• 1

    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
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.

    This is the quote in the rules which is real vague. Elementals didn’t exist in Classic, but Dragons did. At this phase of the competition I feel like we can’t afford to cut people because of such a minor and unclear rule, especially when we are struggling to keep interest up. Other classes in prior comps that were all about Dragons had Dragon synergy before. I just assumed Dragon-in-hand synergy wasn’t allowed.

    In any case, I also support @IceKing16 being able to paritipate, possibly after redesigning the card in question. Honestly the submission should have been flagged sooner if it was invalid, as mine was during Basic. If my Basic submission wasn’t flagged until an hour before it went live, I would have been out.

    Posted in: Fan Creations
  • 7

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]

    THE TINKER

    Welcome back, friend, to Blasthammer's Garage! Let me show you...wait, hang on. Shareholders want me to read this. Ahem.... "We Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more Scrapbots than you can count! We're constantly wracking our brains for the newest ideas, filling our workshops with"... yeah yeah you get the idea. Let's go in, eh?


    Keyword: Synchronize

    Synchronize ! Right. This matters now. Tinkers might be scatterbrained, but there's a method to our madness! Plan ahead, spend your Mana right, and get a bonus or change some stuff around. Most Synchronize effects will will have other requirements like Scrapbots to discard or a weapon equipped. You can play them on curve, but many benefit after setting up a big combo.


    I know what you're thinking. No, I'm not wearing a mind-reader cap. I should patent that. Anyway, you're thinking "So, how do Tinker's compare to other classes?" Hrm? You wanted to know about lunch...? Right, so here's how we compare to other classes!

    Strengths:

    • Burst Damage - The Tinker is, above all, a combo class. Put the right cards together to blow out the game!
    • Tempo - Different cards sync together very effectively for this class. Play a minion that boosts your weapon, cast a spell that recasts your Secrets, Hero Power to fill your hand and empower a minion, then turn your tokens into new cards!
    • Flexibility - Which leads to our next strength, kid! When you can turn cards into other cards, you're never without options! Of course, most of the good stuff is in later expansions. So you better come back again later, eh?

    Weaknesses:

    • Scrapbots - Of course, Tinker's have their own issues. Yes, we can fill our hands quickly, which is great for combos and hand-size cards like Mountain Giant . But unlike Hand Warlocks, we don't get 'real' cards, just 1/1 Mechs. We can do stuff with them, but its less efficient and you gotta have the right cards.
    • Planning - And say you do fill your hand with Bots. Do you play them to fill the board? Hold them for a combo? You gotta plan a few turns ahead, know when to Hero Power, and count costs to trigger an essential Synchronize .
    • Slow Early Game - Before you can get your plan in motion, you need to survive. Your Hero Power doesn't affect the field. Your multi-target effects are real expensive or have random targets. You got a few tools to help. Make them count.

    Example Cards



    • Bomb Building - Ok, example time! Every Tinker knows how to build a bomb. While making it, throw a few scraps at someone. Once it's done, throw that too! Later sets will feature more transforming effects.
    • Brass Bodyguard - This guy will be one of your best friends. He takes the hits for you. And if you got a weapon, he'll sharpen it up so you can give the hits right back!
    • Spark of Genius - I mentioned before that the Tinker is a combo class. Here's how you draw the cards you need. Spend some time making bots, then cash them in for a full hand. But keep in mind, to trigger the Synchronize , you need to spend all your Mana! Don't burn a combo piece!
    • Gadget Attack - In trouble? Unleash your gadgets! Not only will you blast your foes, but you might also refresh your traps and defenses! Secrets are real important to Tinkers, and their ability to reload sets them apart from other classes.
    • Rocketeer Blitzfyre - Uh, let's avoid him, if we can. Blitzfyre tries to turn every Scrapbot he finds into a bomb. He's great when you need to shut out a game, but awful when you ask him to clean out the garage.

    Tokens

    Created by Bomb Building


    Remaining Cards

    Assault Hammer - The quintessential Tinker weapon: an over-complicated hammer.
    Goblin Land Mine - Watch your step...
    Rapid Repair - Gain 2 Armor! Or more!
    Net-o-Matic - Sap on a trap.


    Spell Magnet - Summon a Scrapbot with Blessing of Kings (or Sacrificial Pact , or Shadowstep ) cast on it!
    Workshop Apprentice - He makes bots all day, but he's eyeing that promotion.
    Mecha Tester - He's always willing to lend a big, shiny, metal hand.
    Rocket Strike - Yes, I've got a rocket in my pocket. And I've got really big pockets.


    Widgetsmith - What's a widget? Whatever you need it to be, kid.
    Gigantron - Stomps real good, but we have trouble making it stop.


