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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #1]
    Quote from NiRaSt >>

    This is the first time I make it this far, so I gotta ask: what happens now? 

    Top 8 go to the next round and design Kobolds and Witchwood sets. Top 4 of that round are the finalists and design to Boom Labs and Loa sets.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Submission Topic]

    THE TINKER

    Welcome back to Blasthammer's Garage, friend! As you know, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We've got bombs and gizmos and weapons and mechs! And this time, we're really gonna dive into some fun stuff. First we'll take a look at our operations in Un'Goro and see just what we can do when we have a whole new world to exploit! Yes, exploit. Did I stutter? And after that... did you know I had an evil twin? Well, one of my cross-dimensional portal thingies showed me an alternate... me, and I gotta say, I'm pretty cool! Really cool. Freezing, actually. He's in alternate-Icecrown, ruling over the Scourge! You're confused. I get it. Why don't we start with something familiar first.


    Keyword - Synchronize

    You should remember this. Synchronize is our Tinker-only keywork that helps us rig up some neat things when use up all our Mana on a turn. Tinkers do best when they plan ahead, moving parts and bots around in their head before moving in for a big score. Some Synchronize effects will change what cards can do, or spend extra resources, so you gotta be real careful you have enough scrap on hand! Now, lets check out our operations in Un'Goro and Icecrown, shall we?


    Example Cards

    • Claim the Land - When I first saw what Un'Goro could offer, I just knew we had to get there quick! So we set up shop, and I put Alloy in charge. She's a gnome, yes, but she's also one of my best engineers. As our guys gather resources and do weapon tests, she uses the extra scrap to build some Dinobot guards to keep away intruders!
    • Exploit Un'Goro - Alloy is so good at her job, that she can take a bunch of older gizmos and some of Un'Goro's resources to make anything into, well, anything! One of 3 anythings, at least. You don't need to go around and Explore Un'Goro like those dumb Warriors! Just take some extra Scrapbots (there's always tons of them, after all) and some primal know-how and see what you come up with!
    • Blightmare - So I told you a little about my cross-dimensional twin. Apparently in another Azeroth, I got killed and ressurected as a Death Knight, and went on to beat up the Lich King! Don't give me that look. I used his own plagues against him, and made a horde of mecha-zombies to help me. Him. One of them was this ugly feller that kept Evil Me going strong!
    • Plaguemaster Bork - See? That's Evil Me! Becoming a Death Knight expanded his mind with all sorts of horrible ideas. Like augmenting zombies with tech to make Zomborgs that were tougher (and costlier!) than normal undead. He figured out how to drip his plagues into all his spells to ensure he always had an army at his side!
    • Zomborg Apocalypse - As the new Super Lich King (his name, not mine) he had the tools to make lots of Zomborgs real quick. Usually he held them back, waited for the right time to use them. Or, he could spend a few Scrapbots to bring the army out even faster! Apparently this was for "Challenge 3", whatever that means. But it's something Alloy would approve of.

    Tokens






    The Lich King Fight

    Apparently Evil Me's fight against the Lich King was something else. You know how we Tinkers have all these big ideas in our heads? Well, the Lich King's magic really messed with Evil Me's head. Made planning difficult, even punished him if he made too many Scrapbots. He had to be quick and ruthless, which turned him into the Super Lich King he is today. I couldn't be more proud of me!


    Remaining Cards

    Journey to Un'Goro





    Recruit the Natives - Fulfills Challenge 1

    Knights of the Frozen Throne



    Festergut - Minions damaged by this Deathrattle have red Health but can be healed once on the battlefield. If they play a minion with 0 Health, it dies after it's Battlecry triggers.

    Well, there you go! Hope you liked a peak at some of our more interesting operations. Come back next time, we got some treasure and monster hunting to do!


    Previous Phase Transcripts

    Classic
    Basic
    Introduction

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Quick reviews! Feel free to disagree or not, this is just quick impressions. Hope it helps!

    @CheeseETC

    I prefer the "Summon minions with spells" over "Discover" quests. There are just too many class cards in that pile with Discover. However, be wary of your class being able to complete the quest too quick. Your reward allows infinite card generation, and you can complete that fairly easily already. 

    Magical Anklyosaur sees way too strong. It's fairly easy to set up, especially with all the card generation you have and the ALL minion in your Classic set. At the -very- least it should only target minions, and even then it either needs to cost more or deal less damage. 

    I don't like the 1 Mana Death Knight. It's extremely weak (because otherwise it would be horribly broken) and kinda pointless.

    Blood Ooze as is seems too strong. Perhaps the remaining Clots recombine instead of transforming into new 3/3s? Then you could get a 2/2 Blood Ooze if one Clot died. 

