So, After a long time.. And with long, I mean it. Posting one more class. I don't remember whether I used the class name before or what, but here is what I got. Rhymes.
Class Theme: Healing + Immunity Ancient Protectors
Cost 1 Sand Casting All damage done to target owner's creature is reduced by 1. (Until death) Note: Can be casted more than once per creature.
Cost 2 Holy Bath All owner's creatures will gain life equal to their cost.
Cost 3 Divine Guard Attack 3 Life 20 At the beginning of each owner's turn, heals 2 life to neighbouring creatures.
Cost 4 Emissary of Oracle Attack 5 Life 15 Emissary of Oracle receives damage only from opponent's spells. Immune to every physical attack.
Cost 5 Emissary of Healer Attack 5 Life 23 Whenever receives damage, Heals 3 life to all owner's creature excluding itself.
Cost 6 The Guardian Attack 7 Life 60 All spell damage dealt to neighbouring creatures is redirected to The Guardian.
Cost 7 Divine Healing Heals owner and all of owner's creatures about Max mana owner have. Note: For 15 Fire mana, and if its max from all 5 mana houses, Heals 15 life to owner and each of owner's creatures.
Cost 8 Giant of Immunity Attack 8 Life 45 When comes into play, Makes all owner's creature immune to spell for next turn. Giant of Immunity is immune to all spells until its life reaches 35.
Thanks. Modified by DKill on 2014-07-19 09:25:49 ionasku | 2014-07-20 08:02:04 |
Hi there. Well it's another healing clan just like Holy and that other one holy clone so to say 1. I like it 2. are you neglecting cheap creatures? at cost 2 special mana which is like 4 regular I think you should make it a constant number for all creatures 3.ok 4. now they will be hard to kill 5. ok but change it's name to Emissary of Heaven maybe 6. i like it but maybe you should reduce his life a bit because in order to kill it opponent will have to cast Stone Rain not once and not twice 7.you must have a lot of mana to use this effectively. How this will work against control? 8.Change its name to Immune Giant p. s. hope this helped RedRook | 2014-07-21 02:54:35 |
Hey,DK, nice class here! I hope to offer you my critique on this class in the next few days - I like it! All I will say now is, I think this is one of your better classes - pretty consistent & focused. Hope to give you a full critique soon!
Thx for the review.
2. Think about, cost 9,10,11,12 creatures. neglecting cheap creature from spell is making it balanced. If everyone will be healed 10 then it will be OP, and less then 10, It will be useless If I want to cast for big creatures.
4. Yes, Its hhard to kill, but You can just simply ignore it. Thats not the guy who can make opponent win.
5. I wonder you didn't noticed Devastating combo with Master Healer, LoL.
6. Well, You can say this is Spell Reaver for Neighbours. So I think it worths its life.
7. I dont get it, What is problem against control. Dont you ever get to 10 or mana in any house while facing control? Its efficient. Just inverse Sonic Boom. And you can get much more benefit as this have no limit. Get fully grown up elemental and you are done.
Hi there. Well it's another healing clan just like Holy and that other one holy clone so to say
1. I like it 2. are you neglecting cheap creatures? at cost 2 special mana which is like 4 regular I think you should make it a constant number for all creatures 3.ok 4. now they will be hard to kill 5. ok but change it's name to Emissary of Heaven maybe 6. i like it but maybe you should reduce his life a bit because in order to kill it opponent will have to cast Stone Rain not once and not twice 7.you must have a lot of mana to use this effectively. How this will work against control? 8.Change its name to Immune Giant
p. s. hope this helped
Modified by DKill on 2014-07-21 03:00:08 ionasku | 2014-07-21 06:19:34 |
I don't think about combos with actual cards cause this isn't a class that we can play in the game unfortunately.Still your emissary can be wiped out with Inferno or Stone Rain and some players manage to withstand Master Healer and Demon Apostate. However if a cobo of 2 creatures is too strong that combo gets banned
p.s. guys do you mind to check some of my classes please
Modified by ionasku on 2014-07-22 16:30:18 Sinist | 2014-07-21 10:24:01 |
1. Too weak. Turn is the most important resource in Spectro, you wouldnt want to waste it. 2. Probably too good with elementals and water 11-12 (spammable) 3. Underpowered, compare with holy guard. 4. Invincible if opponent happened to have spell screw. Awful design. 5. Ok. 6. Broken with elementals and water 11-12 (reaver+AG was banned for a reason. And reaver usually dies much quicker than your card) 7. I would prefer holy 5... 8. Giant+rain/arma combo=free win
Sinist | 2014-07-21 16:23:59 |
Do not like criticism, huh? Then answer properly instead of giving silly minus. Modified by Sinist on 2014-07-21 16:42:38
I have just seen your review, There is no point in giving minus rep. I don't know who is doing this. Do not like criticism, huh? Then answer properly instead of giving silly minus. 1. Sometimes there are situations where you want the specific creature alive and let other die. In that case this spell would be helpful to you. Of course you wont cast in in first 3-4 turns.
