Commons

    Rares

    Epic

    Cards I'm not sure about

    /!\ THERE'S A SHIT TON OF CARDS UNDER THIS SPOILER OPEN IT AT YOUR OWN RISK

    Commons

    • Don't pay attention to the absence of gems and border of some cards.
    • My class WILL have both Dragon and Elemental synergy, relevant for the first two cards.

    Rares

    • Yes, "Brigade de cuisine" exists in English
    • "Compulsive Snacker" will have the full Roast (= card removed) animation for each card, contrary to cards like Hemet, Azari or Geist.
    • There's a minion you never want to target with Lava Soup, I let you guess which one.

    Epic

    Legendary

    Will give more feedback tomorrow, maybe.

     I promised to review more stuff, let's start with this.
    Love the class themes, very fun idea, lots of potential for good flavour, they keyword's a little hard to judge, because your cards clearly roast a LOT of cards at once and you have lots of draw, but some cards to fill your deck. I get the idea, but it feels like an odd balancing act and it becomes hard to evaluate the cards without proper testing. Not fond of the hero power, but it's balanced enough.
    Cards you're pretty sure you want to include:
    Stormwind Chef: This is definately potent, but the stat distribution's are odd. It could probably sacrifice some attack for some health, 6 attack isn't much more relevant than 3 or 4 against aggro. It doesn't seem like a card you want to play against control though... I'm unsure, something just feels off about it.
    Roast: Having a card with exactly the same name as your keyword feels a little odd, but whatever. This feels like it's probably staple removal for Chef, quite familiar feeling to Soulfire. Probably not overpowered, just a solid card.
    Unsatisfied Customer: Feels like a card that would make more sense for the class if it only roasted one dish at a time. The card feels like a card you play as a way of saving cards that you might accidently roast, but with cards being roasted in groups, you can't quite do that reliably, so it just ends up being a card you throw down for a pseudo-draw. I'm just still trying to come to terms with how the class works to be honest. I tried to make a class with this kind of a mechanic once before, but I never got it to work quite right.
    Difficult Child: So it's a card you want to play in a high mana cost deck usually. Seems like a kid that you'll hate eating your other children and supply caravans. Decent early game for a deck that's not gonna have good early game, but it's gonna leave some games to the dice.
    Deviate Delight: Feels odd, rng based transformation. When you're actually using this, it probably won't be game deciding rng, but with the class already doing mass Roasting with cards that you're clearly gonna have to rely upon to lose your entire deck, I can't see control chefs being all that reliable.
    Butcher's Cleaver: Seems balanced enough? Cleaving weapons are probably a little dangerous, but this comes out pretty late and against decks that will actually fear this, you'll probably be pretty low by then.
    Supply Caravan: In any other class, this would be really awkward and usually pretty bad. Obviously fits this class well, but again, unsure of how this is gonna save your deck when you're only using 10% of the deck and roasting the rest.
    Orgy: The chef, devourer of delectables, burner of broths and of course, connoisseur of carnal pleasures... Coming soon to a card game made to be suitable for 10 year olds. I don't know what you were thinking when you decided to throw an orgy card into Hearthstone, but I'm unsure of how intoxicated or serious you are right now, so I'll just give you some time to reflavour this. Actual card works well with the classes theme of not having a deck and can be seriously valuable.
    I would continue, but like...
    That orgy card man, gonna need some time.
    Posted in: Fan Creations
  • 24

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

    The Summoner

    Mephilia is back again, with a slightly toned down hero power, but her love for giant minions and destroying everything remain strong! Definately stronger than her connection to the internet during the time in which she's planning to submit her powerful conjuring magic to Deathwing, that's for sure!

    Click here for a link to the Phase I post!

    Example Cards

    Docile Boulder: Tremble in fear! This horrifying monstrosity is borderline unkillable and will devour your puny 2-drops whole!.. Usually. One of Mephilia's biggest weak points is that for healing and armor, she doesn't really gain any all that reliably. Fortunately for her, she has these! Minions, surprisingly a focus for the Summoner, will have to serve as her shield, her ability to survive. For a lot of these cards, they'll have to sacrifice some ability to kill things in order to better protect their master. And isn't he just the c u t es... I mean, the scariest thing you've ever seen?