    Replica of Leokk - You keep posting this card. I don't like it. I would much rather see some variant of all 3 Animal Companions, or just do away with this one. Make it a Zombie Wyvern or something. It doesn't need to be Leokk if you can't use all 3.

     @SunnoxPL

    Overall good cards. Your class has always been strong and balanced mechanically. But my biggest concern is theme, specifically with the KotFT set. I don't see Scourge or Death Knights in your cards. There's no undead, no reanimation, no gothic imagery, no deathrattles, nothing that calls to mind the central theme of the set. Instead there's one ice related card, one lifesteal card, and some stealth synergy. I'm sorry that this is coming so late in this stage, but I would honestly recommend rebuilding the set, if you can. You have a couple neat cards that have nothing to do with Icecrown or the Lich King, and I think that will cost you votes. 

     @Pircival

    Does decaying armor have a different visual, to distinguish it from regular armor?

    I don't like the Death Knight. Your's is (1) confusing, and (2) completely different from all other Death Knights. No other Death Knight gets 'cured' so I don't see why your's does. Also the Fossils are too powerful. Rexxar has RNG that can screw him up, and has to pay for his better minions. Your's are just minions with better than average stats.

    Icecrown Shackles is too good for 2 Mana because most decks won't be able to remove it. Should cost at least 4.

    Does Keeper Gravetooth give you armor when it decays?

     @Noah_McGraph

    I agree with NiRaSt about your DK and Shatterstar1988 about your quest.

    Scarlet Omen is -way- too good. Your class has a few weapons, all with good effects. 5 mana to destroy 3 minions is OP.

    Krel is very strong. Consider making the tokens 1/2. This wil make them Annoy-o-Tron level of removal difficult, which is more reasonable. Krel himself can probably be at least a 5/5 but not much bigger.

    @NiRaSt

    Does Fist of Kalimos buff enemy minions if you don't play one first?

    I agree with Shatterstar1988, your quest seems perfect to work with Adapt.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Quickly posting cards. Some of them were changed around (Artificial Evolution, Zomborg Apocalypse and Blightmare primarily) while a few others were rebalanced as suggested. Any questions or comments are greatly appreciated. I will give (likely brief) reviews tomorrow night. My class is in my signature if you need a reminder.

    Un'Goro

    Flavor- Taking over the land, resource acquisition, robotic dinosaurs, pollution
    Themes - Tempo, discard and transform




    Notes
    Artificial Evolution reworked and King Katalyst now hits your hand. Both work very well with Zomborgs in the next expansion.

    Knights of the Frozen Throne

    Flavor - Plague, Zombies animated by technology
    Themes - Token generation, hand size




    Zomborg Apocalypse reworked to be casted sooner. It can be a huge hand increase for certain cards. Or, with planning, a huge summon effect. This is my biggest worry in terms of balance.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from Noah_McGrath >>

    Question: Is the token limit per expansion or overall? Can i have 9 tokens in Un'Goro and 3 in Frozen Throne for example?

     Is there a token limit? I just skimmed through the rules and didn’t see anything about one.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    @CheeseEtc Thanks for your feedback!

    For Plaguemaster Bork, I made it cheap because it did nothing to the board the turn it comes out. The passive summoning effect is strong but the class lacks hard removal or even high damage spells. Now that might change as I may add The Big One (thing Volcano + Meteor) to the Un’Goro set, I haven’t decided yet.  But for the most part, the DK relies on weakening enemies with other cards or using the Plague Doctor to make your spells Poisonous. That said, I have no issues upping the cost to 8 and maybe tweaking the Battlecry. I’m considering an Even deck for it and want to keep most of my hand-size and token cards Even to work with it.

    Festergut works as a reverse handbuff or reverse Prince Keleseth for your opponent. Minions in your opponent’s hand would have red health and it would be -1 from their normal health. If played with 0 Health it dies after it’s Battlecry resolves. Otherwise it can be healed as normal. My main concern was the cost. It’s a powerful effect and works well with Zomborgs by weakening your opponent’s dudes, but it might be too early game. Maybe a 5 or 6 cost with similar stats would be better.

    Been busy lately as everyone else has. Trying to finalize my cards. I will try to review your’s tomorrow night.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Here is my completed KotFT set! This has gone through so many revisions, and I'm quite happy where it is now. Let me know what you think.

    My KotFT set focuses on token and hand size synergies. The crux of both is with the Hero Card. When raised as a Death Knight, Bork combines his tech with the Scourge's plagues to raise an army of Zombie... Cyborg... Zomborgs!

