- thepowrofcheese
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SamTheHam posted a message on Rise of Shadows Community Card Reveal SchedulePosted in: News -
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]Posted in: Fan CreationsQuote from thepowrofcheese >>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.
- Just to start, your DK needs to specify "(blah blah blah) this game", to match the other Hero cards with permanent effects.
- I like the flavor of the idea because it turns you into a poisonous bomber-type character; it seems like a fun kind of evil to play as.
- It seems balanced at first glance, but I wonder if a better player than myself would become so adept at riding the Synchronize that they can regularly hit the Poisonous. Having access to Poisonous on a consistent basis is dangerous to the game, so there is some concern there.
All-in-all I think this could be worth pursuing, as long as you're careful with the Poisonous.
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Demonxz95 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]Posted in: Fan CreationsQuote from linkblade91 >>Hey Link, someone literally just posted this to Reddit. I've found some good art for your Kel'Thuzad DK.
I like it; thanks! Although that leads me to ask: is my DK art not good? Edit: Here they are side by side:
I'm personally leaning toward the original one, because he looks more "Unleashed" and angry.
I didn't even consider your card border when I posted the art. The first one does look better with the border. Do keep that second one handy for the future though.
Quote from thepowrofcheese >>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 enemiesKotFT - Spells, Mech tokens
Themes - Artillery, reusing parts of mechsNow I haven't actually been paying attention to the classes recently, so what I say may need to be taken with a grain of salt, but here I go.
- First thing I'd like to mention: Your Un'Goro set is extremely flavorful, like holy shit, it's amazing. Alloy has got to be a reference to Horizon Zero Dawn, right? Alloy (named after the metal type, and the protagonist, Aloy) fighting a bunch of mechanical beasts.
- Recruit the Natives seems a bit... rolly, if you get what I mean. It's not problematic though.
- Exploit Un'Goro is a nice play on Explore Un'Goro, and I like it's interaction with Claim the Land.
- Hostile Takeover seemed really weak at first, but then I remembered, you can add Scrapbots to your hand in a number of different ways. Still though, maybe you could make it 6 mana because it requires quite a bit of set-up.
- Remember what I said about Un'Goro being extremely flavorful? KotFT unfortunately not so much. Mostly the artwork.
- Siegemaster Bork probably feels too similar to Zul'jin, but otherwise feels balanced. Do the 1/1 Bots from Fabricate count as Scrapbots.
- The Skyterror gives flashbacks (or I guess technically fast forwards in this case) to The Runespear. This can't be much worse than that. You at least tried.
- Where is your Lich King card?
Quote from Shatterstar1998 >>@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
- Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
- Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
- Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
- Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
- Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
- Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Showcase Card:
- Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
- Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
- Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
- Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
- Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
- So, how often do characters actually get Gazed? Dumb question I know, but judging Lunar Eclipse will need an idea. I get what you're trying to do with the Quest. It's an interesting idea, but it's hard to see if it works out.
- Star Maker might be too powerful. In some ways, it can kind of be like a 3 mana 2/6 with some additional upside.
- I'm not sure if Elegon would see play only because 7+ Cost minions with no immediate impact usually don't see play outside of Arena or some weird Brawl.
- Lunar Sacrifice definitely reminds me of Unwilling Sacrifice (most likely intentional, both sacrifices and both rares after all), and I love it.
- Passive Health buffs are very wonky, so Minor Tarling probably falls into that same line.
- Honestly, I'm really digging this whole "stealing" effects theme you've got in KotFT.
- Rishi, Star Enslaver is an awesome DK and I like how you've done Elemental synergy much differently than Frost Lich Jaina.
- People are absolutely going to make memes about Mark of Cancer. Just calling it out now.
- The fact that whole Planets are 1-Health minions that can be destroyed with a simple ping is hilarious.
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]Posted in: Fan CreationsThis took a lot longer than I expected; that's what I get for watching TV at the same time lel
I don't mean anything by it if I skipped over you: just trying to share my attention with everyone.
Shatterstar1998
- The philosophy behind your Quest-creation is fine in theory, but it's definitely a harder sell to potential upvoters. People expect a significantly powerful Reward from their Quest. I'm concerned about its appeal.
- I don't believe Battlecries are "cast"; I think they're supposed to be "activated" or "triggered". It's not a big deal, and I like Elegon already. Just a small niggle.
