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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from Zence >>

    @maxlot

    I'll see where Boom Buddy takes me. The class still needs to fill the "Small Mech Minion" requirement to fit into GVG so removing him entirely doesn't seem like a good idea. I like your idea for reprogramming but as of right now a name also eludes me. It'll come though, eventually.

    I see what you mean about the shield. Actually for such an in your face class you're practically dead on about it being weird for this class. I'm thinking of replacing it will a new Nemesis spell? Hi jinks will ensue...

     Speaking of Nemesis, just looked back through your cards, why are you being so cautious with its balance? 5 mana for a 5/5 sucks, and then the condition of having Nemesis, which can only be summoned by like, 1 other card, punishes you in terms of value rather than rewarding you, with a +4/+5 buff for 5? Also, you shouldn't have Nemesis cards in Basic, Nemesis is a keyword, there aren't class keywords in basic. That said...
    Would this be cool?
    Looking back at it, imagine it says a 3/4 Nemesis. This rewards you more for having more nemesis cards in your deck, because it gives you a pretty above average buff.
    Posted in: Fan Creations
  • 1

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from Zence >>
    Boom Buddy - eh... he was actually the first card (and the hardest card) I came up with. I'm trying to find a way to tie him together. Maybe by flavor text? I hope I don't have to rework it too bad, but I totally see what you mean, so i'll see what I can do.
    Well, for starters, I think this guy only really needs a different name, but a flavour text change won't really help. Maybe imply that he's been reprogrammed? Reprogramming mechs fits into your whole pillaging theme, because they aren't fully sentient, so they have the ability to be properly fully stolen unlike any minion in the game. It also fits with the whole exploding thing, because you can say that he's just some little friend bot that you've programmed to detonate the explosives you've rigged into it. Not sure what you could name that, but eh...
    I don't like your shield card too much. Even though it thematically fits as a stolen card, shields are something people have been thinking about for a while, and it's certainly more fitting into a tank class, like warrior, or maybe even paladin, but not your pillager, because he doesn't seem to be too much of a counterattacker.
    Posted in: Fan Creations
  • 1

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from Zence >>
    Quote from Zence >>
    Quote from Zence >>
    Quote from Zence >>

    Basic Set

    COMING THROUGH! No one dare cross the path of the dashing and reckless ruler of the seas of Azeroth, Captain Immo! He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around. Armed with many dangerous allies (and many more enraged enemies) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death, take all your treasure, and steal your girl. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it, Adventure never stops for the Nemesis, so the choice is up to you: Join, or Die.

    Class Mechanics:

    • Consistent Card Generation
    • Card Stealing
    • Nemesis Summoning/Buffing (EXPERIMENTAL)
    • Card Duplication
    • Strong Combo
    • Value Summoning

    Class Weaknessess:

    • Random Genereation
    • Inconsistent
    • Lack of consistent Healing
    • Lack of consistent Damaging Spells (Mostly relies on minion combat)
    • Lack of direct Card Draw

    Mechanics in Detail:

     (i.e. "Snatch a spell." Finds the next spell your opponent will draw and adds a copy to your hand.)

     (Will only have one copy at a time on the board. Starting stats when summoned varies on the card that summons it)

    Basic Cards:

     

    Tokens:

                        Cast off!                                 Rodanpa's Curse                           Bilge Lurker

                                                                                                  Rogue Witchdoctor

    Flavor

      • Loot Swiper - Forget Need or Greed, he'll just take it!
      • Rickety Cannon - 100 years and still going strong!
      • Enchanted Amulet - Sealing it was the easy part. Escaping the witch? Not so much
      • Jeer - "Our hull is cleaner than yours, Bottom-feeder!" 
      • Rodanpa's Curse - NEVER. OPEN. THE. BOX.
      • Bilge Lurker - They stay in the ship to escape all the seemingly hungry animals, and free scraps are always a plus!
      • Cast Off! - "Hoist the sails! All hands on deck!... GET OFF THE MAST!"
      • Who Goes Tharr? - Hmm, they seem to have the shape of a female... And are wearing a big feathery hat... Hmm....
      • Rogue Witchdoctor - Don't even bother requesting a specific potion. The guy gives you what he wants to give you.
      • Trusty Hook - Actually this is Trusty Hook #2. The first was lost after battling a strange green oozing monstrosity...

       

    Basic Cards Notes

      • While Voodoo Juju looks like a 3 mana mind control, its actually not as good as it looks. You can't kill your target on your turn when you play it, and your opponent has a full turn to trade it into something or mess it up for you when you get it. It acts more like a disruption more than anything else.
      • Strength Stealing Juju only affects minions on the board at the time it was cast.
      • Life Potion Juju looks like the potato of the group, but it may be the most useful. You can't draw out heals as easier as other classes, so often you will be extremely happy to have Witchdoctor produce this.
      • Warding Juju is self explanatory. It looks like it can grow out of control, but in a class that lacks healing, really all this will be doing is making your minion trade-able for a longer period of time.
      • Nemesis won't always be a 1/3 on summon. Other cards have stronger Nemesis Buff effects, and therefore will accommodate by summoning a vanilla Nemesis equal to the cost of the spell.