    Blight Bomb - Damage minions, make the Zomborgs in your hand cheaper to refill the board.
    Corpse-a-pult - This can deal a lot of damage when you've got a bunch of tokens.
    Re-Automation - Sticky minions are the best minions.
    Spark of Madness - All those Borgs and Bots in your hand? Make them into something new! Also works with the Un'Goro Quest.

    Flesh and Metal - Massive with a big board. Something die? Use it to buff your other minions.
    Plague Doctor - More deadly spells to trigger the Death Knight.
    Zomborg Apocalypse - Massive token generation, works wonders with Spark of Madness or Blight Bomb.
    Festergut - Weaken future enemies so they succumb to your minions faster. 0-health minions will die when played, after using their battlecry.

    Need 1 more card for the last common spot. Here's two ideas.

    Blightmare - I wanted a big Zomborg type card, but haven't decided what it would do yet. Either something like this, or a sticky deathrattle.
    Bonecrusher - Some Tinker Secrets work better later in the game. With this, you could play Secrets, then prime them when ready. The Kobolds set specifically will have strong Secret synergy, so this could work with it. I also need 1-2 more Un'Goro cards, so this could be remade for that set instead.

    If not one of those, then another spell that summons Zomborgs / deals damage.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from Laurendor >>
    Quote from thepowrofcheese >>

    These phases might be long, but I appreciate the time to go through my class over and over again. I’m dropping the Plague Bomb idea. It led to too many similar cards to generate tokens that was hard countered by Skulking Geist. Instead I’m going with general plagues that give rise to lots and lots of zombies. This will lead to board spam, hand size synergy, and lots of buffs with mechanically enhanced, Phyrexian-style zombies. I’ve finally started making cards again and hope to post some soon.

    As for reviews, I apologize I haven’t done many yet. This thread has been moving slow. When someone does post, often someone else responds before me and I agree with it with little more to add. 

    I agree with linkblade91’s concern for Laurendor, your class has lots of complicated tokens. Narrowing them down a bit would help with clarity. Otherwise the set looks good. My only other complaint is that the Quest reward, The Green Pigment, feels like another Hero Power Effect. It changes your hero directly, unlike most rewards that give you strong minions or spells. (Warrior is the exception, and I’ve never liked their Quest reward.) Its a powerful effect that may need adjustment. But besides those 2, the class looks good!

     I know about the quest, the first idea was to make all minions in the hand and deck Poisonous but then i changed it, i think i'll go back to that idea. 

     

     Just so you know, there is a big difference between "all minions in hand and deck" and "all friendly minions (wherever they are)". The later includes any  that are copied or generated as tokens later. Including your hero power. So the second one is way stronger than the first. Up to you as to what you think is best, but I'd suggest either "in hand and deck" or just something like "all Herbs" or "all minions with 3 or less Attack".

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    These phases might be long, but I appreciate the time to go through my class over and over again. I’m dropping the Plague Bomb idea. It led to too many similar cards to generate tokens that was hard countered by Skulking Geist. Instead I’m going with general plagues that give rise to lots and lots of zombies. This will lead to board spam, hand size synergy, and lots of buffs with mechanically enhanced, Phyrexian-style zombies. I’ve finally started making cards again and hope to post some soon.

    As for reviews, I apologize I haven’t done many yet. This thread has been moving slow. When someone does post, often someone else responds before me and I agree with it with little more to add. 

    I agree with linkblade91’s concern for Laurendor, your class has lots of complicated tokens. Narrowing them down a bit would help with clarity. Otherwise the set looks good. My only other complaint is that the Quest reward, The Green Pigment, feels like another Hero Power Effect. It changes your hero directly, unlike most rewards that give you strong minions or spells. (Warrior is the exception, and I’ve never liked their Quest reward.) Its a powerful effect that may need adjustment. But besides those 2, the class looks good!

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    So I've got an idea of how to revise my KotFT set and need some feedback. Right now my class is themed on weapons and artillery used by the Scourge. Now, that'll be more focused on delivering the Scourge's plagues. Enter the Plague Bomb, a collectible card that can be generated by some other cards in the set. Decent on it's own, powerful removal if you can chain a few together. (Remember: the Synchronize card needs to be your last card that uses your last mana crystal.) But it's the new Hero that really ramps it up.

    Becoming a Death Knight expands Bork's mind and empowers his spells. The Hero Power replaces your Scrapbots with Plague Bots. While in your hand, you can discard and transform it like normal Scrapbots. Play it, and it throws a Plague Bomb, which chains off the Bombs generated by your other cards.

    The rest of the set will be themes of mechanically enhanced zombies, other plague delivery systems, and a few more class cards like transform or hand size effects. The other legendary will either be The Skyterror (a gunship created from the wreckage of the Alliance and Horde's fallen vessels) or Grand Apothecary Putress.