    Double: The Summoner has another weak point, and it's card draw. Although card draw isn't completely non-existant in the class, the ability to actually cycle through your deck and get to your important cards is foreign to Mephilia. Fortunately, she's still a studious spellcaster, and can copy from her own books to get an effect that's... Good enough. In other words, despite her struggles with drawing, she can still get value from copying. Value, of course, being a big deal to Mephilia, because big value means big minions.

    Dramatic Entrance: Another defensive tool to stop herself from dying, Mephilia can augment her summoning magic by adding additional effects to minions as they come in! In this case, this is done by making the minion sturdy and hard, summoning it in the air and having it fall with an IMPRESSIVE three point landing. How you could expect your opponent to keep their eyes on you during this, I'm unsure. Don't expect her to actually boost one of the minions she ALREADY has on the board though, she's a summoner; She creates monsters, but doesn't change them.

    Take Down: It turns out, you don't really need to learn any giant fireballs, magic that sucks out an enemies soul or magic that will turn a minion into a frog to get rid of minions. Surprisingly, it turns out you can just summon a giant elemental right behind some huge minion, have it grab them by the neck and let gravity do the rest. Watch out though, this only works on minions of the appropriate cost, which is something that's rather important to Mephilia. If the minion ain't all that expensive, how's it gonna be heavy enough to be killed by gravity? No amount of excited yelling is going to make that miracle happen. Also, though her card draw is lacking as well as her healing, destroying things is something she can come to terms with. This does mean that's she's going to have a cost of minion that she's not too fond of, you'll find out which soon.

    Trouble!: How could the basic set for the Summoner not include a spell that just summoned a bunch of scary, scary dragons? The name of the spell is unusual, because it's not what you say as you cast it, it's what the people against you will scream as the dragons descend. I'm sure Deathwing will appreciate a spell that summons some big scary dragons for 10 mana, right? Be sure to try your luck at Doubling Trouble when you can for maximum dragon spawning.

    Remaining Cards

    Apprentice Animator: You're not the only summoner around, you know? Just like how Mage has some mages, Priest has some priests, and Warrior has some warriors, Summoner has some summoners working under her. And naturally, they summon things. This minion for 5 mana has a total of 6/6 stats split into two minions, one of which has Taunt . That's some nice value, but you just have to now hope they don't have an AoE, else your apprentice might not live long enough to ever learn anything new. She gets the idea that she needs to summon minions to protect her though, she's got the idea by now.

    Morsel: As nice as the Summoners removal is, early on it's not quite as amazing. At the very least however, you can summon a giant creature to come and devour one of your opponents small minions, at a pretty reasonable price. It's no Frostbolt , but this is the simply price you pay for your really nice control options and terrifying minions you get later. Summoning's a bumpy ride, but it'll level out eventually. And who knows, sometimes you'll get to eat a minion that's been buffed up a little bit, or even a Doomsayer .

    Devouring Maws: These big boys sure are hungry and can manage more than just a light snack. Their mouths may only be big enough to consume minions on the smaller end, but their giant body means they won't stop until their plate is clean. It's a simple board clear that uses the same idea as Morsel and Take Down and one that pretty much needed to exist to complete the holy trinity of the Summoners destructive tools that rely on cost. This will help you to start developing a board after that mediocre start, eh?

    Pound: Sometimes instead of going for a full on bashing, you can just summon a big minion and have it give it a solid punch. Doing this is quick and hits fairly hard, but it's expensive. Card draw is not very common in this class, so treasure this one card you do have so far.

    Study: Quickly jot down what you just did so that you can do it again. Repition is key to remembering, and it's also key to playing key cards twice, pulling off comboes, and getting good value in general. You can also Study up on the act of studying if you wanted, to learn how to study better. Then you can spend your whole turn studying, who would want that!? It's similar to Double, a way of getting cards in your hand without having to draw for them, though you get to choose these ones.

    Tokens

    Posted in: Fan Creations
  • 18

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

    Introducing Deathwing's Second Biggest Fan...