       

       

     The Expert Set is now complete!

    Tokens
          Animated Anchor                     A Mage's Treasure                     A Rogue's Treasure
                                                                                       Gale Force Winds

     

    Flavor

      • Tidal Wave! - "Everyone! Grab on to something!"
      • Captain's Mate Catheria - If I hear anything about me and Immo, I will personally have you Keelhauled ~ Love, Catheria
      • Assemble! - Unite and Conquer!
      • North Sea Betrayer - With his dying breath, he said, "I was never one of you, but one of you will join me, at the bottom of the ocean..."
      • Sea Elemental - He doesn't take trespassers lightly.
      • Charrrge! - Enough dilly-dallying, get yer swords and take them out! Arrggh!'
      • Animated Anchor - What in blue blazes is this?? And why is it helping Immo?
      • Stolen Spear - Stormwind will NOT be happy about this.
      • Take Cut - "You give me half, and I'll give you Quarter."
      • Rigged Explosives - Who got the last laugh now?
      • A Mage's Treasure - Out of all the spells they chose it had to be the one that makes icicles...
      • A Rogue's Treasure - As they snuck out of the Rogue alcove, a subtle "Watch... your... back..." could be heard.
      • Gale Force Winds - She wasn't designed to go this fast!
      • Kidnap - "Wait, wha? When did we snatch two of you??"
      • Nemesis Swordsman - Always the first to a fight.

       

     Expert Cards Notes

      • Captain's Mate Catheria is NOT dating Immo. Get that image out of your head.
      • Assemble! cannot hit the same minion twice.
      • North Sea Betrayer killed off one of Immo's crew and destroyed some loot. How sad.
      • Sea Elemental gains the Elemental tag immediately to save time later on once this class hits Un'Goro
      • Charrrge! works like a mass Charge. Good synergy for a minion combat based class.
      • Animated Anchor has gotten a rework and a name change (Asylum better not see this >_>). Now balanced and can work for aggressive playstyles as well.
      • Treasured Axe is purposely powerful (first powerful weapon for the class). May RNGesus be with you.
      • Pilfer - Nice spell generating (and intel giving) card. Works similarly to Thoughtsteal but fits this class better :)
      • Rigged Explosives is the first single target spell for removal, but balanced by being hand dependent. Don't expect many others in future releases.
      • A Mage's Treasure is a good way to get some much needed damage dealt to objectives. Class treasures such as this one is one of the only ways to draw cards in this class besides neutral cards.
      • A Rogue's Treasure is a good way to trigger bigger combo turns, or save for more tempo gaining later on. Cost is you're paying 2 mana for each coin in advance. Again: Class treasures such as this one is one of the only ways to draw cards in this class besides neutral cards.
      • Gale Force Winds - Nemesis is here to stay! Immo's prized ship will be featured in future cards with some cool effects!
      • Jeer gives more support for minion combat based matches.
      • Kidnap is a really quick and easy way to generate more cards for your hand and deck. Also supports minion fights.
      • Nemesis Swordsman will join Northshire Cleric and Co. with the 1 mana 1/3 triggered effects minion type.
        
     Curse of Naxxramas + Flavor Text for all cards is complete!
    Plagued Construct - Even after death he is loyal to only Immo.
     

     

    Goblins vs Gnomes is complete!
    Flavor
      • Hidden Explosives - When Immo said to hide the explosives where it was least expected he didn't mean for him!
      • Boom Buddy - This child friendly version comes with classic music to sooth minds before detonation.
      • Gnomish Piloted - Seems to have forgotten to include an auto-pilot mode.
      • Stolen Battle Shield - Ogres sure are clumsy and forgetful fellows.
      • Bewildered Ogre - Where did he come from? Where did he go? Why is he attacking us and our foes?
      • Gnomeregan Intel - Step 1: Sneak into research facility. Step 2: Steal Schematics. Step 3: Blow the joint. Step 4: Profit $$$
      • Baron Revilgaz - You may think he looks ridiculous, but he only travels in style.
      • Ratchet Sea Terror - The enemy of my enemy... Is my friend.

    GVG Set Notes

      • Hidden Explosives - Aggro support? Yay!
      • Boom Buddy - OP 2 drop Mech class card? Check.
      • Gnomish Piloter - Giving Mech Pillager a shot. Nasty deathrattle in return. Pre-nerf Ironbeak Owl recommended.
      • Stolen Battle Shield - Interesting mechanic IMO. Now your enemies pay a small price for hitting you in the face. Good for Controlling the board but not necessarily a powerhouse.
      • Bewildered Ogre - Another unfriendly soul for Immo's collection. He has a more detrimental effect than Ogre Ninja, but he has huge stats and Taunt to boot. May use him only as a wall in most cases.
      • Gnomeregan Intel - Great card generator, especially for Mech Pillager decks. As cards that are mechs vary in cost this is mostly a good effect but can also not be so useful. Also if against a mech deck you're gonna want to be able to play one of them right after in case it takes up all 10 hand slots. And Rigged Explosives support :D
      • Baron Revilgaz - Huge Legendary, Huge effect, just like the rest of GvG. Heavily favoring Mech Pillager decks, and it has great stats. Poor to play on a weak Mech board or without any future support of dropping mechs. All in all, looks almost too strong, but really is just a super late game win-more card that has no synergy with anything other than Mechs.
      • Ratchet Sea Terror - Another giant minion, essentially acting as the slots machine. Either you and your opponent gets your attacks in, or everyone dies trying.