- Minor Tarling's effect seems strong in the early game, shutting down Aggro minions and Paladin tokens alike. I don't know if it's too strong, but it feels like it could be. Especially if you can get both on the table.
- I think removing the Inspire is the right call, just to avoid anyone getting uppity about it (like Wailor lol).
- Does the 3/3 Servant from Rishi's Battlecry come with the text of ALL minions destroyed? That sounds like a potentially-buggy mess, combining things that were never meant to go together.
- Obsidian Colossus' negative effect is not enough to justify its statline and effects. Maybe if it just had Taunt, but having Lifesteal is another matter. Plus, the negative effect is somewhat countered by the Lifesteal healing your hero.
- I personally don't believe Celestial Subjugation should be a Common.
krowski_nall
- I echo everyone else in saying that the Nightmare Quest has no connection the rest of your set from a standpoint of flavor. It's very obvious and very off-putting. To go with your earth-and-fire feel of your other cards, what about a "prophecy of a great natural disaster" or something like that? It could connect to Lili's snatching of the idol, setting off a catastrophe. Just brainstorming.
- In spite of the Quest, you have a strong nucleus of cards in your set. Boulderfists and Earth Slam are cool, while Volcanic Emissary and Living Meteor have great flavor. I like those four a lot. I think you have the pieces to make for a really cohesive and appealing set; it's just a question of finding the story - the Quest - that connects them all together.
Noah_McGrath
- I have to agree with Wailor in-that the Warlock similarities run really high in your set. It's not a complete deal-breaker, but it is noticeable.
- I'm not sure what the issue is with Sanguine Spring's formatting. If you don't put anything in the Health and Attack section, they don't appear; at least, that's how it's working for me.
- I don't believe the Spring is enough of a reward for the self-destructive playstyle:
- You have to destroy your minions, specifically with spells, and that assumes your opponent isn't destroying them before you can.
- While you're doing this, you're not using these spells or minions to engage the enemy. A 0/1 does nothing else for you but sit there :/
- After you're done with the Quest, you're somehow supposed to have enough resources left to continue the fight. You'll be drained from fighting a 2v1 (You + Them vs You), but you're not offering a way to refuel.
- All of this for a conditional healing shrine? It's just not enough.
- Honestly, I think that healing effect needs to be on a regular card, to allow the archetype to keep itself alive while it hunts for a different, more impactful reward. Something that pushes you to start fighting the enemy instead of yourself, like how the Warrior goes from defensive with the Taunts to aggressive with the Sulfuras Hero Power.
- Just brainstorming: what about something like "(X), the Blood God", with Elusive and the Battlecry "For each Sacrifice that died on your turn this game, gain +Y/+Y." A super stat-stick minion to turn the game around.
- Honestly, I think that healing effect needs to be on a regular card, to allow the archetype to keep itself alive while it hunts for a different, more impactful reward. Something that pushes you to start fighting the enemy instead of yourself, like how the Warrior goes from defensive with the Taunts to aggressive with the Sulfuras Hero Power.
SunnoxPL
- I really like the Quest: I think it works well in trying to get people to play differently. You have to be defensive and smart, timing your hero attacks wisely such that you don't take Health damage. I do wonder if it's on the easy side, but it's hard to say for certain when we cannot play-test the set.
- In Primordial Armor, "board" is not the proper terminology. Hearthstone always refers to the table as "the battlefield."
- I agree with NiRaSt in-that Nymm can be statted better.
- Everything else seems fine. Nice work!
NiRaSt
- The Quest is very complicated and it's frankly off-putting: there's just too much going on there. You could keep all three just fine if they were much simpler in execution.
CheeseEtc
- I think Option #3 is the right call: the fabled Philosopher's Stone (and Alchemy in general) is about creating things, which would fit perfectly with the idea of summoning minions via spells. The menagerie approach of #1 doesn't fit with the Reward, and destroying minions is the opposite of what the Stone is supposed to do. That being said, I wonder if the name and art of the Quest do not fit with the idea of creation.
- I think the Death Knight's passive Hero Power is more interesting to me. Losing access to an active Hero Power, possibly as early as turn 1, could dramatically shake up how a class would be played.
- Rapid Contamination would fit as the Challenge #3 card, if you go with the above.
thepowrofcheese
- I like it: the urbanization of Un'Goro begins! "They paved paradise, and put up a parking lot..." *evil laughter*
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ShadowsOfSense posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsQuote from thepowrofcheese >>Well damn, I had my Un'Goro set just about ready but don't have a turtle card!
