A good source of healing and card draw provided you have the Ocean Depths in your deck to draw from.
3
A good source of healing and card draw provided you have the Ocean Depths in your deck to draw from.
1
Huzzah, the results are in, and this class came dead last.
4
Hey, so even if you didn't win the competition, you do win a prize from me. Custom flavor text for your entire class (except the Spellstone and Death Knight because you already made it). McF4rtson already wrote flavor text for his Sea Witch class, so this can kinda make up for that. This is also my second attempt at making this post because my computer crashed on me once making it before.
Basic
Prepare for trouble! |
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He's really lonely and just wants to have friends. |
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That's one way to fire up the crowd. |
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Poor Millhouse Manastorm. |
Summoners have a very strict education system. |
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Mephilia likes to play Burnout. |
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Her animations only run at 30 frames per second. |
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It's both a unit of weight and a unit of currency. |
You're telling me THAT swallowed King Mukla!? |
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Make it double! |
Classic
A face only a mother would love, except that its mother barely loves it at all. |
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Azeroth's hottest rock band with the songs "Gimme Safehouse", "Paint it Blue" and "(I Can't Get No) Appreciation". |
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It's like regular anger, only savager. |
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Her mentor is none other than LLEEEEERRROOOOOOOYYY JJEEENNNNKKKKKIIIINNNNNSSS. |
Some people prefer to call it "Creature Ambush", and some others call it "Minion Ambush". (this is a reference to how the equivalent of minions in Hearthstone are referred to as "creatures" in MTG and "monsters" in Yu-Gi-Oh!) |
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You made it once, you can make it again. |
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Number 1 lesson in summoning is to not panic. Most people do it anyway. |
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The main reason Summoners never become good comedians. They're laugh always scares away the crowd. |
I thought adrenaline was pretty wild already. |
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I think you mean "Azerothquake". |
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Finding glasses in his size is difficult. |
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But I wanted to go right... |
But what would an evil counterpart to an already evil character be? |
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Most common way for Summoners to cheat at soccer. |
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Owns and runs Kofko Wholesail. |
Whispers of the Old Gods + One Night in Karazhan
It's abandoned until an Old Gods decides to corrupt it. |
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NO, NO, NO!!! IT'S OLD GODS, NOT RUIN!!! |
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Some people are into it. You never know. |
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Surprisingly squeaky clean. |
Literally just signs that say "The End" on them. They appear to do the job just fine. |
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Yeah, I definitely need to clean the carpet. |
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Not a big fan of Corrupt Fiverunners. |
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C'THUN WANTS YOU!!! |
She's mad because she didn't get perfect grades in propheting school. |
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SECRETCEPTION! |
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It doesn't run when it's on a shark. It's more like a Menagerie Swimaway. |
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A purrfect pun. |
Mean Streets of Gadgetzan
Well apparently she cares if you control a Secret or not. |
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"Why isn't this in One Night in Karazhan" - Everyone when they look at this card for the first time. |
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You just activated my Trap Potion! |
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Has a hard time trying to get on the couch. |
POTION... POTion... Potion... potion... |
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Fatale-ity! Get it? |
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Especially good at creating sock puppets. |
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"Help, I was trying to summon a Wisp, but I accidentally summoned The Ancient One." |
Expert in cheating at Poker and Hearthstone. |
Journey to Un'Goro
It's a great escape, but it sounds less great when you explain it to your friends. "Hey, how did you get out?" "I played my Great Escape spell card." *crickets chirp in the background* |
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A little bit different than a Stereologist. |
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Hornnose see, Hornnose do, Hornnose want to do it too. |
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Skipping across oceans isn't really its thing. |
You're not dead. You just feel like you were 5 seconds ago. |
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A cat-astrophe. |
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A bit overcomplicated if you ask me. |
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If your bodyguard is so brittle, maybe you should hire a different bodyguard. |
Uh, what's 2 + 2 again? |
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He's very thin skinned, so don't make fun of him. |
Knights of the Frozen Throne
A tad undercooked. Just a little, tiny bit. |
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The Summoner equivalent of bird watching. |
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PEW! PEW! PEW! PEW! |
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When Lifescales die, they turn into... |
I'm sure you would like souls too if you tried it. |
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It's amazing how many Tuskarrs you see with Trouble up their sleeves. |
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It's not really a monologue when you did it this late into the game though. |
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Killing generations of rats is Mephilia work. |
He REALLY needs to take a shower, like right now. |
Kobolds and Catacombs
Never shares with anyone. Can't blame him though. Every time he tries, someone tries to steal something. |
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MRRRGGGLLL TAKE CANDLE! |
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You know how siblings are. |
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"I really should've saved my Pyroblast for that" - The last Mage who adventured into these catacombs. |
But it's not even a hunter card. Why not call it Fortuna Summoner? |
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Creampuffs make surprisingly good guild recruiters. |
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Has lots of very interesting looking brothers and sisters. |
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Medivh used to keep monstrous animals in his menagerie, but it was turning party guests away. |
Also known as a Carnivorous... Cylindrical Trapezoid. Whatever shape it's supposed to be. |
Hope you enjoyed reading.
3
So, when do the class's threads unlock? I want to give the finalists their rewards from yours truly.
