Quote from thepowrofcheese >>Quote from ZardozSpeaks2 >>Ah, I always seem to be submitting on the last day. If anyone likes this, go vote for it on the last page.
Edit: after reviewing all entrants, I gotta say, there's a lot of garbage. Never seen so many comment posts, nearly every page has some ill-informed person fouling up the thread with card reviews instead of submissions. Also, lots of broken garbage, dumb jokes, spelling mistakes, terminology mistakes, people reusing art from existing cards....
Who knew Anarchy would be so messy? haha. Anyway, go vote for my card. The last two pages have so much trash, it should be an easy pick from among the few playable, viable, cards.
Completely agree. The constant comments are really frustrating. I know I don’t have a submission every week, but I don’t remember it ever being this bad.
Anyway, your card is great. Honestly since it’s a symmetrical effect in Mage, you could probably get away with making it cost 5.
I went with the 6 mana 5/5 based on Loatheb. It's a card I'm familiar with using, in lots of different decks. I think the understated part is good, because it means it has to come out 'behind curve'. If your opponent played a 5 mana minion on the previous turn, there's a good chance they can just trade, and so the card works like a taunt. If their board is empty, it's not insurmountable to get enough damage on board to remove it.
You could totally be right about it, maybe 5 mana is fair. It's something I'd need to see in play though, in order to make that judgement. The Loatheb statline makes it less exciting or unique, but makes me confident it won't be busted.
1
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
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
1
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.
7
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:
Weaknesses:
Example Cards
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
1
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.
1
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!
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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.
10
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?
Remaining Cards
*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!
1
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!
5
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?
1
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!