    The Summoner

    Mephilia would TOTALLY get along with Deathwing, they have so much in common! She also loves destroying everything, chaos and all other things evil. She also quite likes dragons... But not cute things, happiness or friendship, she hates those things! ...Well, she says she hates those things at least, but her Golden Snowflippers are starting to make me have doubts.

    The idea of this class is that you don't really go around casting any non-summon magic yourself, but rather you summon minions to perform effects for you. Due to your full time job being a summoner, you know more uses for summoning and are more versatile with the art. This is shown by your keyword, Invoke .

    By summoning something and immediately using it to do it's thing and then not paying the mana you need to have it stick around, you can get the same effects as any other spellcaster can. She is more versatile with her casting, therefore she is better at summoning than the other guys... At least flavourfully.

    I hope you like the class!



    Explanations for cards below

    Falling Stones is a very simple way of translating your proficiency with summoning into doing some damage. By summoning your Pebbles above your opponents, you can crush them with their heavy bodies. If you want, you can pay the mana necessary to  stabilise them in reality, to keep you safe, but you can also just play it for 3 if you don't need them or need the  effect earlier. This is just a nice versatile removal card available to the Summoner.

    Panicked Summoning is a way of keeping yourself alive, sending out huge minions on early turns... And it's a 4 mana secret . The class will be utilising defensive and minion focused secrets, of course. Try to cheat out big minions like a giant taunt minion or Ysera and you might carry on living against that aggro deck for just a little while longer.

    Blue Tunneler is a tribal card. In a class focused summoning creatures of all shapes and sizes, I don't think it will come as a surprise to say that this class will have a lot of dragons, a lot of beasts, a lot of murlocs and maybe a few mechs here and there. This card will probably be  a solid staple in Dragon Summoner, but don't expect to see it in decks not fully committed to dragons. You'll see why later in the comp. For now, just know Dragon Summoner is much more focused on control than tempo, and has a lot of dragons which stick out from most dragons you find, because creatures the summoner creates come from her mind, which results in creatures which are quite alien.

    Thrashing Amalgamation is just a simple but chunky taunt . That said, he's absolutely terrifying, with both more mouths than what's actually necessary and the intimidating ability to consume all that stand before him. Unless they're Deathwing, that'll take some chewing time. It can get out of control quick if you don't deal with it, once it's taken away a few of your minions, you're gonna have a hard time recovering. It's a perfect minion to get from Panicked Summoning, with its relatively low attack and ability damage suddenly becoming a little stronger and its hard to take down body.

    Finally, Monologue . Anyone who's ever indulged in a story of any kind with a villain present will know exactly what this is. The hero has chased Mephilia to her lair, and has been fighting her for what seems like hours. But now in Mephilia's hands, she's finally obtained the power she needs, a beast of unrivalled power that will destroy all the hero's friends and drain the hope from his body, making her only more and more powerful. She's already won. Feeling a surge of confidence pulse through her body, she does what every other antagonist in this situation feels incredibly compelled to do: Gloat. Boast. Tell him just how hopeless it always was, why she's been doing this all along, and how. She tells him to look around him, at his friends and despair as they perish. During this time, the hero desperately tries to find a way out, trying to get exactly what he needs to defeat this villain. Sometimes, it will have been too late. Sometimes he topdecks Bloodlust and annihilates her. Sometimes, he'll realise what he needs to do for the world is to sacrifice all his own friends to stop her from regaining any strength and kill her with his new friends. Sometimes, her health explosion doesn't regain her much from the damage the minions did to her. Regardless of what happens, it's often going to play a big part in who wins, and who loses.
    This card is just a fun card that shows off some of Mephilia's more stereotypical evil aspects, and one of my favorite ones in general.

    Posted in: Fan Creations
  • 1

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

    Alright, I think I finally have some idea of what I want to create...

    The Mystic

    As you can already tell, this is a super defensive class. The lore will be centered around Lorelai, a Naiad, who is one of the many mythical and chosen (yes even Murlocs can be chosen to do something other than Mrgl) protectors of the mythical land of Kaos, which is able to move itself all over Azeroth with the use of a small Portal not unlike the Maelstrom Portal.