    Previous Phases

    Hope you liked what you saw! And hope to see you again! Here's the transcripts from when you were last here!
    Phase II - Basic Set
    Phase I - Introduction

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from MurderyUnicorn >>

    @Laurendor

    So, Seedling on empty board is 1/3? Isb't that better Paladin Hero Power?

    In addition, Ruby Acorn has dragon-in-hand synergy, which didn’t exist until Blackrock Mountain. Even then, it’s a wierd Effect because your class has no Dragons (yet).

    Flowerwielder sounds like a minion. It should be “Flower Wielding” or something else. The token’s text is also unclear.

    Your Poisonous cards can use the keyword Poisonous. The mods were concerned that the text length would be too long with the original wording, but you’ve passed that test.

    Watch your syntax and wording. Evergrowth’s Call should say “Destroy a friendly minion to draw 3 cards.” Otherwise it works without having a minion to sacrifice.

    Evergrowth on Buds Channeler should be bolded.

    Stranglekelp can affect 2 minions, so this might be OP, and the word Attack should be lowercase.

     

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    Here's my updated class. 
      
    My Basic submission


    The Tinker is very much a combo class, using multiple cards to burst down the opponent. They have multiple weapons, minions, and spells that build off one another. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later. 

    First, thank you everyone for your feedback. Some specific responses below.

    Synchronize is intended to play like Combo, rewarding well planned out turns. Most of the effects are bad on curve. The few that are good require you to have made some preparation, like having a weapon equipped or a Scrapbot in hand. 

    Spark of Genius draws you a card. If you trigger the Synchronize effect, you then draw more cards for each Scrapbot discarded. I added the word 'more' to emphasize that. I want to minimize the number of 'useless' cards that can be stolen by Priests and Rogues (even though I just made a new one, Bomb Building). I also didn't want to make a card that did nothing if not Synchronized, The cost is also trying to balance the potentially high card draw, offset by not being able to use any of those cards until the next turn. If there's a better way to explain or balance this, let me know.

    Spell Magnet is like Spellbender, but instead of redirecting the spell, it gives you the spell as well. So if your opponent casts Blessing of Kings on one of their minions, Spell Magnet will give you a 1/1 Scrapbot and then cast Blessing of Kings on it. I was a bit confused by the 'ownership' of the spell in my prior comments but I think that's cleared up now.

    I have reworked some cards for better early game and added an aoe. More details on them below.

    Next, changes I've made

    Bomb Builder is replaced with Bomb Building. This will fulfill the 2nd Challenge and is overall a better card.

    Tinkering Away is replaced with Clockwork Goblin. This gives my class another early game minion, it generates Scrapbots, and it's a Mech.

    Remote Operator is replaced with The Big One. Remote Operator will be hard to balance come Boomsday, and might come back later just giving Rush. The Big One gives the Tinker strong hard removal that doubles as an aoe. It is very expensive, but effective.

    Gave Widgetsmith +1 Health. I've considered letting him give +2 Durability and increasing his cost, but that feels like too much.

    Switched the rarities of Spark of Genius (now rare) and Tinkertown Watchman (now epic). Spark of Genius is a class defining spell, Tinkertown Watchman is a more niche card. Added the word 'more' to Spark of Genius.

    It was suggested that Rocketeer Blitzfyre could be buffed, but I haven't done that yet. Similarly I was told by one that Net-o-Matic was too strong, but I disagree. 

    Example Cards



    *NOTE* The descriptions below are just for now, not for the submission. Let me know if you think other cards would be better examples!

    Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. My only regret is that it does nothing if you have no Scrapbots.
    Spell Magnet - My most complex Secret, it's a potentially powerful effect unless your opponent kills their own minion. Then it sucks,
    Spark of Genius - Tinker has okay card draw. But as a combo class, they want a way to dig for cards. This lets them build up Scrapbots over several turns, then dump them for a big card draw at once. However, you can't use any of those cards until the next turn.
    The Big One - Volcano meets Meteor. Blow up a big threat and watch the fireworks!
    Rocketeer Blitzfyre - This guy is your finisher. Play a bunch of cheap cards, then burn up your opponent's board or face.

    Remaining Cards





    Let me know what you think of these changes!

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    Some feedback, then I'll post my updated cards.

    @teknician

    I like the Phase keyword, but I have to wonder how you'll go about triggering it? I get that spells can get buffed by the Hero Power, but how will you trigger it for most of your minions? Once the ball gets rolling, it seems like you'll be triggering Phase quite often, but I don't see many initial triggers. I see Mana Vapor, Soul Seeker, Mistveil Drake, Arcanist Valtrois, and may be 1-2 Basic cards. Is that enough? Or maybe I'm missing something. Let me know.