1
No shade to the other competitors of course, but maxlots Summoner is giving me EVERYTHING, and I am SO here for it. I don't know if I've already said, but I was very skeptical at first with how this Invoke mechanic was going to work out, like I was worried that it and the class would be too one-dimensional, but each phase you continue to give really clever and original implementations of it that still feel believably straightforward. And of course the class itself has plenty else unique going for it, like your efforts with 0-cost cards. Special shoutout to your Quest, which I absolutely adore, and that other one super cute card where one of your minions escapes into your deck and you summon some raptors.
11
/!\ You may be experiencing issues with the images on this topic. If you do, you can instead consult my Imgur album for phase V with my cards and associated comments.
~ PRESENTATION ~
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
The Chef class is based around deck thinning/manipulation and keeping board control at all times. The Chef uses the Roast mechanic as a resource or as a way to curve out (see details on Roast below). In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be "If your opponent has useful minions on the board, you're doing it wrong".
More info on the Chef's class identity below
Main characteristics
- "Roast" & Deck manipulation, in particular effects that remove, add cards into your deck, or depends on deck size;
- Scattered damage, in particular good AOEs for the early and late game. The Hero Power also follows this logic;
- Double-edged buffs and removals that can be useful on either your minions or enemy ones depending on the circumstances;
- High minion turnover meaning minions will die a lot, yes.
Qualities of the Chef class
- Good board control through disruption of the opponent's board (rather than reinforcement of yours);
- Lots of Tempo options through "soft removals", good early-game minions and the Hero Power;
- High survivability and, counterintuitively, resistance to fatigue because they will have a lot of cards that shuffle stuff into your deck to compensate for the Roast mechanic.
Flaws of the Chef class
- Lack of unconditionaly good midrange minions, or minions that can only be used either for defense or offense, but not both;
- No combos. The Roast mechanic obviously doesn't fit very well with a combo playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets.
More info on the Roast keyword below (new info added since last phase)
DEATHWING: "I love roasting stuff!!!
The Roast keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features.
The Roast keyword will be used to:
- Make you curve better by increasing your draw consistency (e.g. roasting low-cost minions);
- Allow interactions with your deck's content (with effects depending on what cards was roasted);
- Compensate for a theoretically above curve card (like Overload and discard). Mostly used in aggro/midrange decks.
The last effect will be used with parsimony. As a rule of thumb, I consider that 3 Roasted cards = 1 Mana discount.
Below is what some existing cards would look like if they used my keyword
NOTE: Existing cards that say "destroy" rather than "remove" - Hemet, Jungle Hunter, Skulking Geist and Azaru, the Devourer - would NOT count as Roast. As a rule of thumb, burn animation for the card = Roast.
~ WHAT'S ON THE MENU TODAY? ~
== Mean Streets of Gadgetzan ==
Chef's gang - Guerrilla Gorilla Monkey Business®
The Guerrilla Gorilla Monkey Business® (GGMB) includes the Chef, Scribbler, and Berserker classes. Its theme is (obviously) Bananas and cards that synergizes with Bananas.
~ GANG CARDS ~
The Steamwheedle cartel sold the monkeys around Azeroth from their headquarters in Booty Bay but a small batch freed themselves in Gadgetzan and formed the Guerrilla Gorilla Monkey Business® (GGMB). Harambo, the leader of GGMB, made a fortune out of Bananas trafficking and is now trying to take the city over from the Cartel and other gangs.
GGMB already acquired lots of businesses, one of them being the Roast Palace. They hired one of the most renowned chef in Azeroth: Ragnaros the Firelord, who since renamed himself the Kitchenlord after he decided to become a full-time Chef because he doesn't want his ass to be kicked by adventurers again. Unfortunately, Ragnaros is not as good as he says because he burns things a lot, but Harambo is too afraid of firing him. You can't fire the Firelord.
- Tel'Abim Banana - A double-edged buff like the Chef likes them. Named after the WoW item of the same name.
- Banana Tree - You punch. You get Bananas. Why does a Banana Tree do in Gadgetzan? Well, it doesn't look like it but Gadgetzan is in the middle of a desert in WoW.
- Bananamancer - A good to synergize with your Bananas AND your damaging spells!
~ REST OF THE MSOG SET ~
- Guerilla Chef - A simple Roast card. It's been a while since I last did indiscriminate Roast. Cheap way to eliminate Hangovers or Bananas on top of deck.
- Banana Juice Bottle - Banana synergy weapon. Just to be sure, the "played" on the text is past pense, meaning you should play the card before playing this.
- Big Businessman - Big minion with a drawback. However, the drawback can potentially be nullified with Roast cards.
- Al Dente - Al Dente is the ideal consistency for pasta. Similarily, this card is better when you deal the ideal amount of damage to enemy minions.
- Top Chef - A free card draw if your deck contains a lot of high-cost cards. GGMB likes to organize cooking contests from time to time. Looks like Kargath will win this one. Good job, Berserker!
