@Tomerick88 - That's up to you. At least I'd have the card in the highlight text all over this forum. Or you can show the token's image. Up to you.
I might make a 'custom' token for Bananas because I hate that it's plural and the other isn't.
@maxlot - Good explanation of Covetous Devotee. He's tough to balance because by himself, he's just a vanilla minion. But if he lives, he's one of the best C'Thun buffers with Blade of C'Thun. And he works well with Battlecry / Deathrattle summons. But it has low health and will be targeted so it's probably fine.
I really like the newer Menagerie Runaway. Very nice, simple state line and use of Taunt and charge.
Magicat, I definately misread it! Small text on small card with small screen, and me trying to go through them quick.
Submission suggestions:
Abandoned Hatchling - 0-cost synergies and simple Invoke effect
Signs of the End - A non-Invoke card with the same idea behind it
Mad Prophet Rosea - Huge Invoke
Menagerie Runaway - Multifaceted summon, works with menagerie buffs
Gloat - secret synergy secret
Edit - and imo, Menagerie Runaway is balanced. A 2/3 Taunt is about 2.5 mana(Frostwolf Grunt) 3/2 charge is about 3.5 mana (Wolfrider). Add class discount and your set.
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Legends tell of a T-Rex more fearsome than any other, able to hide from armies for hours on end, only to jump from the shadows and take them out with a single swing. As you can see here, he is a master of disguise, look at his mask. Look at the knife, how it clearly can cut through thousands!
Also, for clarity, it means "besides" as in "other than" rather than "adjacent to".
Rogue needs better control cards, so let's have a pretty reliable but slow board clear. Pretty good inclusion in a stealth deck too.
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Think I'm gonna start doing these weekly card design comps... This one seems pretty cool. This is the first thing that comes to my mind, but I think I'll make it a bit more interesting later on...
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Gonna quickly give my thoughts on the classes because, why not? Remember, these are all my opinions, and though I may be making statements, rather than saying "I think" or "In my opinion" every 3 seconds, they're just the thoughts of some guy on the internet who is maybe/potentially/almostdefinately wrong. Anyway...
Chronomancer: I'm not as interested in this class as I have been in previous phases. None of the cards are as interesting as cards that were in other sets, Destined Champion doesn't really have much of a cost for running it, you can just passively guarentee your jousts hitting a big target until you draw both of them, in which the punishment is having a slightly below average 6 drop? I don't like it. And run out the clock is such an annoying card. Especially when you introduce it in the set with jousting, which takes like 5 or so seconds, it's really just gaining an advantage out of your opponents cards having fancy long animations, which shouldn't be a mechanic.
Dragon Knight: I like the class itself... But the cards that have been presented in BRM and TGT seem less impressive than I remember the class being. Awakening seems mediocre regardless of what situation you use it in, Drakkanoid Champion is paying in stats for an effect which doesn't have an advantage outside of jousting, as Dragon training is written, it's a gang up that's limited to dragons, only shuffles 3 copies conditionally, and it actually shuffles the card in rather than a copy of it. These cards look to have almost been rushed a little.
Alchemist: Unique use of the classic card being brought back, turning it into a removal card. Epidemus is fairly balanced, seeing as you have a healing hero power. Failed Experiments is very cool. I have no qualms with any of your cards and they're all interesting and balanced in their own ways. Definately getting my vote.
Storyteller: Some of the cards seem to require you to pay attention to every little thing that happens, the legendary has a mechanic that provides maybe a little too much value against control... Plot armour may have given me a chuckle when I first saw it, but Heroes Armory seems notably less interesting, in terms of both flavour and use. Other than that, you've got some interesting cards, some less interesting. Hidden Power seems really snowbally for such a stupidly low cost, and is excellent as soon as you trigger inspire once. I did find Dark Iron Historian and Glorious Victory to be cool though.
Cult Leader: This class has lots of interesting cards that are easy to understand and simple, flavourful and balanced. Though I'm uncertain about the inclusion of two overstatted 2 drops with negative conditions in the same set, pretty much every card introduced fits into the general idea of the class. They also are excellently balanced, promote skilled play and knowledge of your deck, whilst still being simple cards. I like everything you've made. Definately getting a vote.