    Also! I forgot to show off my Lich King spell! It's a good counter to the usually Combo-oriented Tinker.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    @IceKing16

    Fafnir is something that caught my eye as an odd, maybe even detrimental card. The initial Dragon resummoning is cool. But the Favor effect...

    First, Fafnir is a super late game card. Unless you curve real well, you’re going to want some big dragons to die before you play him. Then you resummon then, and then the Favor triggers.

    Now you have a big dragon wall that can’t attack. Late in the game. Against other late-game decks that win by combos, face burst, and use board clears. So your opponent can either go face and ignore your impotent minions, or nuke the board after you play the lengendary.

    The only counterplay would be a way to destroy your own legendary, which just feels really lame. It’s like a worse Hadronox, so unless your class has Naturalize I don’t see why you’d want to trigger that effect.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Thanks everyone for your feedback. Un’Goro is about done, just need to rebalance some things and change up Recruit the Natives. And yes, Alloy is a nod to Horizon Zero Dawn.

    Clearly my KotFT set needs more work, and I appreciate the feedback. My theme for the set was for my class to be the seigemaster, the one who built the Lich King’s catapults and bombs and even a gunship from the remains of the Alliance’s and Horde’s. I wanted the player to generate spells and cast them at once with the DK, forcefully taking the board and generating loads of value. But clearly the flavor isn’t coming across, and the set is disconnected from my own class and the rest of the expansion. Art is tricky. Goblins and Gnomes don’t really have a place in the Scourge, and most of the Lich King’s weapon’s are clearly powered by magic instead of machinery. I might look to changing the theme. Definately new legendary effects, and either changing up the spell theme or going to something like Abominations.

    Thanks again, I’ll be updating my set. Hope to give some reviews soon.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Card dump with my initial ideas. Don't worry about rarities atm. Planning to add notes within a few hours of posting. 

    Un'Goro - Discard / Transform synergy, big Mechs
    Themes - Industrialization, pollution, overwhelming enemies




    KotFT - Spells, Mech tokens
    Themes - Artillery, reusing parts of mechs 



    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    @Shatterstar1998

    A couple notes while I’m on lunch.

    First, I find the idea that you can summon or turn minions into whole planets that do nothing but get hit by random spells quite amusing. 

    The Deathknights Battlecry seems quite strong. Killing all enemies (most of the time) and summoning some 3/3s is much stronger than what Hagatha and Gul’Dan can do. 

    Minor Tarling is too good for a 1-cost minion. By itself it shuts down many 1-drops. 2 of them would neuter your opponent’s early game. It’s also the opposite of the normal tar effects, so I don’t see the point making it Tar based at all.

    I don’t know Koltira’s lore well, but does he have a backstory that relates to astronomy or your class at all?

    Celestial Domination needs better art than a deathknight’s legs and weapons. The name implies something much more grand.

    Obsidian Collasus is too strong compared to Ancient of Blossoms. Also it’s detrimental Battlecry is really, really weak, even if it hits itself.

    Focused Knight highlights my biggest issue with your class, which I brought up before. This is a card that has Gaze and gives Gaze to two more things. I have no idea how your random cards would work with multiple targets Gazed at once. I know some only target enemies, some only minions, etc, but this card gives me a headache. Forgive me if I’m missing something you explained before. I just worry a card like this will make an already complex class too convoluted.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from Wailor >>

    @thepowrofcheese

    I liked your previous Quest, but it's true that the current one fits more with the flavor you're pushing.

    I guess you'll still use some of the old cards, right? For instance, that Polluted Water Elemental you had (or whatever its name was, lol) also fits a lot with the current Quest and has a very good flavor.


    I wanted to show a couple changes I might make:

    Keeping enchantments is how the card is supposed to work, so it can stack all the +1/+1 it gains (as well as other effects). I don't like that the text is now smaller, but I guess it needs to be this way.

    While I hate getting rid of the punny name, the minion version makes much more sense from a gameplay perspective.

    Thoughts?

    Yup, I do plan to keep the Polluted Surger and a few of the other cards already. The Tinker will have a couple elements like Priests and Paladins, but they won’t be a major theme.

    Compare your Gold Elemental with Astral Tiger. The Tiger costs (1) more, has +2 Health, and doesn’t keep enchantments or get stat bonuses. As such, I think your Gold Elemental currently is too strong. I’d suggest at least upping the cost, maybe make it a (5) 5/5. Still good on turn, not broken as a (5) 6/6, but costly if you need to play other cards that turn. Alternatively, use the design for a Legendary, as it’s a strong, complicated effect, like Kingsbane.

    Stitched Nightmare seems to be easier to balance than the spell, so I agree with that change. 

    Posted in: Fan Creations
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