- Ragnaros, Kitchenlord - HELLO INSECTS. I AM BACK TO BURN THINGS AND PLEASE YOUR PALATE AND I HOPE YOU LIKE YOUR MEAT WELL COOKED. ALL THE MEALS IN MY RESTAURANT ARE DONE METICULOUSLY WITH TONS OF FIRE BY A VERY COOPERATIVE STAFF. FOR IF THEY KNOW THEY FAIL A MEAL THEY IMMEDIATELY GET FIRED. LITERALY. The idea is that, if you have less than 8 cards in hand. Rag will try to draw a card but has 50% chance to roast it (he's not a kitchenlord contrary to what he believes...), the 50% draw/50% roast will stop once the 8 card condition is met. Like Jeeves, it won't OTK you if your deck is empty.
DEATHWING: Wait, what is HE doing in my competition??? He bullied my son! I don't want him here!
RAGNAROS: SILLY DRAGON! I WILL SHOW YOU THE TRUE MEANING OF THE TERM "ROAST"!
TOKENS
This is what Bananas look like when affected by Banananmancer.
== Journey to Un'goro ==
Un'Goro is home to a lot of beautiful, exotic and rare creatures... that would all look very nice on a plate. This lost jungle is the occasion for the Chef to try new recipes, and try he will. The Chef's Un'goro set is all based around cards that add/shuffle cards into your deck a.k.a. the other side of the Roast coin. There were already a couple of such cards in previous sets, it is now time to fully explore this aspect of the class.
The Quest - The Ultimate Recipe
(and two Quest helpers)
- The Ultimate Recipe - As I said, this set is based around shuffling cards into the deck i.e. the reverse of the Roast mechanic.
- Alemental - The Elementals that make your drunk. Hangovers are cards that do nothing, however it helps complete the quest.
- Head of the Caravan - Going through Un'Goro with a caravan is not easy, but Harambo want his Bananas delivered on time. Supply Caravan is a collectible card from my classic set that shuffles a copy of any card you play into your deck. Having 2 of them is obviously great for quest completion, but it's also good when you're running out of cards.
THE QUEST REWARD (+ tokens)
(Because we don't have the right to show the Reward with other cards, feelsbadman)
DEATHWING: That's one big stew!
The idea is that you can control which spells will be cast through the cards you chose to put into your deck and of course, your base decklist.
NOTES
- The Quest text says "add" rather than "shuffle" to take into account cards that put other cards on top of your deck (since those aren't "shuffled").
- If you somehow have another copy of Titan Feast in your deck when casting the first one, they won't stack. The second Feast will be ignored.
- Good synergy with Bananas as well!
~ REST OF THE UN'GORO SET ~
- Romantic Picnic - Because a jungle where everything wants to kill you is the best place for a date. Simple cost-effective heal.
- Red Proto-whelp - This small Dragon card allows you to fetch specific and often powerful cards. Very potent with Elise the Trailblazer or Expedition Chef below.
- Massive Burp - "But Cheese! I don't want this to be good because that would mean I would have roasted an important minion". Yes but don't worry, you have cards from previous sets to recover the important cards you roasted! As a side note, I would like to imagine this in the game with an actual burping sound.
- Primal Seasoning - A versatile spell meant to synergize with the quest reward.
- Voracious Toadosaur - Card for challenge 2. Lots of value for the long game and can help your complete your quest quickly.
- Expedition Cook - How does this work? The effect of the shuffled Meal will depend of the tribe of the Roasted minion. She helps complete the Quest and synergize with the reward (which casts spells in the deck). The Meals cost (5) and are listed below
- Galakrond - In Wow, Galakrond was a Dragon who ate everything he could find. The artwork on the card is supposed to represent an early version of him when he was not as big as it was when he died.
TOKENS
- Supply Caravan is a collectible card from my Classic set
- Dinosaur Chops = Beast, Proto-drake Stew = Dragon, Elemental Soup = Elemental
~ PREVIOUS SETS AND POSTS ~
WOTOG + Karazhan Sets
TOKENS
Classic Set
/!\ There have been some changes on some cards
- Supply Caravan has been reworded.
TOKENS
Basic Set
/!\ There have been some changes on some cards
- Fried Bacon and Giant Barbecue are now restricted to enemy minions to be more consistent with the Quest Reward. This mirrors cards like Assassinate and Execute.
- Giant Barbecue's art has been changed.
TOKEN
~ CREDITS ~
HUGE THANKS TO
- The Illuminati Hearthpwn Gucci Gang. You know who you are guys.
- Sclauchneid for the custom minion border for my class and provided me with tons of useful art and feedback;
- Everyone who commented on my cards in the discussion thread and on Discord.
EDIT: Several changes were made:
1
Quote from Emergencystairs >>Eh. Rush is copied verbatim from Shadowverse, even the same name for the keyword. Not impressed.
I saw that too... not sure what’s going through blizz’s head...
2
Looks like my Apothecary is out. I'm surprised it did so poorly, but what can you do. My wife will be glad I'll be spending less time making cards! Congratulations to everyone who made it! I'll pop in now and then to give some feedback.
14
/!\ You may be experiencing issues with the images on this topic. If you do, you can instead consult my Imgur album for phase IV with my cards and associated comments.
~ PRESENTATION ~
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
The Chef class is based around deck thinning/manipulation and keeping board control at all times. The Chef uses the Roast mechanic as a resource or as a way to curve out (see details on Roast below) . In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be "If your opponent has useful minions on the board, you're doing it wrong" .