Flame Wielder: Ideally, at its base, a class should be simple conceptually and have simple cards. That said, I think this class could be made a little bit more interesting. Dragons for arms is ridiculous, and doesn't seem to be keeping Malygos in mind. When an otk literally just requires Dragons for Arms and Malygos and 5 dragons of any kind in hand, I think there might be a problem, and that's before even thinking about Thaurissan. Anti-aggro seems cool, but Magma rager synergy just has lost its comedic value that it had during the first phase. So I'm glad that all that was given to it this expansion is a 2 mana Totemic Might. Champion of the flame is 2 strictly better neutral cards, one of which used to actually be a big of the meta before it was nerfed to 2 health... With that in mind, making a strictly better version of it's pre-nerf form doesn't seem great in my eyes. Every other card is strong and good cards, but they're, in my eyes, kinda boring.
Stargazer: I never really enjoyed the idea of a class which has a hero power that makes it immune to fatigue. Moonstone seems... Almost cool. The thing is, it's a significantly worse flash heal, and it's second condition is not only EXTREMELY hard to pull off, but has minimal reward. The other cards are pretty meh, but Set the Course has some obvious balance concerns, while Quarter seems redundant because you might as well just include the basic card in your deck rather than it, seeing as Quarter is so overcosted.
Look, although I had mostly negative things to say, I really don't want any of you to take offense, this is meant to be constructive criticism, and I'm aware my class has likely got many many flaws itself. Regardless of what happens here, good luck to every person competing.
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The King!
Even in Fireheart, on a remote, far away island, the Grand Tournament is considered to be unmissable.
Boetius Bannister has decided to return, to relish in the competitions, the food, and the many races of people that the event has to offer. Not that he cares for much besides the competitions, but hey, Tuskarr's are pretty cool.
Example Card Explanations:
Ambitious Grunt: A deceptively simple minion. It's really just a conditional buff attached to an inspire, but its condition requires a little preparation to be relevant. And you want to trigger that effect, else it's a 1 mana Wisp. It can be played cheaply for tempo, but it's hard to resist a 4 mana 4/4 that gains +4/+4 every turn. This will however require 3 promote effects to hit it before you hero power though, but if it goes unanswered, it's an effective win condition. It's also a very good example of rarity effects.
Dragon Harbinger: Since dragon king isn't really going to be a thing, this guy allows a different kind of "Dragon" deck to exist. One that will only likely be running 2-4 dragons. This card synergises well with Malygos, but not too well, as the King has not got any face targetting damage spells or aoe spells below 5 mana. It can bring some incredible value though. It also synergises with Chromaggus, with you having enough mana to use a Celebrations card or two, getting your Harbinger to be an 8/7 and getting 4 promoted cards in your hand. Don't forget about Ysera too! And in the Whispers of the Old Gods, you get Deathwing, Dragonlord.... Unreliable, but potentially terrifying.
Tuskarr Spearman: Epic king is a archetype that functions as something like a mix between Jade Druid and Control. Basically, between this and Pompous Noble, you have access to a pair of potentially huge heals, and a pair of potentially huge minions. They gain strength proportional to how many epics you've played, but are less oppressive towards control than jade golems yet and are more functional against aggro.
Robin, Military Strategist: This card is a step up from Squad Leader. Squad Leader is a card that summons a little squad if you promote it. This card summons a squad leader if you hero power. He can start a small army developing if you just keep it going for long enough, but that isn't too easy to do. Think of him as a potential second hero. When you command him to, he'll play squad leaders so you can keep enemies at bay and generate immense value. He can be easily shot down by a Fireball or a Hex, so he's a bit of a risk reward card.
Blackrock Mountain and The Grand Tournament:
Blackrock Mountain:
The Grand Tournament:
Justicar Hero Power:
Classic Set:
Basic Set:
Tokens:
Militiaman - Token of Squad Leader
Castle Archer - Token of Hail of Arrows
Determined Participant - Token of Spear of Glory
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