    A simple mechanic, as this is a defensive class, it wields many forms of countermeasures to ensure survival. That being said, the main mechanics the class will feature is Mystify, Divine Shield, Elusive, and Hexproof (Shimmering Courser).

    These are some of the ideas so far. Feedback would be greatly appreciated ^_^

     Right, I'm actually going to go more in depth about this actually. First off, flavour of the class is great, hero power fits really well, decently balanced. I like the idea of the class. However, the Mystify keyword simply shouldn't be a thing. Mystify is an action rather than an effect attached to a minion, thus the keyword should be "Mystify. Mystified minions can't attack the enemy hero.". Now, I hopefully won't see this new wording actually being used, as that would mean you'd be sticking with this as a keyword. In one of my last posts, I went onto a bit of a rant about Can't Attack and Permanent Attack reductions, and how they're quite terrible. I'd advise looking for it on the last page or the one before that and reading through to get my full argument against it. If you simply do not have any minions, your opponent can't attack with any of his stuff and is locked down. From here, they don't have any spells that can kill their own stuff and all their minions with effects that would help them win are either in the hand and can't be played or silenced and mystified on the board. So, they do the only thing they can; Pass the turn. Over and over. Seems unrealistic that a whole board is gonna be mystified, but when you start attaching it to aoe's why would that be a surprise. The keyword isn't fun, Zence. It might be okay if you make mystification temporary in some way, but as of right now, it's not a fun concept.
    Anyway, the cards themselves.
    Artificial Maelstrom needs a way to deviate from hellfire in ways other than mana cost. This class doesn't seem all that warlocky nor does it seem to want to kill its opponent quick, so I'm unsure why this hits all characters rather than all minions. Stick with all minions for this card and change it up a little bit.
    Since Shimmering Courser is a 4 drop with a 2.5 mana body, a 1 mana spell that gives it's effect seems perfectly balanced in all honesty. It doesn't have much value on it's own, but can be an incredibly scary card. It's certainly an interesting card, and very flavorful. Stick with this and use it as an example card.
    Combining Divine Shield and Elusive is so obvious, but really interesting. It protects from backstabs, shivs, fireblasts and other tiny spells that would ruin this minions divine shield, hopefully meaning it can more reliably get value. A really good common.
    Kaos Lifebinder, as mentioned, should be a classic card, though it honestly doesn't look particularly strong. In KnC we got a 4/4 for 4 that healed 4 immediately, and in WoToG Priest got a 5 mana 4/5 that healed for 5 immediately. This feels significantly weaker than both of them.
    As everyone has already mentioned, your Hunter is pretty much a warrior card. Your class doesn't even currently have any spells which would do what this card wants, which is just a little bit of damage to activate the effect. It doesn't fit and it's probably even too strong with the fact that it's not even understatted.
    Ooooh boy, so even if your opponents minions could bring their player effects other than raw attacking, they're taken down by the anti-fun brigade. Shouldn't be a basic, and shouldn't even be a card... One thing though, and I might be just seeing things wrong... But that art doesn't look entirely appropriate.
    Naiad's song is a fair enough card. 1 mana less than polymorph, but will remain as the same minion, so you might not be able to ignore it, they can bring it back through resurrection effects, deathrattles will trigger, etc etc.
    What's that? You filled up your whole board with minions? Oh you silly goose, let me just stop you from being able to play real quick. That's much better. What? You killed off a whole two of your minions attacking this guy so you'd be able to drop another couple of minions on the board? Well, I don't care, when you play them, I'll just cast a couple of Essence Steals on them after you throw them out. I'll then just pass the turn for the rest of the game and Divine Shield my way through all the fatigue damage, cause why not, not like your flimsy paladin hero power's gonna stop me, and it's not like you can bring back your Val'nyr back once you break it; you can't play minions.
    Zence, I quite like where you're going with this class, but that keyword isn't great. It doesn't matter if the only aoe effect is on a big minion, it doesn't matter if most of the spells with it are single target. It's just an unfun, bad keyword that becomes impossible to balance if there's ever more than two spells with the ability to mystify minions in a players deck.
    Posted in: Fan Creations
  • 3

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Wishmaster333 >>

                                                                                                        Class: Holy Strider

    Len LonehoofHero Power

    The Holy Striders are the elite messengers of the horde. They provide a variety of roles and are able to travel long distances quickly. They are a secretive bunch employed by the leaders and often work as messengers, spies, scouts, cartographers, and guides all rolled up into one. They use their wits and their magic to deal with the situations they come across.