More info on the Chef's class identity below
Main characteristics
- "Roast" & Deck manipulation , in particular effects that remove, add cards into your deck, or depends on deck size;
- Scattered damage , in particular good AOEs for the early and late game. The Hero Power also follows this logic;
- Double-edged buffs and removals that can be useful on either your minions or enemy ones depending on the circumstances;
- High minion turnover meaning minions will die a lot, yes.
Qualities of the Chef class
- Good board control through disruption of the opponent's board (rather than reinforcement of yours);
- Lots of Tempo options through "soft removals", good early-game minions and the Hero Power;
- High survivability and, counterintuitively, resistance to fatigue because they will have a lot of cards that shuffle stuff into your deck to compensate for the Roast mechanic.
Flaws of the Chef class
- Lack of midrange minions , or minions that can only be used either for defense or offense, but not both;
- No combos . The Roast mechanic obviously doesn't fit very well with a combo playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets.
More info on the Roast keyword below
DEATHWING: "I love roasting stuff!!!
The Roast keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features.
The Roast keyword will be used to:
- Make you curve better by increasing your draw consistency (e.g. roasting low-cost minions);
- Allow interactions with your deck's content (with effects depending on what cards was roasted);
- Compensate for a theoretically above curve card (like Overload and discard). Mostly used in aggro/midrange decks.
The last effect will be used with parsimony. As a rule of thumb, I consider that 3 Roasted cards = 1 Mana discount .
Below is what some existing cards would look like if they used my keyword
~ WHAT'S ON THE MENU TODAY? ~
WOTOG was the first expansion to introduce true buildaround cards in the form of Old Gods. The main theme of my set is cards that make you curve into your Old Gods . Obviously, you will avoid playing too much indiscriminate Roast cards in a deck containing an Old God, that's why there's few indiscriminate Roast in this set . Another subtheme is Egg synergy (see below the spoiler). As for Karazhan, I wish there were more that 3 cards in this set because it has intrinsic Chef flavor!
- Twilight Cookbook (WOTOG - Common ) - Roast mitigator in case you accidentaly roasted an important card (like C'Thun). It costs 2 mana because you discover a copy of a card that was in your deck which tend to be better than random cards (see Shadow Visions ), and because some cards allow you to target the cards you roast.
- Limb Tentacle (WOTOG - Rare ) - Another Roast mitigator comparable to Silverware Golem , but less powerful since you don't need to have it in your hand. Based on the Madness of Deathwing fight in WoW.
- Fantastic Feast (KARA - Rare ) - Reno is chilling out in a jacuzzi? Gordo doesn't care, he found better! A massive healing at the cost of your 2 next card draws... unless you have some Roast at your disposal! Yes, the art is a nod to Resurrect Priest .
- Haute Cuisine (WOTOG - Epic ) - AKA Draw an Old God or a Deathwing;
- Kosumoth the Hungering (WOTOG - Legendary ) - Kosumoth is hungry. VERY HUNGRY. The card to curve quasi-certainly into your 10-Cost win condition i.e. an Old God or any version of Deathwing;
DEATHWING: "This Kosumoth looks like a very nice guy. I like him!"
Tokens
Note: This is the same token used for Celebration from my Classic set.
~ REST OF THE CARDS ~
~ WHISPERS OF THE OLD GODS ~
These 3 cards compose the "Egg synergy" shell I mentioned above.
- Corrupted Egg - My "Fried Egg" car from the classic set was waiting for a card to synergize with and here it is! Both cards are equivalent to a 1mana Deadly Shot that cycles itself.
- Julienne Cut - Double-edged removal. "To replace it" means the tokens are summoned for the owner of the destroyed minion! You can use it on big enemy minions or on your own minions to trigger deathrattles and/or create copies of minions with a high-value effect. Awesome synergy with the above Corrupted Egg!
- Omelette Chef - You can't make an omelette without breaking eggs! Omelette Chef is both an egg synergy card and an anti-egg tech. On top of eggs, he also knows how to cook Totems and eschatological blood elves .
These 2 cards are the C'Thun shell.
- Meat Tenderizer - 3 mana 2/4 is a weapon statline that doesn't exist in the game but has some uses. There also weren't any weapons that buff C'Thun in WOTOG, so here it is.
- Harsh Food Critic - Being corrupted by Old Gods doesn't only make you evil, it also makes you more difficult in terms of food! This is my card for both Challenge #1 (corrupton of Food Critic from classic set) and Challenge #2. Like Blade of C'Thun , the given buff is potentially huge. Gonna give your C'Thun that Molten Giant soup man! Of course there's a risk that the card you Roast is C'Thun itself but you could always get it back with Twilight Cookbook!
~ KARAZHAN ~
- Arcanist Cookbook - Oh, so that's why there's a menagerie in Karazhan.
- Onyx Pawn - Chess piece for Challenge #3. Indirect Roast synergy since Roast thins your deck. Flavor-wise, it's based on the promotion chess rule .
~ PREVIOUS SETS AND POSTS ~
Classic Set
TOKENS
Basic Set
TOKEN
Phase I (class introduction) post
~ CREDITS ~
HUGE THANKS TO
- The Illuminati Hearthpwn Gucci Gang . You know who you are guys.
- Sclauchneid for the custom minion border for my class and provided me with tons of useful art and feedback;
- Everyone who commented on my cards in the discussion thread.