       

    Card Changes

    Notes: Spelling game was not strong lol. Warm thanks to nurgling13 for the new name!

     

    Overall this expansion promotes Control Archteypes, Mech Archetypes, and slightly Aggro support. Use your A Mage's Treasure coupled with a few Hidden Explosives, Loot Swipers, lots of Loot! cards, cheap minions, and you may be able to successfully make a decent Aggro deck! I aim to fulfill almost every major archetype eventually. Also, now you can use your Bilge Lurker in combination with Enhance-o Mechano for new combos other than Stormwind Champion or Rodanpa's Curse! The paths for this class begin to multiply....

    Coming soon! Blackrock Mountain!

     NANANANANA- NAH, DON'T YOU "COMING SOON! BLACKROCK MOUNTAIN!" SO SOON, I SEE PROBLEMS
    Okay, it's not that extreme, but I want to comment on this. I'm seeing a lot of GvG flavour here, which uh, is good and all but, where is the flavour for the class itself? The Baron, the Sea Terror and... Maybe the Hidden Explosives, sure... But everything else doesn't seem too related to your class. I think you need too make some more cards that immediately seem to be cards belonging to your class, whatever it's actually called. I can't remember the name you've only really been showing the name of the hero for a while, but regardless, when I see Boom Buddy and Gnomish Piloter, I only see cards. Unspecific, potentially even Neutral cards. When I look at Goblin Blastmage or Snow Chugger, the class cards of another mech class, I can tell on the spot that those are Mage cards. For starters, I think you should at least include a couple of "A _____'s Treasure" cards in the set, which would help bring the flavour together.
    Posted in: Fan Creations
  • 1

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from Zence >>
     Curse of Naxxramas + Flavor Text for all cards is complete!
    Plagued Construct - Even after death he is loyal to only Immo.
    GVG COMING SOON!
     Wait, hold on a sec, you completed the ENTIRE Naxx set?! I am beyond impressed.
    Ok, seriously now, this guy seems to be strong enough, but why is he called a Construct? That seems like a weird thing to call him. And you spelled Plagued incorrectly by the way. Look forward to seeing the GvG set.
    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition 5.11 - Submission Topic

    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.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 5.11 - Discussion Topic
    Quote from Toxibrah >>

    Considering Manasauros already won this weeks design competion, this would probaly be my card if i had bothered.

    The card kinda work like Justicar does for Paladin, giving them a solid value play every turn by pushing the botton.

    The clear best choices would be the Deathrattle:Summon 2 1/1s, +3 attack for a 4/1 each turn, or simply the 1+1 for a normal guy on roids.

    The effect stacks, as you can throw in two copies into your deck, giving you the potential for a 4/4 each turn.

    What are your thoughts?

     Damn, this is a really cool card, but I'm not sure if it's really best to be able to use 2 in your deck, and the effect fits better on a legendary anyway. I think if you make it a legendary, you'd also be able to get away with making the card a little bit beefier.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.11 - Discussion Topic

    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...

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Poll #2 of 2

    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.

    Posted in: Fan Creations
  • 2

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Submission

    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

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Poll #1 of 2
    Quote from Turkeybag >>

    THE KING: I find promote a tad too complex for hearthstone since it's doing multiple things with some that are different depending on what it targets. Minor issue though. Arthur Bannister seems crazy weak though. He's pretty much a better Shadow Word: Horror that costs 5 more and comes with a 4/4. He can get buffed but the effect is still insanely weak for his mana cost and legendary status. Rest of the cards are pretty damn awesome though and I like the themes of the class.

    Promote does do different things depending on what it targets, but literally only Celebrations targets spells, and it behaves the same way for every other card, so I think that isn't too bad. That said, I understand your concern with Arthur. Basically, while I was designing him, I kept thinking that it was a Shadow Word: Horror for 4 Attack minions plus a 4/4. Which to me, seemed pretty meh for 9 but was kinda cool. After SEVERAL weeks I then realise that that's not how the mechanic that I came up with works. I made the idea and then had such a bad brain fart it took multiple weeks to remember how it worked, so I feel like an actual fool. So, a 4/4 with a shadow word horror that activates on 3 attack minions, which can no longer hit Azure Drake, Ysera, Malygos, or other 4 attack minions... Weeeeell obviously that's a lot worse. Arthur Bannister will be buffed to a 5/5.
    Posted in: Fan Creations
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