I think the tactic keyword might be more simple and easy to understand if it didn't also work as a battlecry and a continual effect, but instead was just a continual effect. right now it just kinda feels like a lot in one keyword.
WoW .... the work you've done is very impressive! Very creative and well thought ! I always like to create cards and come up with ideas about them but this seems pretty awesome!
Very well done!
the only thing so far is that i agree with MalcomReynolds - i think the Tactic Keyword should either be like a Battlecry or an continual effect !
Would it make more since to describe Tactics as an Aura that gives permanent buffs instead of temporary ones? I'd like to keep Tactics as is since if it was either-or then it wouldn't be unique.
Anyway, the last card update (for now)! With the Year of the Dragon bringing a three-expansion arc, I thought it'd be cool to use this excuse to create new arc-types for Tactician. Spells have never been a huge focus of the class, but with Nefarian in charge it made sense to me to introduce more spell synergy to the class. The Reawakening quest in particular can get players a lot of spells (including more damaging ones than Tacticians are known for). Secrets were another mechanic I wanted to introduce, but unlike when Rogue added Secrets I'm actually adding more in each expansion (but I'm not planning on keeping them around after the Year of the Dragon). And of course you can't use Blackrock characters without Dragons!
More in the main post!
Now that I'm done with every expansion, I might go back and do some solo content (like the Tactician Rumble Run shrines or Nefarian's wing of the Dalaran Heist). Also as a bonus, here's Nefarian's lackey.
More cards! Boomsday was my attempt at reintroducing Mech Tactician after GvG. Doctor Magnetron gives Mech decks a lot more options and fits with the class's emphasis on correct placement. For Rastakhan, I just looked for Loas that weren't already in use and realized that a turtle Loa would fit with Taunt Tactician. Both of these expansions also give more board clear options, but that require strategy to play correctly like with Chain Reaction. Now it's on to Rise of Shadows, where evil stirs once more. Have you heard the rumblings...?
More in the main post! (and points if anyone gets the hint).
EDIT: Turns out that 'nuff was not said. I would love to see a deck using Kel'thuzad as he was a really cool card. I would try to combo him with Reincarnate to get 2 Kel'thuzads, because then it was incredibly hard to get rid of them (especially if you had Taunts on the board, since they would be resurrected twice by the 2 Kels).
More cards! For Kobolds I decided to add more Dragon synergy and buffs to fit with the DnD themes of the expansion. The Dungeon Master is a really powerful card if you get one of the big dragons, but not as much with a Faerie Dragon. For Witchwood I really wanted to make a bunch of Rush cards because I think it really fits the Tactician theme of board control. Let me know what you think!
More cards! I started bringing in more Deathrattle-focused cards in Old Gods, but for Frozen Throne I decided to go all out. Gravewalker Zhu was my take on a Hero card with some sort of Deathrattle-like effect. Now if your opponent tries to deal lethal damage, they better be sure to clear your board first or they could be in trouble. It's probably not the most powerful Death Knight, but I thought it was an interesting idea.
I think there are some really cool ideas in this set, but it needs work.
I really like the idea of building giant minions over time, it seems like a really fun mechanic (although like Jade Golems, you would need a lot of cards that could generate more Grons/Ogrons or Savage Vines). Definitely build on that.
I'm not sure what the point of including Absorb as a keyword is. Right now most of the cards that have absorb could swap it out with 'destroy' and still function the same. You need to specify what makes absorb different from destroy. Does it gain the absorbed minion's stats? Its enchantments? Is it optional or mandatory? I think you should either make absorb more specific or take it out.
You could always work the Gods of Arak into quest cards, that way you can keep track of how many Crystals you've played and don't have to wait until you draw a Ritual Master. Unless the Ritual Master has more nuances than I realize, in which case carry on with your idea.
These are just some of my opinions, but I hope they help.
I'm liking this expansion so far, and I agree: Burning is a cool keyword (and it helps the readability of the set). I like how each class has it's own identity in the expansion. Keep it up! Two questions though:
1. Does the Firestarter replace the other minion's text with his, or just add it as an enchantment?
2. Alter of Kings seems like a really strong card at the moment, because being able to get multiples of a specific Legendary would be massive for certain decks (like Feugen/Stalaggs, Leeroy, any of the Old Gods, etc...). Maybe up its Mana cost or include enemy Legendaries or something like that? I don't know, just throwing that out there.
Also, you could use this as a visual example of Burning if you want (or not, doesn't bother me either way).