If you want to use the Chef minion border, type {{CLASS=custom1}} after your card text on hearthcards.net (no line break). Non-minion Chef cards use the "Pirate Hero by Mokthol" border.
EDIT: Added token for Onyx Pawn + replaced imgur links + minor layout changes.
EDIT2: Layout changes + Added some info to Julienne Cut + Added imgur album link.
5
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Class and Hero Power explanation
The Hero Power creates 1/1 Patchworks, much like Paladin's Silver Hand Recruits. However, if you already have one, the Hero Power instead gives it +1/+1. If you have more than one, your left-most Patchwork will be buffed.
The Apothecary relies on board control. They have strong minion buffs and single target removal (including lots of Poisonous cards) and a little bit of healing. However they lack aoe, and burst damage. They will specialize in agro, tempo, and midrange decks, but a few good control decks may appear as well with the right cards. They are also aligned with the Kabal and will have singleton decks that are a bit different from what Priests, Mages, and Warlocks are used to. How will they be different? Wait until the Gadgetzhan expansion to find out!
Apothecaries are utterly obsessed with their work. They constantly tinker and test their subjects, trying to perfect their poisons and build more efficient and deadly Patchworks. To reflect their unending experimentation, they use the keyword Mutate . Full description below!
Mutate works like Choose One , but you don't get to pick. When you draw the card, it has one of it's two effects displayed. On each of your turns it changes to the other effect, much like Shifter Zerus . This forces the player to carefully plan their turns to maximize the power and flexibility of Mutate .
Example Cards
Shifting Sludge - This flexible blob of corrupt ooze may be one of Vyral's best friends. While either coating an ally or absorbing the strength of an enemy, Shifting Sludge perfectly showcases the power of the Mutate keyword.
Flying Monkey - The Apothecary uses some of the most awful, horrifying, unnatural minions in his decks. So of course he uses Flying Monkeys ! They'll fill your hand with Bananas to snack on or feed your other minions. Apothecaries love making their monsters stronger!
Warped Subject - One minion you want to grow stronger is C'Thun . The Warped Subject is a Test Subject from the Basic set, twisted by the Old God's power. Stuff this zombie with tonics and Bananas and watch your C'Thun grow big and strong!
Splice - Vyral was reading up on some Old God rumors when a twisted idea struck him. He already stitches together Patchworks. What if he stitched other minions together? Enter Splice and Corpse Hybrid . Buff minions with the stats, keywords, and passive effects of other minions for a truly unique monstrosity. Avoid Silence effects that peel those spliced minions right off. And as always, Splice your Warped Subject to further buff your C'Thun !
Abercrombie - The hermit from Duskwood hates the little village of Darkshire. Luckily there's a bunch of gullible minions around he can use to plan his attack. Kill a bunch of minions with his Deathrattle and use them to make a fat Stitches!
Stitches and a Splice Visual
Stitches gets a +1/+1 buff for each minion killed by Abercrombie's Deathrattle .
Use
Splice
and
Discover
Harvest Golem
and target
Goldshire Footman
=
Remember that Splice is a buff. If Footman is Silenced or hit with Sap it loses the 'Harvest Golem ' buff.
Remaining Whispers of the Old Gods and One Night in Karazhan cards
Classic Cards
Thank you again for visiting
Putricide's
Vyral Mortis' Laboratory of Alchemical Horrors and Fun!
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2
With Raza this is basically just "Deal 2 damage" whenever your turn starts and whenever you play a card. If you use Lyra in your deck, you can spam through spells at such a speed that this might be terrifying... Just requires you to have a Kazakus deck. Also mass Shadow Word Death as soon as it comes out is pretty nice while you play against anything other than aggro... I quite like this card.
1
Right, so I kind of went on a break, cause I have work to do, but I'm finding more time for myself right now. In other words, I'm back. Today, I began work on one of my other classes, the Yokai, and I've decided to finish my King Class. I will finish up on the most recent Vamp and Wizard sets sometime soon, I'm just determining where I'm going with Thralls and non-Spellcraft Wizard cards... Anyway...
The King!
Anyway, so the actual Un'Goro cards themselves will be inside the spoiler down below.
Note, the Heroes Gateway originally had a spell that summoned it but I can't find the image... Just gimme a bit to find it. Other than that, the theme of the set is that The King is on a full on expedition, and there will be an emphasis on exploring for cards, specifically ones you stick in your deck yourself. The legendary, for example, will allow you to fetch Adapted Legendaries from Fluorescent Scout, your Un'Goro Packs and anything that Nimble Lookout put in your deck. Also, Captain Erandruun, my WotOG legendary, has his own little adventure, so this card can be helpful in speeding through that as well. Research Notes is this sets Dispatch/Pompous Noble/Tuskarr Spearman, however, unlike the other ones, there's a point at which you probably want to play this, else it might draw a little bit much. With the help of Hit and Run, the upgraded hero power and Ideologies, this can draw, like, 20 cards.
Finally, the quest is designed for fun rather than function. I've made a point not to make the Epic/Legendary archetypes TOO functional, as even if it's not real, that's blatant p2w. As such, the reward works inconsistently, though it can crush opponents.
Feedback is appreciated, and I'll try and fit the rest of my class into a post later on, to provide more context to people who didn't look at it during the class comp.
Additionally, my new class, the Yokai!