2. Well, in some cases yes, It tends to be OP, but considering lower cost creatures on board, balances spell effect.
3. Holy Guard only protects creatures, Where this guy is active healer, Whether neighbouring creatures get attacked or not, It will heal them. But I think +4 life wont make it OP too. Gonna rebuild it soon.
4. Well, yeah, Who would want to waste Inferno, Acid rain, Stone rain for this creature? Rebulding. The new thing will be, For creature attack it will receive -2 life. And opponent splls will deal full damage to it. How is it?
5. Thx.
6. Well, Yeah. Gonna Rebuild it soon.
7. Holy 5 cant heal creatures, There is No such card that heals with reference to mana owner have. I guess there is no comparison between this and Holy 5.
8. LoL, You got that right. Rubuilding soon.
Thx for the review.
1. Too weak. Turn is the most important resource in Spectro, you wouldnt want to waste it. 2. Probably too good with elementals and water 11-12 (spammable) 3. Underpowered, compare with holy guard. 4. Invincible if opponent happened to have spell screw. Awful design. 5. Ok. 6. Broken with elementals and water 11-12 (reaver+AG was banned for a reason. And reaver usually dies much quicker than your card) 7. I would prefer holy 5... 8. Giant+rain/arma combo=free win
Modified by DKill on 2014-07-23 03:07:12 Sinist | 2014-07-23 08:19:09 |
1. Sure, even squirrel can be useful sometimes... The thing is, this spell is even more situational than squirrel. 2. And who would spam low cost creatures and then use your card? 3. What? " At the beginning of each owner's turn, heals 2 life to neighbouring creatures. " So once a turn. Guard is obviously better. He can protect creatures from damage several times each turn and has better stats. 4. Not sure, maybe balanced... 7. Still more cost effective, imho RedRook | 2014-07-23 15:05:58 |
Alright, DKill, I have a little time now here so I'll offer you my critique on this class. Like I said, I think this is one of your more thought out classes & well organized in theme - the strategic theme is present in most all cards of the class & it fits together. This class is more than just a set of cards, it has a strategic theme to it. Though I really like the class, I can see a few thin gthat need some attention, & I think you are already aware of these things. You've already received some nice feedback, I will try to add a few comments to the mix. 1. I like I idea of this card, but I too believe it is a little too weak. That being said, I am struggling to find a solution to it without making it too strong. You could perhaps add a slight bit of target healing as well, say 3 or 4 life, but I fear spamming on powerful cards with healing & Damage Reduction. You could up the DR to 2, but then it would be too strong. I'm sure you can think of something. 2. This card I really like - like a reverse Spectral Mage. However, as it sits now it is a little too strong - I agree with Sinist. If you wanted to keep it as it is, I would suggest increasing the cost to 3 or 4, this will make it less spammable. Or you could limit the number of creatures healed instead like this: Cost: 2 Holy BathHeals target owner creature & its neighbours an amount of life equal to their respective costs. Although, even like this it still seems too strong. You may need to up the cost regardless. But keep the basic idea, I really like it! 3. I had a card similar to this in one of my classes & I really like the idea. This card seems a little weak, but all it needs is a stats adjustment I think. Perhaps 4/20 with 3 healing. 4. I think you understand the issues with this card. 5. I feel like this card is just a little strong, especially when considering opponent Forest Sprites. Perhaps give it a couple more life & limit the healing to its neighbours? 6. Since the damage is limited to spell damage it don't think it's all that bad, still a little much though. The issue is not its protection from opponent spells its this card's ability to protect your creatures from your own spells. Way too much life. I will await your rework. 7. Again, I like your direction - this idea is cool. The problem is, you need to reserve one of the Elemental Houses to use this one cost efficiently - & this class is geared more towards preserving board control than preserving mana, like Holy. What I would suggest is treat this card like a reverse Rage of Souls - have it heal life as: Heals (4+special mana) life to... Just a suggestion. 8. I am excited to see what you can do as a rework. Good luck! I think you have some really cool ideas here, the class just needs a little tweaking. Nice work! Thank you for your class suggestion. Based on: Cost 1 Sand Casting All damage done to target owner's creature is reduced by 1. (Until death) Note: Can be casted more than once per creature.