More cards! For Un'Goro, I wanted to focus more on rarity interactions since I hadn't really done much with it. The idea with focusing on Epic cards is that with Ancient Magic, you can transform Epics into Legendaries. It's more random than Evolve and other Mana-focused transformations, but could be much more powerful. Next up is Frozen Throne. What does a Pandaren Death Knight look like? Wait and see...
man, that hero power is ridiculous! hunters are able to deal 2 damage for 2. but that is only to face, yours is only to minions, but dealing damage to face is not equal to dealing damage to minions. that is why cards like Mind Blast and Sinister Strike deal so much damage for their mana cost.
I know hero powers are very hard to design (when I made my custom class that was the hardest part). What might be more balanced and thematic is if maybe you had some kind of temporary minion buff, maybe something like "give a friendly minion +1 health" or "give a friendly minion +1 attack this turn only".
I was going to debate this, but looking at other 2 Damage spells I've realized that this is actually pretty good value and you're probably right. The problem with your suggestions though is that they're pretty much just worse versions of Priest and Mage hero powers. I'm thinking I'll change it to give a minion +1/+1, since it's decent but definitely not as valuable as the original hero power.
With each day, I can already see some potential for cool decks. Zhang is one of cards that might be very slow, but it has some nice upside that scales the longer this game goes. We could fix his problems with him being too slow by just including Master Oakheart. Also great with N'Zoth and Da Undatakah (in Wild).
My apologies if you're amused that my favorite cards in Hearthstone are N'Zoth and Da Undatakah haha
Zhang is very slow, but if you have enough Jade power when you play him getting 30/30 worth of stats on the board is always a good thing. My idea with Jade Tactician is that its slower and harder to play than the other Jade classes, but if you play it right you can get a lot of Jade in a short amount of time (you can also synergize Jade Monk with the Tri-Class Jade cards since they're all 3 Health).
I like what you've got so far! The Meditate keyword is a great idea, although I hope the rest of them are big enough effects to justify waiting 2 turns for the effect to happen (Cursed Pandaren is on the right track IMO). Are all of the Locations 1 Mana or is it just the Warlock one? Also, you could check here for some other Wrathion artwork if you haven't already.
More cards! I considered joining the Goons, but in the end I figured it would be weird if the Pandaren class wasn't involved with the one time Pandarens have been a focus in a Hearthstone expansion. Jade Monk is meant to be a powerful Tactic that can easily net players a bunch of Golems if they play it right. I also thought it'd be cool if there were cards that gave you limited use of the other gang's abilities, since a Tactician would want to use his enemies strengths against them. Now it's on to Un'Goro! The Tactician's quest is gonna be epic...
More cards! Old Gods was an interesting set to build, since it turns out that Pandaria has shadow monsters spawned from Y'Shaarj. Naturally I had to use those in this set. And since Tacticians like to play a lot of cheap minions, it makes sense that I should introduce some cards that take advantage of them dying. Karazhan was very easy to come up with, since the Chess game and Dorothee were both influences on the Tactician's focus on minion positioning. Now on to Gadgetzan (three guesses for which gang we'll join).
Would it make more since to describe Tactics as an Aura that gives permanent buffs instead of temporary ones? I'd like to keep Tactics as is since if it was either-or then it wouldn't be unique.
Anyway, the last card update (for now)! With the Year of the Dragon bringing a three-expansion arc, I thought it'd be cool to use this excuse to create new arc-types for Tactician. Spells have never been a huge focus of the class, but with Nefarian in charge it made sense to me to introduce more spell synergy to the class. The Reawakening quest in particular can get players a lot of spells (including more damaging ones than Tacticians are known for). Secrets were another mechanic I wanted to introduce, but unlike when Rogue added Secrets I'm actually adding more in each expansion (but I'm not planning on keeping them around after the Year of the Dragon). And of course you can't use Blackrock characters without Dragons!
More in the main post!
Now that I'm done with every expansion, I might go back and do some solo content (like the Tactician Rumble Run shrines or Nefarian's wing of the Dalaran Heist). Also as a bonus, here's Nefarian's lackey.
Thanks for the support!
More cards! Boomsday was my attempt at reintroducing Mech Tactician after GvG. Doctor Magnetron gives Mech decks a lot more options and fits with the class's emphasis on correct placement. For Rastakhan, I just looked for Loas that weren't already in use and realized that a turtle Loa would fit with Taunt Tactician. Both of these expansions also give more board clear options, but that require strategy to play correctly like with Chain Reaction. Now it's on to Rise of Shadows, where evil stirs once more. Have you heard the rumblings...?
More in the main post! (and points if anyone gets the hint).
Curses or charms? Why not both?
Next up, a Boomsday legendary spell out of these two best buds.
Next up, Kel'thuzad as a Warlock legendary (should have some synergy with death).
Fair enough. The end of the article just said to mention cards that don't get the time of day anymore and I think that applies to Kel'thuzad.