The two main focuses of the class are card costs and attacks. Each expansion, a different Legendary Demon, a representative of one of the seven deadly sins, will come into power. Then all the cards will be based on their sin, which will usually have something to do with attacking or card costs. Basic and Classic have Wrath, Naxx and GVG have Envy, BRM and TGT have Pride, LoE and WotOG have Greed, JtUG has Gluttony.
Basic:
Classic:
Wrath is the theme of Classic. Get demons, get the demons to punch things, demons see the things being punched and punch harder, make the enemy punch things, watch those enemies kill themselves against your minions due to taunts, hellraisers and awakened minions. Watch the opponent hero be forced into hitting your Wrath Infernal due to Satans influence. Draw like 200 cards through the process.
Or at least, that's the idea.
Goblins vs Gnomes:
With the goblins and gnomes being so competitive and the mechs being so hit or miss as failures or successes, there's plenty of envy and jealousy in the air. So much so, that its attracted the Leviathan. And the Leviathan is going to reward you for absolutely hating your opponents big cards. If you run big cards though, it could backfire... Unless you use big minions with low costs, like the Jealous Cacodemon.
The Grand Tournament:
In the grand tournament, it feels like all the pride, confidence and arrogance in the world has been all squished into one small arena, and Lucifer loves it. By running big expensive minions, you can beat out your opponents in jousts constantly, and reliably hit big boy cards like Pride. Also, provided your opponent doesn't make anything bigger, Lucifer can provide huge value by healing himself up every turn, or maybe he could even heal someone bigger than him.
Whispers of the Old Gods:
You just finished an adventure where you risked your life to get ALL the gold, and now its time for an expansion where 10 cost Old Gods reign supreme. Sounding a little bit greedy now, aren't you? Not that Mammon has a problem with that, he thrives off greed. In Whispers of the Old Gods, get ready for some card duplication here and there to get yourself more and more greed cards, old gods, whatever you want.
Mean Streets of Gadgetzan:
The Yokai will be siding with a borderline prostitution gang in MSoG, earning Asmodeus' attention. Get ready for more attack synergies, though these ones will be more focused on charming enemy minions than just attacking everything for the sake of attacking everything.
Journey to Un'Goro:
Gluttony rewards you for staying full, and provides you with the food to make sure you stay in that position. And where would Gluttony fit in more than an expansion about the biggest and hungriest creatures to walk the Earth? No where, that's where. Also making a second appearance, it's ya boi, the big S. He's even more angry than he was before. If you can show your dedication to wrath by making all the enemies stuff boil with anger, he will show you true power, by killing off the entire enemy board (hopefully) and hitting the enemies face for 8.
Belphegor, repesentative of Sloth, will be making the next appearance, in whatever the next expansion is.
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I had no idea you had became active again, it was your Bard class that made me begin making cards. Naturally, that means my expectations for this class are pretty high. I think the overall idea behind the class, with the runes, death, spells, weapons and armor are well implemented. Obviously, all others who make Death Knight classes utilise all those themes, but I don't think any of them have seemed as interesting. The "Next time you cast a spell" mechanic is quite cool, though I think it should have been implemented into the class somewhere in the classic set at least. Undead spam, weapons, armor are all fine, I think they're pretty cool. The runes forming different archetypes is a very nice idea. Even though you didn't exactly come up with it, most other Death Knight classes I've seen have just kind of added the runes in, and then put everything into a death focus. With your class, I can see a very good amount of Frost, Undead and Spell synergy cards, representing the different types of Death Knight.
As for individual cards, I want to start off by saying I didn't see anything here that was obviously too strong. I would also like to say I really like the ideas of some of them, particularly Frozen Fanatic. I'll talk in more detail in the cards you wanted feedback on in this spoiler.
Unstable Abomination: This card costs 5, has a 4 cost body, and has a deathrattle effect that should likely be valued at 3, if Arcane Missiles and Avenging Wrath is anything to go off of. The deathrattle itself deducts mana from the overall cost from it, and I think that quite a bit can be taken off the cost seeing as the effect is so much weaker as a deathrattle in comparison to something like a Loot Horder, it's easy to play around. So, saying that you take 1 mana or so off the effect for being a deathrattle, this is still probably worth around 5 and a half to 6 mana. I think it could do with maybe 1 less health. It's kinda hard to judge though.
March of the Damned: It certainly seems weak by itself. That said, the synergies with things like Eternal Service and Death triggered cards are huge. I think it should be balanced.
Darion Mograine: Since this doesn't have an immediate impact and the effect of the weapon will often be irrelevant, I don't think it's overpowered. Aggro opponents will be able to burst you down for playing it as it does nothing, Control opponents will usually delay their game plan, as you are forced to not attack with the final charge, ruining your weapons and hero power. At the same time, the card has excellent value and can save your life.... I think it should be just about balanced.
Teron Gorefiend: This seems way too strong. I'm not saying Reckless Rocketeer is a good card, but this is just TOO much better than it. With a few tokens, which your class has a lot of, you can turn this 6 drop into a board wipe, and is decent even without any immediate impact, as it forces your opponent to deal with all of your tokens before it. Maybe go with a slightly higher cost?