    So I was having a bit of a conundrum with my keyword, in that I couldn't decide which one I liked better. So, I'm looking for opinions on which one I should use, or potentially both. So I've provided a couple example cards that aren't quite yet set in stone of course with each keyword.

    Survialist KeywordEnlightened Keyword

    Forgotten TomeWilderness GuidePerith Stormhoof

    Frozen WandererShort-Horned Ridgeback

    Well, there it is.

     I'll probably talk about your class again another time but for now I just want to point out you're not using the Enlightened Keyword as a keyword. Why make a keyword for a thing, and then fully write out what the keyword does on the card with the keyword? Why is it not Enlightened (5): Draw 3 cards, or Enlightened (8): Deal 4 damage to all other minions? As of right now the keyword could just be removed from the card and be replaced with Battlecry. It's like making a card with Discover: Choose one of three 3-Cost cards to add to your hand.
    In fact, I think you probably should just get rid of the keyword. You can make cards that require you to have a certain number of cards, but a keyword for it is mostly pointless.
    Posted in: Fan Creations
  • 1

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

    So, first idea, and after a quick look through the submissions, no one seems to have had this idea, Please let me know if I'm wrong. 

    Feedback is greatly appreciated, and I'll review the past 5 pages in my next post. Just eager for reviews.

    LICH:

    The Lich focuses on board control, weakening enemy minions, freezing them in place, and throwing around shenanigans with their undead minions. However, those minions come with issues. Given their undead nature, they come with a slight drawback:

     

    That slight drawback is the potential to fall apart under stress. Once damage is originally done, they decay ability kicks in, and further damage follows. However, the Lich seeks to turn this weakness into a strength.

    So, some examples of what the Lich is carrying.

    The Lich can continue weakening minions with Icy Apprentice, and spread their plague with Start the Plague (think synergy with Acolyte of Pain, or Gurubashi Berserker, as well as the flexibility of a 2 damage slow removal.). With Gadgetzan, they can punish their opponents game plan by pulling a minion out and potentially destroying it. Travelling to Un'goro, we see the innate potential of decay, as Fungal Abomination hurts the opponent, even as it falls apart. And finally, in The Frozen Throne, we see the Lich's link with the Lich King displayed, as they call upon Sapphiron, who asks the question of their opponent. Lose your board, or lose your life!

    Quote from Fortify >>

    So I have an idea, but I want to run it with everyone here. So I will try to keep it short:

    Plagueshifter

     

    This class is based on the class you can use in the WoW Roleplaying game. The idea is that you use your minions to do damage (including buffing those minions) as well as healing, while spells are more focused on either removing enemy minions or weaken them. Your Hero Power also will help you in this way.

    Now you may be thinking why use the Keyword when you can just silence it. Well there are a few reasons why this could be better. Firstly you don't have to put a silence minion in your deck, so you have more space for other cards. Secondly it removes the keyword not just silence, so if your opponent uses anything like a Shadowstep they wouldn't get that minion with that keyword (Example if they had a minion with just a battlecry and you remove that keyword, they would just have that minion without that battlecry effect). And thirdly, you can use it to pick out certain keyword, so if you had a buffed minion but it had a negative deathrattle, you could just remove that effect instead of just silence it which would remove that deathrattle as well as the buffed stats.

    So here are some of the cards:

      

      

    But how would you counter this class? Well this keyword will be useful:

     

    So if a minion has this keyword, that Plagueshifter will not be able to affect that minion, which means if you don't have a way to remove that minion, well you will be wishing you had that silence effect in your hand.

    So that the short version, so what do you think? Should I change some of the cards or maybe remove certain cards for now? Let me know what you think.