    Bibliomancy seems weak. There are too many 1-Cost minions that are just bad.

    Arcanist Valtrois is really cool. Obviously it triggers all your Phase effects. Does it also give your other minions on the battlefield? Give them +1/+1? Spell damage +1? That might be too strong, compared with Stormwind Champion. I'd consider what you want it to affect, and then reconsider the cost and stats.

    @krowski_nall

    You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.

    Drunken Fighter seems like a frustrating minion because of its high variance. 

    Mavis' Biggest Fan has the best art.

    Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence. 

    With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set? 

    Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.  

    @CheeseEtc

    I really, really don't like Unstable. The idea is cool, but really, how often will you be sitting with 10 cards in your hand? Either your class has ridiculous token generation and card draw, or its extremely passive. Your Basic set didn't have anything to suggest it was always full, but rather was frequently summoning and changing minions on the board. If its not too late, I'd suggest dumping the keyword.

    I do like @teknician's ideas of combining or splitting cards. Just be careful on the execution. My Apothecary from a previous competition didn't get very far once I started combining things together. But I think you've got some more fun, wild themes that could make it work better.

    @Demonxz95

    Char seems like a better option for the challenge, since you'll have more placement effecting cards in future sets.

    Cursed Armor's name and art don't seem to match the effect. I'd rather you cast it on an enemy and they damage themselves when they attack, or take double damage, or damage their owner when damaged, or something.

    Both your flex cards look good, and whichever you don't pick could fit well in a future set. I suggest Rune of Scorchment (which is totally not a word) for Standard. It's a cool spell that can 'hit' two targets.

    For weaknesses, card draw seems to be one. You only have 2 cards that draw, both being Basic. You have lots of damage effects but weak hard removal. Your class is reliant on attacking often with your weapon, which means taking a lot of face damage and thus you are dependent on your armor cards. Hope that helps.

    Posted in: Fan Creations
  • 10

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]

    THE TINKER

    Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!


    Keyword: Synchronize

    Before we get too far, I wanted to remind you about Synchronize ! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!


    Example Cards

    Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?

    • Noise Machine - WHAT!? I CAN'T HEAR YOU! WHAT!? TURN IT OFF? OH! Heh, sorry. You saw this before, when it was a Secret. Still got some Secrets, but this little baby turned into something a bit more... preemptive! Casters hate 'em. I got a few buggers like these, they do a great job screwing with our enemies and protecting our workers.
    • Safety Second! - Yeah, we got all kinds of workers here, building mechs and bombs. You know my garage's number one rule? Results first! And money! Money's also first. What? Safety? No way! That's second, at best. But still, important. Lots of dangerous stuff here.
    • Scrap Bomb - Like this guy. Light it, throw it, big boom. Lots of shrapnel to make more Bots out of. What's with all the Bots? We love 'em here! If we're bored, or out of ideas, we make Bots. Lots and lots of Bots. Later on, I'll show you some clever things we can do with 'em, too!
    • Chainsword - Watch your fingers! This guy's sharp! Yeah, we Tinkers have weapons, and they're a LOT better than those used by other classes. For one, some of ours explode! That's, um, that's a feature. I think. You see, we've got bombs and missiles and stuff, but Tinkers are, uh, easily distracted. Some of our tools don't always hit our exact mark. So we use weapons when we need to be precise.
    • Overclock - And if we need to be really sure our target gets got, we throw all the safeties off and kick it into overdrive! What? I told you the explosions were a feature!

    Remaining Cards

    • Tune Up - Tinkers are always tinkering away at our toys, looking to improve them. Or at least, try something different. I always say, if the Mech is still walking, give it more weapons!
    • Dynamite Toss - Yeah, don't pick those up. Whenever I pick up some dynamite, I uh... tend to space out. And then everything's on fire. Just, uh, skip this crate.
    • Gnomish Mechanic - Hrm? Oh, her? Yeah, I got gnomes working for me. They aren't that bad when they're under my thumb! Don't tell her I said that. But anyway, you've seen Novice Engineer s and Gnomish Inventor s before. Our mechanics are somewhere between those two skill levels, but they do good work. For me. That's the important part.
    • Rocket Hammer - See this? This is a weapon that's supposed to explode! Every thwack against a baddie will blow up a buddy of his! Give it a try. Wait, NOT HERE!! Give me that!
    • Bilgewater Overseer - Just wave to that nice goblin as you leave. He's one of my Overseers. They watch over the garage, making sure everyone gets their work done. But if he has to fight, he's got plenty of experience! That and his big fancy Mech! Can I say Mech? Technically they weren't called that before the fight with the gnomes. Oh whatever. If someone sues me, I'll send an Overseer after them.