Horn of Winter: Three 2/2's for 5 is the standard, but you attach a mark of the lotus onto your next spell for an extra mana... I think that's alright. Mark of the Lotus doesn't come with any other effects meaning it's completely reliant on other cards to do work, which is what makes it so cheap. This card does come with tokens, but the initial cost is increased and it's hard to activate the buff on the same turn, so even though you're getting 18 total stats, it should be alright. It does beg a question that you've probably already got written somewhere on the page however. That is, does the activation of the secondary effect trigger AFTER the second spell resolves or BEFORE? This is incredibly relevant because 90% of the time this is going to be followed up with Unholy Rune.
Gathering Storm: I think this card shouldn't be overpowered, but it's definately strong. Comparing this card to Shiv, you get a draw effect for 1.5 mana worth of the card, and then you get a 0.5 mana effect, thus an effect that you would see standalone on a 0 mana card, such as Moonfire. This is consistent with that idea, because dealing 2 damage randomly should be about the same as dealing 1 damage targeted, and adding a short delay onto the card merits a slight increase in damage, namely 3. That said, dealing 3 damage, even if randomly, can still be much more impactful than 1, so this could be quite worrying. The card itself is cool, though it's a little wordy for a common.
Vrykul Icebringer: Probably too strong. He's only going to draw a maximum of 1 card per turn, I get that, but that effect is still pretty strong for his cost. Gaining a card for a trigger that's not TOO hard to meet should merit at least a stat point. Maybe make him a 2/4?
Thing in the Ice: Ah, is that a MTG card I spot? This is an excellent card, as it brings to the table what many people building control decks forget to include; A win condition. It does it in a way that is hard to activate, requiring cards from the Frost Death Knight archetype to work, but tears opponents apart. If your opponent can't answer this with spells, you can follow this up with a Remorseless Winter and maybe a Shatterstrike, and the downside of those cards, hitting your own stuff, will be severely reduced. It's too hard to use to be overpowered, but that minions too big and fits too well into the archetype to be underpowered.
Runic War Axe: The effect on the weapon is worth almost 2 mana, but not quite. As a Deathrattle and having it be further delayed by the spell delay heavily pushes the cost down. It's definately got great value, but it isn't too strong. I like the card.
Scourgelord Tyrannus: This is pretty strong right off the bat. A 3/2 that summons a 1 drop for 3 is pretty good. This can be much more powerful if combined with undead tokens, but I think it doesn't upscale hard enough for it to be too strong, and it's easily removed. It's a nice legendary. That said, you know your Raging Ghouls... Do they die before or after Rimefang triggers? That's pretty important for understanding what you should be doing with the card.
Frozen Fanatic: I don't know why I love this card so much. Insane buffs for your C'thun in exchange for delaying its actual attacks is something I am very happy with, whatever the reason. I am going to probably use a detrimental C'thun card in one of my classes now, you've inspired me greatly. I think it could possibly be stronger however. You're already paying for the big buff by Freezing C'Thun, so I don't see why having lower stats is necessary. Consider that Beckoner of Evil gives half the buff without Freezing C'Thun and has no cuts to their stats. Also, having a 4 mana Battlecry C'Thun buffer is kinda bad when you already have C'Thuns Chosen. I love the effect, but I think a different mana cost and stat allocation wouldn't hurt the card.
Ebon Queen: I think this should maybe be weaker. As it stands, the opponent has to use a minimum of 3 attacks to take down the minion, though 2 of them won't return damage. This makes it easy to trade into, so it's bad when you're behind. That said, if your opponent twisting nethers and you drop this... They might be in a pickle. In fact, they might be in too much of a pickle for this to be reasonable. The problem is, although it's a win more card, it's a very oppressive win more card. This will get to freely trade into everything your opponent plays if you take the advantage for even a turn, and then the game will be set in stone. Maybe you could make something else?
The Omega Rune: Making a good quest is hard... That said, this quest is pretty good. It meets the quota of forcing the player into 1 archetype, the quest itself is reasonable, not too hard, not too easy, and the reward immediately comes off as too strong until you consider the situation you'll be in when you complete this, and how it might not work with what you're trying all the time. Once you complete this, you'll have exhausted 8 of the total runes that you can get out of your deck. This means its spell boost effect can be very strong reasonably, as you're not going to have quite as many cheap spells. In addition, it's easy for your opponent to play around it, such as by simply playing Paladin or Shaman, or just having tiny cards in general. Finally, using a removal spell can be pretty wasted if the effect triggers before the spell. Say you Blood Rune, targeting a Vicious Fledgeling. The effect triggers and kills the vicious fledgeling. The spell itself basically just did 3 damage to your hero and nothing else. If the effect triggers after the spell, I don't think this needs a buff... Too much. All things considered, destroying 5 things really isn't that big a deal a lot of the time when it's random. Having such a temporary effect, only 5 spells, be potentially pretty weak is probably not great. I'm not sure what to make of it.
Crater Cultist: Aside from missing the "a" in "Next time you cast a spell", I think this is too strong. You're guarenteed the card, but it's delayed, so to have 3 stats for 2 mana is already making the card pretty decent. Adding a discount like that is probably pushing the card too far, as the discount can be pretty darn impactful. I'd suggest a nerf.