Kel'Thuzad. 'Nuff said.
EDIT: Turns out that 'nuff was not said. I would love to see a deck using Kel'thuzad as he was a really cool card. I would try to combo him with Reincarnate to get 2 Kel'thuzads, because then it was incredibly hard to get rid of them (especially if you had Taunts on the board, since they would be resurrected twice by the 2 Kels).
More cards! For Kobolds I decided to add more Dragon synergy and buffs to fit with the DnD themes of the expansion. The Dungeon Master is a really powerful card if you get one of the big dragons, but not as much with a Faerie Dragon. For Witchwood I really wanted to make a bunch of Rush cards because I think it really fits the Tactician theme of board control. Let me know what you think!
More in the main post!
Now Paladin can get in on that Mad Genius power!
Next up, I know this has nothing to do with Warcraft but make a Rogue Legendary out of Moon Knight.
"Birds of a feather flock together. Or not."
Next up, a Paladin card. You can use any part of the artwork you want, but the effect should either involve healing or protection of some kind.
More cards! I started bringing in more Deathrattle-focused cards in Old Gods, but for Frozen Throne I decided to go all out. Gravewalker Zhu was my take on a Hero card with some sort of Deathrattle-like effect. Now if your opponent tries to deal lethal damage, they better be sure to clear your board first or they could be in trouble. It's probably not the most powerful Death Knight, but I thought it was an interesting idea.
More in the main post!
I'm glad Barnes is getting nerfed, but I'm not sure how much that will stop Big Priests.
I think there are some really cool ideas in this set, but it needs work.
These are just some of my opinions, but I hope they help.
I'm liking this expansion so far, and I agree: Burning is a cool keyword (and it helps the readability of the set). I like how each class has it's own identity in the expansion. Keep it up! Two questions though:
1. Does the Firestarter replace the other minion's text with his, or just add it as an enchantment?
2. Alter of Kings seems like a really strong card at the moment, because being able to get multiples of a specific Legendary would be massive for certain decks (like Feugen/Stalaggs, Leeroy, any of the Old Gods, etc...). Maybe up its Mana cost or include enemy Legendaries or something like that? I don't know, just throwing that out there.
Also, you could use this as a visual example of Burning if you want (or not, doesn't bother me either way).
More cards! For Un'Goro, I wanted to focus more on rarity interactions since I hadn't really done much with it. The idea with focusing on Epic cards is that with Ancient Magic, you can transform Epics into Legendaries. It's more random than Evolve and other Mana-focused transformations, but could be much more powerful. Next up is Frozen Throne. What does a Pandaren Death Knight look like? Wait and see...
More in the main post!
Next up, keep the weird train going and make a Beast with a buff ability.
I was going to debate this, but looking at other 2 Damage spells I've realized that this is actually pretty good value and you're probably right. The problem with your suggestions though is that they're pretty much just worse versions of Priest and Mage hero powers. I'm thinking I'll change it to give a minion +1/+1, since it's decent but definitely not as valuable as the original hero power.
Zhang is very slow, but if you have enough Jade power when you play him getting 30/30 worth of stats on the board is always a good thing. My idea with Jade Tactician is that its slower and harder to play than the other Jade classes, but if you play it right you can get a lot of Jade in a short amount of time (you can also synergize Jade Monk with the Tri-Class Jade cards since they're all 3 Health).
I like what you've got so far! The Meditate keyword is a great idea, although I hope the rest of them are big enough effects to justify waiting 2 turns for the effect to happen (Cursed Pandaren is on the right track IMO). Are all of the Locations 1 Mana or is it just the Warlock one? Also, you could check here for some other Wrathion artwork if you haven't already.
More cards! I considered joining the Goons, but in the end I figured it would be weird if the Pandaren class wasn't involved with the one time Pandarens have been a focus in a Hearthstone expansion. Jade Monk is meant to be a powerful Tactic that can easily net players a bunch of Golems if they play it right. I also thought it'd be cool if there were cards that gave you limited use of the other gang's abilities, since a Tactician would want to use his enemies strengths against them. Now it's on to Un'Goro! The Tactician's quest is gonna be epic...
More in the main post!
More cards! Old Gods was an interesting set to build, since it turns out that Pandaria has shadow monsters spawned from Y'Shaarj. Naturally I had to use those in this set. And since Tacticians like to play a lot of cheap minions, it makes sense that I should introduce some cards that take advantage of them dying. Karazhan was very easy to come up with, since the Chess game and Dorothee were both influences on the Tactician's focus on minion positioning. Now on to Gadgetzan (three guesses for which gang we'll join).
More in the main post!
Can get you a large Beast from your hand, but let's hope you opponent doesn't get lucky.
Next up, a card that gives something to both players