    *Note* Forgot about the limited number of keywords, replaced Brass Bodyguard with Bilgewater Overseer and changed Tune Up .

    There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classics!

    Previous Phase

    Here's the transcript of your last visit!

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    I've got a little time, let's do a few reviews! My near-final submission is on the previous page, post 233, if anyone wants to take a look!.

    Omerque - The Angel

    There's a couple issues with your class that could pose a problem. First the Hero Power. Like I said already, it's too complex, with a condition and what would have to be a powerful effect. I would change it to something like 'Destroy a friendly minion to give your hero +4 Health' or '+3 Attack this turn' or something. I think making your Hero Power this complex was a mistake, but assuming it can't be changed too much, you'll need to find a good balance. 

    I'll go through your cards, but overall, there's a lot of clashing themes. Buffs and self sacrifice. 0-mana summons that would be too strong with this Hero Power. Lots of grammar issues. No cards that cost more than 3. I think you need to rework a few of these to be more cohesive, and you'll need some higher cost cards. Think, what kinds of things will your class want to do mid- and end-game? Are you sacrificing minions to make a combo? Buffing many small minions into a big threat? With your current cards, I don't know what your class is going to 'do' besides kill your own dudes.

    The hero and Hero Power need different art.

    Angelic Stomp - Kinda redundant with your Hero Power as is. Needs a period.

    Prayer - It's Competitive Spirit but your opponent knows about it. But I guess its balanced.

    Under My Wings - Great card, great art. My favorite card of your set, and one of my favorites of the competition so far.

    Holy Defenders - Two of the tokens have taunt, two of them do some healing. Consider changing one of them and watch the punctuation again.

    Cleansing Sword - Too weak if it can't attack heroes. You could give it another attack or something.

    Counter Attack - First, watch the grammar. Second, this might be too complex for Basic, and certainly too strong for a 0 cost card.

    Break Defense - Odd syntax. Neat card but too niche for Basic. It's also an aggressive card in your otherwise very defensive-minded class. Consider replacing this.

    Live Shields - No tokens yet. Ok card, arguably balanced, but way too good with the current Hero Power.

    White Queen - Cool card.

    Possessed By Light - Weird name for a minion, maybe change it to 'Light Possessed' or something. "0-Cost" needs the hyphen. 

    Honestly, I think you need to do some more work before you submit. You're close, but I don't have a feel for what your Angel class wants to be, other than 'Under My Wings' which I think is a great card.

    Laurendor - The Botanist

    When you first posted your class, I honestly didn't think it would last long. I thought it was an odd idea that was too close to Druid or Rogue and you wouldn't have a clear, coherent class.

    I was completely wrong.

    Your class has improved significantly with every post you've made, and I've come to really like it. Yes, having Herb minions is a bit odd imo, but it fits so well with your themes. You literally want to plant a garden on your side of the board, a garden that grows and helps your other minions and uproots your opponent. I love it.

    The new Evergrowth posted by Noah_McGrath is excellent. It separates you from Jades and really shows how your cards will work together. I don't have any real criticisms: others have pointed out potentially overpowered cards and you fixed or replaced them.

    My only request is that you have some kind of sacrifice effect in future sets. For one, it fits well with weeding out sick or dying plants for your garden's health. Two, your class has a huge weakness to one card: Mass Dispel. I would hate for your class to be useless once you have a board of 0-attack, silenced plants. I don't know what you plan for your class going forward, but that's one thing to keep in mind.

    Overall, the Botanist looks great! Keep up the good work!

    Noah_McGraph - The Bloodburner

    I don't really have a lot of feedback for you that you haven't already heard. Your set is great. Consistent, cool cards some varied effects, and lots of triggers for your keyword.

    Be wary of Sanguine Rune. It's a really cool card, but it might be broken if your class has too much face damage or powerful spells (like Melt, which imo could cost 3 if not for copying effects). Likewise, be careful with your Legendary spell in Boomsday! Getting 3 copies of it can be quite dangerous.

    I agree with the others that Crystallize Blood is the more balanced of your 2 cards. Dual-Casting is nice though, save that for a later set.

    Overall, looks good! 

    Posted in: Fan Creations
  • 5

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    The Tinker

    Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!

    We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.

    Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!

    Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!

    Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!

    Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!

    Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!

    So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!

    So, what do you say, kid? Are you in?

    Posted in: Fan Creations
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    posted a message on [Theorycraft] Ice Cream Tank FREEZE Shaman

    I was really hoping Shudderwock and Undatakah would form some combo. I even jokingly suggested Ice Cream Peddler before, but didn’t think of how this all works together with Hakkar. Please let us know if this works! It looks like fun!

    Posted in: Shaman
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