    Quote from Shatterstar1998 >>

    OK, since my sample Legendary was criticized as being too niche, here's a new line up of potential sample cards:

    • The Last Unicorn become this class's Ice Block while Whisper of Yogg-Saron will become this class's win condition in that they will win through burst damage by casting a bunch of spells, which is supported by the Whisper mechanic due to each spells is counted as 2 spells. Benevolent Serpent is now moved to MSoG.
    • Big Bad Stalking and Petrifying Gorgon have been moved to Potential Sample cards.

    Other potential sample cards:

    Right, I've been seeing this a bit among all the classes, but the Lich class posted just before made me make the decision to finally say something about this.

    Permanent Attack reductions should be avoided like the plague. Methods of giving minions Can't Attack potentially permanently or just flat out permanently aren't exactly much better. Hearthstone has 7 board slots, and has been designed with the expectation that when a minion is removed, another slot is freed up so that you can replace it with another. Not every deck runs Dark Pact or a giant stack of buffs, so for a lot of classes, a 0 attack minion without an effect attached to it is just a board slot that doesn't exist anymore. Not being able to play as many minions as before and not being able to do anything about it, needless to say, isn't particularly fun. One minion on it's own that can't attack isn't gonna ruin your match for you, but what about when you play a 1/1, and your opponent hero powers it into a 0/1? Then after that, he hero powers one of your other low attack minions a couple times? Oh, you drew your Firefly? You mean you drew your pair of 0/1's in a deck with no buffs. Oh look, now you only have 3 slots available on the board, I can't wait to see how much value you'll get off your N'zoth. Sure, this exact scenario is unlikely and unrealistic, but that doesn't make the concept of permanently locking down minions if their hero can't kill it off themselves an okay prospect. This is even more of an obvious problem when you can just play a 5 mana minion that gives a minion can't attack, return it to your hand, and just make that minion completely worthless and unusable. At that point, it's worse than dead.

    This goes out to everyone who's made a attack reduction card or a can't attack card, and anyone planning on doing the same. That includes the people quoted and probably more, but I'm not going on a giant trek through the whole discussion topic to find em.

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Challenges Poll]
    Quote from Mewdrops >>

    Wow, we're sharing ideas already? All right, lemme throw mine out there as well (I'll try get feedback ready some time later today).

    My Class: The Destroyer / End Bringer (haven't decided yet). Some combination of Destroy, End, Prophet, Apocalypse, Cultist, whatever.

    HeroHeroPowercard

    I'm not entirely sold on the hero arts (first one doesn't look crazy enough, I don't like the second one's hat) but it'll do for now . The class has two main themes: Destroying everything slowly, but inevitably - and destroying everything NOW, with FIRE. The class's main themes are:

    - Giving the Hero +Attack (for trading, and for massive burst combos) and Hero self-damage (this bit is kinda like warlock, I know).
    - AOE damage. Lots of it. Good against swarms, less good against single, big dudes.
    - Permanent effects.
    - 1/1 'Orb' weapons.

    Couple of example cards (not the best ones, but I happened to have them available):

    CardCardCardCadCardCard

     Hey, I remember this class! If I'm gonna start doing this again, it's only fair I give a little feedback.
    To start off with, I think the class name shouldn't be something like The Destroyer or the End Bringer, it should be something more simple. Something like prophet doesn't really capture the fire theme of the class, but pyromancer doesn't really help show off the aggression or attack themes. I can't really come up with anything that would be appropriate honestly.
    As for the class itself, I can't help but feel that hero power is really weak. All things considered, a hero power that just gives your hero +2 Attack should be pretty balanced. I don't think dealing 1 damage to your hero is necessary.
    As for the cards themselves, I think they're all pretty cool, I like the two commons, they're both simple but effective ways of showing off the keyword itself. The Orb is something I don't like. I get your hero generally wants to attack, but I don't think dealing 4 damage for free a turn past that point is particularly fun to play against. I think I brought that up when you showed this last time, that just doesn't feel interactive.
    I will also say that I get that you like to use animeish art for your cards, and I don't have a problem with that, but art like that of Crimson Fury feels like it deviates too much from Hearthstone. Also I prefer the second art to the first, and I don't mind the hat too much.
    That's all I can think of for now, sorry, I'll say more later, it's just 5 am and I need some rest.
    Posted in: Fan Creations
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