Might I suggest some of my favourite Tortollan (and Tortollan adjacent) arts?
I think these run the gamut from magical and mystical to darker and more 'realistic' fairly well, with some standard 'Big Fantasy Turtle's thrown in too, so there's a good chance you'll find something there.
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsNiRaSt brought up the possibility of showing people the challenges early, but they weren't ready yesterday. They are now, and given that we have a bit of downtime we might as well share them with everyone a few days ahead of time.
If you've played the final Icecrown Citadel boss fight, you'll know that The Lich King is a dirty cheater. He opens his first turn with a 1-cost spell that's supposed to target the heart of your class' weaknesses to make life difficult for the player. This Challenge should show us you're aware of how best to counter your own class. Make sure you use the Death Knight card border for the card, and find appropriate Lich King art. Know that we will NOT accept a "cop-out" card like Shut up, Priest: that card worked because the Priest is not well-equipped to fight The Lich King on its own already, and we're not looking to tell the same joke twice. Your card must have an actual gameplay effect.
To see the other cheating-cards TLK uses, you can check them out here.
Pretty self-explanatory. The Shaman is the only class that does not utilize at least one of the three Keywords on a card. Make sure you respect the timeline, and avoid creating a Lifesteal card in Un'Goro.
Also self-evident, I think. While each set of your Hearthstone Year can go in its own direction, you should still have an underlying current that connects them on some level. Your KFT card doesn't need to specifically work toward your Quest - although many classes do that, like with Brrrloc and Obsidian Statue - but it should support at least something that you introduced in Journey to Un'Goro.
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsSince we're skipping the polls, any chance we can get the challenges early? Or are you not yet decided on them?
We can't reveal our deepest mysteries to just anyone! There's a dark, sophisticated truth to our...they're not ready yet.
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Laurendor posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsI agree with linkblade I like much more the new Legendary card!
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsQuote from thepowrofcheese >>I’ve also made some changes during work today! Hoping to post a final thread with all the text (including strengths and weaknesses) tonight or tomorrow. First, my legendary, Old vs New.
The new Legendary has better stats, slightly cleaner text, and is overall easier to use earlier in the game. It has higher max potential, but it demands you plan a few turns ahead to Hero Power while not spending too many Bots. Plus you still have to Synchronize (this has to be your last card that turn, using all your Mana) which is harder to do later in the game. Yes, the new one is easier to use on-curve, but it’s a bit of a waste and you do nothing for the first few turns.
Old vs New
I love Clockwork Goblin, but it’s impossible to balance. Specifically, hand buffs was an idea to work for it, but buffing its Health was quickly problematic. And as is, Clockwork Goblin was nearly useless for most of my weapons. So now, Brass Bodyguard is back. All Tinker weapons currently have 3 or less Attack. Without a weapon it’s +1 Attack over Fen Creeper. With a weapon it’s a bit weaker, but the weapon gets the buff. This works well with the class theme of enhancing cards over time, and it combos very well with Overclock from Basic.
Theres a few other minion changes but those are the ones I’m hoping for some feedback on. I’ll be on later to work more on my set and hopefully give more feedback.
I like the Legendary changes: I wasn't a big fan of the Rogue-esque Combo condition to be honest, but I was going to let it slide without saying anything because it was a matter of taste. This new iteration I feel better matches the flavor and function of your class.
I greatly approve of the Clockwork Goblin replacement. Brass Bodyguard seems balanced whether or not you activate the effect, which is a sign of a good card. I didn't think about it before, but you are right about the potential for abuse with the Goblin's Health being buffed. It could have become a HUGE problem with The Boomsday Project and Magnetic.
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Good for Giants Shaman. Bad for everything else.
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Shaman card draw.
GOOD Shaman card draw!
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Great with Corpse Taker. Solid defensive card.
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BLIZZARD! STOP MAKING SHIT RNG CARDS FOR SHAMAN!
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Nope! It was Hobart Grapplehammer.
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Clever girl
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Blizzard realized that Mage is weak to agro and is working to correct it.
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Spellstone is 7 mana
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I Built a Guy
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Very fun card. Works with Quest (it’ll be a 4/4 then get the Battlecry, just like VanCleef) and Rogue’s many bounce and copy effects. Also fits well with Zilliax to give Rogue a big Taunt and heal.