Cost 2 Holy Bath All owner's creatures will gain life equal to their cost.
Cost 3 Divine Guard Attack 3 Life 20 At the beginning of each owner's turn, heals 2 life to neighbouring creatures.
Cost 4 Emissary of Oracle Attack 5 Life 15 Emissary of Oracle receives damage only from opponent's spells. Immune to every physical attack.
Cost 5 Emissary of Healer Attack 5 Life 23 Whenever receives damage, Heals 3 life to all owner's creature excluding itself.
Cost 6 The Guardian Attack 7 Life 60 All spell damage dealt to neighbouring creatures is redirected to The Guardian.
Cost 7 Divine Healing Heals owner and all of owner's creatures about Max mana owner have. Note: For 15 Fire mana, and if its max from all 5 mana houses, Heals 15 life to owner and each of owner's creatures.
Cost 8 Giant of Immunity Attack 8 Life 45 When comes into play, Makes all owner's creature immune to spell for next turn. Giant of Immunity is immune to all spells until its life reaches 35.
ionasku | 2014-07-23 16:31:49 |
hi there it's me again now let's try giving a more complex review for this one again 1. as i said i like it (well at least the idea behind it) but as I look at it now it really seems weak.As a suggestion make this one a creature which reduces the attack of the creature in the opposing slot by 1 2.to use this effectively you must first summon expensive creatures which may lead to frustrating long games and it seems broken with Astral Guard make it a constant number for all creatures between 4-10 as for now it's OP 3. seems ok there cannot be perfect balance between classes. Although holy guard can protect a creature with only 3 hp from Hydra when it's opponents turn while your creature heal the other after opponent's creatures attack 4.now they will be hard to kill as creatures are more important than spells. as suggestion change it's ability to ,,All battle damage done to this creature is reduced by 50 %'' 5.ok 6. reduce this one's life cause it will be hard to kill..... very hard 7. again you must have a lot of mana to use this effectively leading to long frustrating games . I'm sure this class would have problems against Control cards 8. Sinist has a really good point there p.s. check out some of my classes. Cheers!!! Modified by ionasku on 2014-07-23 16:38:22
These are some of rebuilds I have thought of.
Well, I am still confused for Cost 1, But maybe I'll look into it more deeply and will work on it later. If you can think of something, please put in your suggestions.
Cost 2 Holy Bath All owner's creatures will gain life equal to average of their cost. Note: For ex, owner have 3 creatures on board having cost as 4, 7, 10 respectively, All of them will receive (4+7+10)/3=7 Life. Rounded off.
Cost 3 Divine Guard Attack 4 Life 24 At the beginning of each owner's turn, heals 3 life to neighbouring creatures.
Cost 4 Emissary of Oracle Attack 5 Life 25 All physical damage dealt to it is reduced by 2. Immune to owner's spells.
Cost 5 Emissary of Healer Attack 5 Life 28 Whenever receives damage, Heals 2 life to all owner's creature excluding itself.
Cost 6 The Guardian Attack 7 Life 40 All spell damage done by opponent to neighbouring creatures is redirected to The Guardian. Note: It no more protects creatures from owner's spells.
Cost 7 Divine Healing Heals owner and all of owner's creatures about sum of 2 Max mana owner have. (Not more than 18) Note: This is much better and you can use it just as fast as you have 9 mana in any two mana pools for its full effect.
Cost 8 Giant of Immunity Attack 8 Life 35 All spell damage done to all owner's creatures (excluding itself) is reduced by 2 (Until its death). Giant of Immunity is immune to all spells until its life reaches 25.
I hope you like it. Thanks.
Modified by DKill on 2014-07-26 05:19:50 |