The Kabal: ...I don't like this class being in the Kabal. The Kabal are the triclass for the 3 casters. I get that Death Knights are essentially rune/magic knights that you can see in other games, but they still use swords and armor, they just don't really fit as much. In addition, the potions of the classes are designed to kinda show off some of the core concepts of the 3 classes it belongs to, so Healing, Attack interaction and Mind Control for Priest, Freeze, Damage and Secrets for Mage and Demons, Self harm and Power at a cost. The 3 main concepts of the Death Knight would have to be Blood, Unholy and Frost, but the thing is, we already have a tribal potion, a frost potion and a healing potion, so all you really have is a potion based on death, which is exactly what you want, but then you have a potion for undead and a potion for... Disease? I get the way you've tried to go about this is to make a potion for death, one for undead and one for the rune specialisations, but I have to say that they just don't fit. Diseases are a thing that weren't previously in the class, and didn't make any return after, which conflicts with the idea of Gadgetzan, which focuses on boosting certain archetypes the classes already have and then gives each one a new archetype corresponding to their respective gang. Introducing a new non-gang archetype based on a new mechanic is really weird, it just doesn't fit. But aside from the diseases, the Scourge Potion is... It's just so bad. Like, I don't want to be insulting, but the potions were made potions with Kabal Chemist in mind. Notice how Mage, Warlock and Priest have ABSOLUTELY nothing to gain from making their minions undead, and will likely only have Sylvanus as a buff target in their deck. I already wanted to punch myself in face whenever I got a Bloodfury Potion, but at least that did SOMETHING. Even in the Death Knight class, it's so pointless, because undead decks usually want their minions to die, which makes buffing counterproductive, and making a minion undead is also pointless because you'd probably just want to run an undead minion instead of it. Sure Priests and Mages gain very little out of the Bloodfury Potion, but the Bloodfury Potion is made valuable to each of them with the Kazakus potion both able to summon demons and to add demons to your hand. Also, Kazakus potions can have recursion effects. That might be fine for the 3 other classes, but a class with so many tokens probably won't be getting much benefit out of them.
Overall, I have more problems with your Mean Streets of Gadgetzan set than the rest of the entirety of your class, which I think has been very well made. Nice work.
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@Electro522
I understand I have yet to see the classic set, but this changes nothing. The classes themes and mechanics shouldn't be seperated by the sets, there should be a balance of them in the basic, a balance of them in classic, a balance of them in the next set, so on and so forth, you shouldn't make every single card in your basic set a damage spell or a spell damage card... Barring Exile. At the moment, this is just feeling like a mage which is only running Soot Spewers and Fireballs, and I imagine it would play the same way. Of course, the classic set could contain the most creative and amazing cards ever seen, but the basic set is simply flawed. I think the way to correctly build a class is to come up with the themes first, and then just spread it out, and this is very clustered right now.
Also, spell manipulation sounds tempting, but you stay away from my Wizard class alright mate I have made spell manipulation my own personal property and no one else is allowed to use it how dare you even suggest that you'd introduce the manipulation of spells into your class I mean you already have spell damage like come on now you're totally ripping off my idea like wow what even is punctuation.jk, I think spell manipulation makes sense for your class, though you'll still probably need a couple more themes than that. Depends on how you want to do Spell Manipulation really, there's lots of ways, though you'll have to make it very distinct from spell damage.
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I am amused by this, and at the same time, I want to include this in a Y'Shaarj deck, to see if it works like I planned.
And also, Turkeybag, your class looks interesting, but I'm confused by the droids. Since they don't really do anything on the board, I don't see much purpose in fetching them with Classy AI, and while the second droids effect is pretty handy in increasing deck consistency sorta, the other one seems like it doesn't really have much purpose.
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I span the wheel a couple times rather than just once, dunno why, just chose to, but the three options that came up were Vampire, Summoner and Red Mage. If you aren't interested in what I'm doing here or don't like any of the classes in general, feel free to ignore, don't mean to annoy.
If I were to work on vampire, his main trait would be his copying skills. Vampires in Bravely Default are very similar to Blue Mages, if you know what they are. They're kinda versatile, all around type, with the ability to copy the skills of those they fight, adapting their abilities. Also, he has a few signature vampire things like life drain and charm.
Summoners summon powerful creatures that have an immediate powerful effect, which in-game is what they use for their spells. This gave me the idea of using something similar to my previous idea called Empower. Invoke, the new mechanic, allows you to play the card even if you don't have enough to pay for its full mana cost, but it will immediately die upon doing so, only having time to throw out a battlecry or something. There's also mana conversion, which will allow you to act kinda like a warlock, but focusing on mana advantage rather than card advantage.
Red Mage is one that I like but probably won't do right now. Red Mages are very versatile, they aren't too squishy, they can hit pretty hard with weapons, they have supportive spells and damage spells, but they aren't experts in any of those things. They are an expert in gaining and burning up a recourse called BP, in the original game. BP is used up for each action you make, and you gain one each turn, limiting you to an attack a turn. These guys can gain more from things like taking damage, dodging attacks, taking status effects and such, and then they can use it all on a bunch of burst healing and damage. Their In the Red skill causes them to do more damage if they decide to spend a turn burning a bunch of their recourses in one turn.
Not sure which one of these classes I want to work on for the next however long, any ideas?
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The Wizard!
Basic:
Classic:
Naxx:
GvG:
Augmented Cards: