First of all, good job on this class design. I really like the ideas you've got going on here, and you've clearly thought about what your class should be in terms of weaknesses and strengths. There are a few potential issues I have seen though, but I can be very nitpicky. So don't pay too much attention to me rambling on about minor details, but I hope it will give you something to think about :P
Let's start with the core mechanics. I like the idea of Tactic, but there are a few instances where I'm not sure what the intended behaviour of it is. I'm assuming it works like an aura effect, meaning that the effect goes away when the minion with Tactic goes away. First of all, Pandaren General, which gives 1-Attack minions +1/+1. Historically speaking, Hearthstone does not look at the base stats of cards but at their buffed stats, meaning that the +1/+1 buff would mean the 1-Attack minions don't have 1 Attack anymore and should lose the buff. This is also the behaviour I am expecting from Goblin Strategist. When a minion has 2 Health left, it gains Taunt. Whenever it gets healed or damaged, it loses Taunt. But then again, you seem to have disproven that this is the way it works in a previous comment. Therefore I would advise rethinking how the mechanic works exactly, or reprashing certain cards/the tooltip
Regarding the Shado-Pan Agents, this I quite like. It is like the Paladin Silver Hand Recruit synergies, but executed in a different way. However, I think the issue in this lies in the generators. There are only 4 cards that generate, and I would say that 2 (maybe 3) of them are playable. I'll go over them one by one, but I think this is just not enough. Paladin has the Hero Power as a constant generator, which makes up for a lot. I'll go over your generators one by one. Shado-Pan Trainer; I believe this card is nice for arena, but not viable enough for ladder. The guaranteed 4/6 in stats isn't terrible, accompanied by an end of turn effect, makes it playable in theory. However, I believe that you want to do more than that on turn 5 as a swarming deck. Also, you can't combo anything with the Agent, as it comes into play after you end your turn. Send in the Troops; Man, this card is strong. It's almost a Force of Nature, but for only 3 mana! So much tempo. I don't think it's overpowered, but I'd play this card in almost any deck. Huojin Taskmaster; Again, strong card. Casual 5 Mana 6/7, of which 4 Attack is protected by 4 Health in Taunts. Again, not overpowered, but strong nonetheless. Finally, Reinforcements; I really don't like this card :/. Let's compare this to Shadowform. The first time you cast it, this is arguably a downgrade of your Hero Power, while Shadowform arguably gives you an upgrade. Dealing 2 damage to a minion is such a strong HP that you don't want to change it to a slightly better Paladin HP. The second time you draw/cast it, at least Shadowform gives you another slight upgrade. All this will do is refresh your HP, for 3 mana and a card! Reinforcements should be a (2) Cost card at most, like Dinomancy.
Now I'll go through the sets and comment on any outliers, starting with Basic. Wide Defense is an interesting card, but horrendously weak compared to Sunfury Protector. Sure, you can't usually target the two outside with her, but she does the job done of protecting something you want to protect just as well. My advice, add "Draw a card." to it. Windstrike is a card I am indifferent on. I get the idea of it being your classic 2 mana deal 3 card like Frostbolt, Lightning Bolt (/Rockbiter Weapon), Darkbomb, Wrath, Penance. The problem is that your Hero Power already does so much of that. Would you really want to pay a card for 1 extra damage? Normally I would say no. However, this is one of the few cards that directly deals damage to a minion. So perhaps you would run this as removal, but I'm very skeptical. Then there's Stock Up. I get that you want to introduce the concept of rarity in the Basic Set. However, if I recall correctly, every Basic class card is contained in a version of a Basic deck of that class with only other Basic cards. So I would advise swapping this with Epic Treasure. Also, tutoring in the evergreen set is dangerous and limits design space. It could be fine in this case, as Rare cards rarely break the game, but it its worth mentioning.
So far so good, let's see what Classic has in store. Well, I really like all Classic cards. They all seem to have the right balane for Classic. The most questionable card would be Earthmaster if you ask me, because it requires 3 friendly Taunt minions to become a Fen Creeper. I think you can bump it down to 4 Mana. There is one card that doesn't fit in in my opinion, and that is Pandaren Collector. According to you, Tactic "will grant bonusses to any minions on the board that fit the tactic." So does that mean that it triggers on itself? Does it trigger on minions that are already on the board? Compared to an aura effect of Give +1/+1, the effect Draw a Card just makes very little sense to me. I may be alone in this, but it really triggers me, and I think it could confuse other/new people as well.
Curse of Naxxramas. Man, I love Strength of Spirits. Such a cool card, I just wish it was real. It makes so much sense, especially for a class that goes wide. My compliments
Then GvG, not much to say about this set. I would like you to clarify if Smasher Droid hits a random enemy, or both enemies when it is played opposite of two enemy minions. Also, with reluctance I will say that Gear Up could be bumped down a Mana. It is just as powerful as Bloodlust, as both will be used as finishers.
Finally, Blackrock Mountain. Again, good job, these cards are well designed. Nothing else to say about them.
I hope these comments will help you with making the best class you can. Really excited to see what else you can come up with, as you've done a great job so far. Keep up the good work!
1 our ago, wild, reno mage with DK (me) vs sky temple quest reno mage (opponent), both Medivh avatar. Deck almost out. I was Frost Lich Jaina almost at full health, with some minion on board. Opponent was almost dead but with 2 secret out, one mage, one hunter: ice block and rat trap. I attacked with everything but a Water Elemental and he was at 3 health, then I played Zephrys that gave me Flare (with Fireball and Eviserate).
I don't know if attacking - setting up lethal with only 1 card missing - helped or not.
I just fought against the same deck, I would have won if they were not playing mecha'thun. My opponent played 2 earthen scales, so he had twice the armor. it is a pretty nuts comb.
I remember kibbler playing it twice on tempo during the reveal and the other host visibly getting annoyed and trying to get him to not play it. It was the funniest thing .
Earthquake shakes the board like no other card, I refuse to remove it! + I like to take it really slow for the moment. :> The shaman quest seems a realy good card since it can be build around in many ways.
Someone broke something, then realized their mistake, and hoped that nobody noticed.
"I feel like the three sounds I heard could be explained by an initial erroneous flipping of a switch on the right followed by a hasty, corrective flipping of the requested switch.Then during the resultant darkness and silence, a third, shameful unflipping of the initially flipped switch. Is my assessment accurate?"
If i click on decks or cards, i am redirected to a weird page where the usual content is not there, but a listing that is apparently derived from a search function based on the namestring of the object i clicked.
It's something that shouldn't be older than a few hours.
He's a really good card and worth the craft but the decks he goes in are definitely expensive. Highlander Hunter is probably your best shot, but you will need Dinotamer Brann and Subject 9.
This is proof about how the Wild format isn't a dumpster for all the broken crap. Wins my confidence. Next time they sell a wild pack I'm ready to pony up. LOL not
However, I can say that Standard isn't a money grabber... Except, not.
Doesn’t Wild just mean that you’ve been giving Blizzard your money for longer?
It may be, or it may be not. I will make you 2 examples:
First, you can dodge an entire expansion and still be competitive in wild, while in standard you can't. There are a lot of good competitive high tier deck that can be played without any SoU cards at all. I am -for example- someone who like hearthstone and that have spent money on the game; but I feel so sicure that I can choose if preorder or not an expansion: I bought Boomsday, skipped RR, bought RoS, skipped SoU, and still I can play almost anything I want to.
Second: there are a lot of old deck that can still be played. Yesterdey I played with success a Secret Paladin, the deck still have power. And there are a lot of budget deck, as the more cards the more you can find good budget substitutes.
Back on topic, again, this is a OTK deck: the right tech is firstly playing the match in the right way. Be the beatdown, they said.
Honestly, I was being sarcastic, but I can see that there is some good pro-con discussion on Wild versus Standard. There are lots of advantages and disadvantages. I think if I ever actually decide to play in the wild format, it will be with a particular deck and I'll probably use dust to get the old cards instead of buying packs.
It is an OTK, to be sure, and there are lots of ways to tech. But you can also go way overboard with the tech cards. Probably trying to beat the opponent before they get the combo is a good strategy unless you face this deck over and over and over again
This is proof about how the Wild format isn't a dumpster for all the broken crap. Wins my confidence. Next time they sell a wild pack I'm ready to pony up. LOL not
However, I can say that Standard isn't a money grabber... Except, not.
Doesn’t Wild just mean that you’ve been giving Blizzard your money for longer?
It may be, or it may be not. I will make you 2 examples:
First, you can dodge an entire expansion and still be competitive in wild, while in standard you can't. There are a lot of good competitive high tier deck that can be played without any SoU cards at all. I am -for example- someone who like hearthstone and that have spent money on the game; but I feel so sicure that I can choose if preorder or not an expansion: I bought Boomsday, skipped RR, bought RoS, skipped SoU, and still I can play almost anything I want to.
Second: there are a lot of old deck that can still be played. Yesterdey I played with success a Secret Paladin, the deck still have power. And there are a lot of budget deck, as the more cards the more you can find good budget substitutes.
Back on topic, again, this is a OTK deck: the right tech is firstly playing the match in the right way. Be the beatdown, they said.
Archivist is great vs Control Warrior matchups, I agree with that, but tends to be dead in any other matchup barring maybe long mirror games or Quest Paladin games if you get lucky.
Siamat is great. It's saved my ass countless times. 8 board clears seems unnecessary though, and honestly I felt that even running 4 board clears (2x Earthquake, 2x Sandstorm Elemental) was too rigid. I swapped my Earthquakes for Haunting Visions to allow better flexibility.
I'm currently using my own homebrew version using cards I haven't seen anyone else use and I've been able to increase my winrate to just around 51%. Not great, but honestly I think thats fine. There's room for refining though, and I like to think that this early on in the expansion a lot of decklists are still largely unrefined.
Good idea, I'll go survey those sets and see just how many mechs they had compared to others.
Edit: Slightly under half of the minions in Boomsday and GvG are mechs. A large portion of them neutral. Some classes have no mechs, though most have at least 1 or 2. Some are entirely mechs, like warrior in boomsday.
I'll let this guide me, and start trying to include more non-demons.
Meme of the Week #1: Supreme Archaeology!
I clicked!
Tactician Custom Class (4/12/20 - Ashes of Outland)
First of all, good job on this class design. I really like the ideas you've got going on here, and you've clearly thought about what your class should be in terms of weaknesses and strengths. There are a few potential issues I have seen though, but I can be very nitpicky. So don't pay too much attention to me rambling on about minor details, but I hope it will give you something to think about :P
Let's start with the core mechanics. I like the idea of Tactic, but there are a few instances where I'm not sure what the intended behaviour of it is. I'm assuming it works like an aura effect, meaning that the effect goes away when the minion with Tactic goes away.
First of all, Pandaren General, which gives 1-Attack minions +1/+1. Historically speaking, Hearthstone does not look at the base stats of cards but at their buffed stats, meaning that the +1/+1 buff would mean the 1-Attack minions don't have 1 Attack anymore and should lose the buff. This is also the behaviour I am expecting from Goblin Strategist. When a minion has 2 Health left, it gains Taunt. Whenever it gets healed or damaged, it loses Taunt. But then again, you seem to have disproven that this is the way it works in a previous comment. Therefore I would advise rethinking how the mechanic works exactly, or reprashing certain cards/the tooltip
Regarding the Shado-Pan Agents, this I quite like. It is like the Paladin Silver Hand Recruit synergies, but executed in a different way. However, I think the issue in this lies in the generators. There are only 4 cards that generate, and I would say that 2 (maybe 3) of them are playable. I'll go over them one by one, but I think this is just not enough. Paladin has the Hero Power as a constant generator, which makes up for a lot. I'll go over your generators one by one.
Shado-Pan Trainer; I believe this card is nice for arena, but not viable enough for ladder. The guaranteed 4/6 in stats isn't terrible, accompanied by an end of turn effect, makes it playable in theory. However, I believe that you want to do more than that on turn 5 as a swarming deck. Also, you can't combo anything with the Agent, as it comes into play after you end your turn.
Send in the Troops; Man, this card is strong. It's almost a Force of Nature, but for only 3 mana! So much tempo. I don't think it's overpowered, but I'd play this card in almost any deck.
Huojin Taskmaster; Again, strong card. Casual 5 Mana 6/7, of which 4 Attack is protected by 4 Health in Taunts. Again, not overpowered, but strong nonetheless.
Finally, Reinforcements; I really don't like this card :/. Let's compare this to Shadowform. The first time you cast it, this is arguably a downgrade of your Hero Power, while Shadowform arguably gives you an upgrade. Dealing 2 damage to a minion is such a strong HP that you don't want to change it to a slightly better Paladin HP. The second time you draw/cast it, at least Shadowform gives you another slight upgrade. All this will do is refresh your HP, for 3 mana and a card! Reinforcements should be a (2) Cost card at most, like Dinomancy.
Now I'll go through the sets and comment on any outliers, starting with Basic.
Wide Defense is an interesting card, but horrendously weak compared to Sunfury Protector. Sure, you can't usually target the two outside with her, but she does the job done of protecting something you want to protect just as well. My advice, add "Draw a card." to it.
Windstrike is a card I am indifferent on. I get the idea of it being your classic 2 mana deal 3 card like Frostbolt, Lightning Bolt (/Rockbiter Weapon), Darkbomb, Wrath, Penance. The problem is that your Hero Power already does so much of that. Would you really want to pay a card for 1 extra damage? Normally I would say no. However, this is one of the few cards that directly deals damage to a minion. So perhaps you would run this as removal, but I'm very skeptical.
Then there's Stock Up. I get that you want to introduce the concept of rarity in the Basic Set. However, if I recall correctly, every Basic class card is contained in a version of a Basic deck of that class with only other Basic cards. So I would advise swapping this with Epic Treasure. Also, tutoring in the evergreen set is dangerous and limits design space. It could be fine in this case, as Rare cards rarely break the game, but it its worth mentioning.
So far so good, let's see what Classic has in store. Well, I really like all Classic cards. They all seem to have the right balane for Classic. The most questionable card would be Earthmaster if you ask me, because it requires 3 friendly Taunt minions to become a Fen Creeper. I think you can bump it down to 4 Mana.
There is one card that doesn't fit in in my opinion, and that is Pandaren Collector. According to you, Tactic "will grant bonusses to any minions on the board that fit the tactic." So does that mean that it triggers on itself? Does it trigger on minions that are already on the board? Compared to an aura effect of Give +1/+1, the effect Draw a Card just makes very little sense to me. I may be alone in this, but it really triggers me, and I think it could confuse other/new people as well.
Curse of Naxxramas. Man, I love Strength of Spirits. Such a cool card, I just wish it was real. It makes so much sense, especially for a class that goes wide. My compliments
Then GvG, not much to say about this set. I would like you to clarify if Smasher Droid hits a random enemy, or both enemies when it is played opposite of two enemy minions. Also, with reluctance I will say that Gear Up could be bumped down a Mana. It is just as powerful as Bloodlust, as both will be used as finishers.
Finally, Blackrock Mountain. Again, good job, these cards are well designed. Nothing else to say about them.
I hope these comments will help you with making the best class you can. Really excited to see what else you can come up with, as you've done a great job so far. Keep up the good work!
Zephrys: the great fails
1 our ago, wild, reno mage with DK (me) vs sky temple quest reno mage (opponent), both Medivh avatar. Deck almost out. I was Frost Lich Jaina almost at full health, with some minion on board. Opponent was almost dead but with 2 secret out, one mage, one hunter: ice block and rat trap. I attacked with everything but a Water Elemental and he was at 3 health, then I played Zephrys that gave me Flare (with Fireball and Eviserate).
I don't know if attacking - setting up lethal with only 1 card missing - helped or not.
1280 Armor Druid
I just fought against the same deck, I would have won if they were not playing mecha'thun. My opponent played 2 earthen scales, so he had twice the armor. it is a pretty nuts comb.
How to Play Zephrys the Great - The Perfect Hearthstone Card
I remember kibbler playing it twice on tempo during the reveal and the other host visibly getting annoyed and trying to get him to not play it. It was the funniest thing .
Quest shaman deck
Earthquake shakes the board like no other card, I refuse to remove it! + I like to take it really slow for the moment. :> The shaman quest seems a realy good card since it can be build around in many ways.
What are your Uldum crafting priorities?
Hey that highlander mech hunter sounds pretty interesting - I've not seen anyone playing that variant. Can you post a decklist?
How to Play Zephrys the Great - The Perfect Hearthstone Card
I am sure I will not get the best card many times, but I will craft him anyway.
My first successful experiment of the SoU expansion; I give you The Kodo Patrol OTK!
1. Use Smuggler's Crate and Emeriss to buff the Dispatch Kodo and use the Scarlet Webweaver to reduce its cost to 0.
2. Use Hunting Party (possibly in combination with Zul'jin) to get more copies of it.
3. Unleash the SMOrc.
Mobile: broken decks and card links.
Someone broke something, then realized their mistake, and hoped that nobody noticed.
"I feel like the three sounds I heard could be explained by an initial erroneous flipping of a switch on the right followed by a hasty, corrective flipping of the requested switch.Then during the resultant darkness and silence, a third, shameful unflipping of the initially flipped switch. Is my assessment accurate?"
Jambre's Hand Paladin
Would replace Bronze Herald with Sandbinder for more consistent Mountain Giants in the midgame.
Also I feel like the many 1-health minions are just really hard to actually get a hold of the board with.
My first successful experiment of the SoU expansion; I give you The Kodo Patrol OTK!
So.. What's the OTK?
Mobile: broken decks and card links.
Well, it's apparently fixed now. 😅
Highlander Face Hunter
Great deck, thank you for sharing!
Mobile: broken decks and card links.
It's happening on desktop too
Mobile: broken decks and card links.
If i click on decks or cards, i am redirected to a weird page where the usual content is not there, but a listing that is apparently derived from a search function based on the namestring of the object i clicked.
It's something that shouldn't be older than a few hours.
I didn't have the chance to test on desktop.
[Game] Create a Deck that is Out of Budget
Welcome to crafting :-).
I rebuild one of the most fun decks that also offers a buget version.
Wild · Unknown Paladin · by W0lfr1c · 7 years, 1 month ago
How to Play Zephrys the Great - The Perfect Hearthstone Card
He's a really good card and worth the craft but the decks he goes in are definitely expensive. Highlander Hunter is probably your best shot, but you will need Dinotamer Brann and Subject 9.
Jambre's Hand Paladin
Might be the most creative deck of the expansion, pretty cool stuff.
My first successful experiment of the SoU expansion; I give you The Kodo Patrol OTK!
Wouldnt Skulking Geist be better tech vs Armor Druid?
1280 Armor Druid
Honestly, I was being sarcastic, but I can see that there is some good pro-con discussion on Wild versus Standard. There are lots of advantages and disadvantages. I think if I ever actually decide to play in the wild format, it will be with a particular deck and I'll probably use dust to get the old cards instead of buying packs.
It is an OTK, to be sure, and there are lots of ways to tech. But you can also go way overboard with the tech cards. Probably trying to beat the opponent before they get the combo is a good strategy unless you face this deck over and over and over again
1280 Armor Druid
It may be, or it may be not. I will make you 2 examples:
First, you can dodge an entire expansion and still be competitive in wild, while in standard you can't. There are a lot of good competitive high tier deck that can be played without any SoU cards at all. I am -for example- someone who like hearthstone and that have spent money on the game; but I feel so sicure that I can choose if preorder or not an expansion: I bought Boomsday, skipped RR, bought RoS, skipped SoU, and still I can play almost anything I want to.
Second: there are a lot of old deck that can still be played. Yesterdey I played with success a Secret Paladin, the deck still have power. And there are a lot of budget deck, as the more cards the more you can find good budget substitutes.
Back on topic, again, this is a OTK deck: the right tech is firstly playing the match in the right way. Be the beatdown, they said.
My first successful experiment of the SoU expansion; I give you The Kodo Patrol OTK!
Im thinking of removing a card for a Dirty Rat .. it'd really just be a tech against armor druid..
Wild · Unknown Hunter · by ARES · 7 years, 1 month ago
Quest shaman deck
Archivist is great vs Control Warrior matchups, I agree with that, but tends to be dead in any other matchup barring maybe long mirror games or Quest Paladin games if you get lucky.
Siamat is great. It's saved my ass countless times. 8 board clears seems unnecessary though, and honestly I felt that even running 4 board clears (2x Earthquake, 2x Sandstorm Elemental) was too rigid. I swapped my Earthquakes for Haunting Visions to allow better flexibility.
I'm currently using my own homebrew version using cards I haven't seen anyone else use and I've been able to increase my winrate to just around 51%. Not great, but honestly I think thats fine. There's room for refining though, and I like to think that this early on in the expansion a lot of decklists are still largely unrefined.
Invasion of the Legion! (New Set, WIP)
Good idea, I'll go survey those sets and see just how many mechs they had compared to others.
Edit: Slightly under half of the minions in Boomsday and GvG are mechs. A large portion of them neutral. Some classes have no mechs, though most have at least 1 or 2. Some are entirely mechs, like warrior in boomsday.
I'll let this guide me, and start trying to include more non-demons.