@Carl - Paying 2 mana to move a minion feels very weak. In addition, it doesn't abide by the Challenge rules that have been set forth, so your entry would be disqualified for not meeting the requirements. :|
@Mvon - Love the idea, but the hero power feels like a straight buff from Paladin's Hero Power. My suggestion is such that you can only have one figurine up at any point of time, and you can only upgrade that one figurine.
Maybe something like make the figurine a 0-1 and let you give +1/1 to any minion.
@Mvon - Love the idea, but the hero power feels like a straight buff from Paladin's Hero Power. My suggestion is such that you can only have one figurine up at any point of time, and you can only upgrade that one figurine.
That's the point. Was'nt old rogue's hero power like that? Because that's what I based on when doing this. Without token on board is paladin hero power. With token on board you give it a buff.
EDIT: And if for some reason you have 2 Figurines (wich is impossible unless Faceless Manipulator, Sylvanas Windrunner,possible token summoners and such), the buff goes to one random Figurine.
My idea is a Worgen class that switches back between human and worgen form:
So, you switch back and forth between these hero powers when you use them, and a lot of class cards have extra effects based on which form you're in. I worded it this way because replacing your hero power would mean you could immediately use the next one. You can still only use one hero power per turn. I have a question, though, about the rules. I want the Hero Portrait to switch back and forth between these two:
That would make it easy to remember which form you were in. But, does this count as another original token? I figured it would be okay since it's purely cosmetic and hero portraits weren't listed in the rules. It just changes what your hero looks like. Different portraits doesn't affect the game in any way. If this would break the rules, I can always just take out the second portrait and always use the first one. That loses some flavor, though.
I have concerns regarding the bolded line when you were discussing those mechanics. While having cards that tag along with your Hero Power is a good idea, but this would would restrict other classes from using your class cards mechanics. For the most part, HS cards are able to be used by all classes (Combo, Overload, Choose One), with some exceptions, and with the amount of ways you can obtain cards that are used by other classes, I feel that considering whether your class cards can be used by other classes is a big deal.
This issue popped up quite a fair bit during the Phase 1 to Phase 2 discussions for the 2nd Class Creation Competition as well, and I believe that a number of Phase 2 participants had to modify their Hero Power/mechanics as well.
I did consider that. If they get a Worgen class card, the other classes are always assumed to be in Human Form, unless they also copy the Worgen Form hero power. So, they can use at least some of the cards. Cards with Human are more useful for other classes to copy, because they always get the good effect, while Worgen card are less effective.
I'm thinking I want to go with a Tinkerer class (featuring a Gnome!):
Hero Portrait, Hero Power, Hero Power Token, and Class Keyword (and a potential alternate version if needed):
This Hero Power encourages your opponent to trade with the 0/1, or else you may kill off a 3/2 without spending a card. Adding synergy and further incentive for your opponent to remove your Faulty Mechs is the Deconstruct keyword, which you can compare to both Combo, except you can build up activators on the board. (The second version of the Deconstruct keyword is something I could change to if class keyword cards being useful in other classes is an issue in the future.)
Also, a question: is it okay for my Hero Power token to have the Mech tribal?
My Thoughts on Some of the Previous Ideas:
@TheWamts: Cool Hero Power (and flavor matches well, of course). If you Hero Power then Burglarize at the start of every turn, you get a sort of Shifter Zerus dynamic, where you can keep changing the card until you get what you want (not that that's necessarily reliable). I'd say it's balanced.
@sluglo: As long as you limit the class's spell power and synergy, the Hero Power is fair, I think. Your "Political Puppet" minion is solid, although I wonder why you didn't make the Battlecry apply to enemy minions only (balance purposes?). For your "Burn the Heretics" card, I think you are slightly overvaluing the Plot keyword in terms of budgeting. Assuming your class will not use very many minions early in the game, your opponent likely won't get that much value from trading minions away. When played against aggro on turn 2, you could justify the card's cost by comparing it to Doomsayer, but Doomsayer can potentially be cleared, while "Burn the Heretics" happens no matter what. I think 3-Mana would be a more fair cost for the card. Lastly, your "You'll Be Replaced" secret, is comparable to Deadly Shot, so I think it's on the weak side, but passable from a Basic/Classic set standpoint.
@Zanywoop: I really like this Hero Power, as it's kind of like a conditional mixture of the Druid and Paladin Hero Powers (it feels like a Hero Power that could've been in the base game). The Hero Power may be slightly weak if there isn't much token/Beast synergy (not sure what direction you intend to go with that).
@Carluccileo92: While the Hero Power is interesting, it does absolutely nothing if there is no side of the board with more than one minion, so I would caution you to make sure that your class cards are strong enough to make up for the Hero Power weakness.
@Mvon - Whoops, I think I read things a bit wrongly there, it's getting late at where I am xD In that case, it sounds good!
@nurgling - Sounds like a good idea if other classes don't get shortchanged by the class cards! Probably would need to see some example cards before I can get a much better picture of how your class will work out like.
Had a similar idea to MvonTzeskagrad, but doesn't work with the same mechanics.
Shadow Hunter
Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?
So @MvonTzeskagrad has the exact same Hero Power idea as I had. Nearly the same text, even. Summon a 1/1, if you already have one give it +1/+1. Since our themes are very different (Trolls and Voodoo vs Scourge / Forsaken Abominations) and I'm sure many of our cards will be different, I think it'll be fine.
Also, @0ringinator, thanks for your help! As I said above, I will go the Abomination route, since I think it'll help me with other class themes beyond the Prototype itself.
Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?
How exactly does the Voodoo keyword work? From what I understand, it can only affect minions and that will not qualify for 3rd Challenge IMO since the keyword has to apply to all card types (please correct me if I'm wrong).
Ok, so at least 1 thing fits (Lol the Lore) and I have a question about rule 3, does it needs to interact undirectly?, for example, I got this one:
So Reports are like something you need to complete, and the pay, the result, I got an example though of what it is and how:
For example, you cast this and it stays like a secret, though your opponent can see it, and you can see the progress you are doing for your Report, so, in this one, 10 Minions must die to complete the Report, you do it, the Pay triggers, so it deals 2 damage to all minions and then it summons a 7/7 UFO (Mech no effect) and this dissapears.
But the thing I am asking is another thing, as Ethereal Arcanist has the Secret thing on it, but interacts indirectly, it could be applied both to weapons and minions, but they interact with it in a rather way, so, does that counts? I got a sample here:
So this kills a minion, and then a friendly Report is completed 100% automaticly and triggers its Pay, the same it could synergise, for example, your Pays Trigger Twice or the next Report you play this turn costs (0), things like that, are valid? That´s what I ask.
Remember that keyword that no one uses? This guy sure as hell does! So the Commander class is very focused on using the Inspire effect to its fullest potential. It's a class that leads his army of soldiers to battle and as a true leader inspires them to fight! His cards will have lots of Hero Power synergy, and themes of Minion Cooperation to go along with that.
Thoughts?
I doubt you can use Inspire keyword before TGT... in case we can indeed use it, then you're good to go.
Remember that keyword that no one uses? This guy sure as hell does! So the Commander class is very focused on using the Inspire effect to its fullest potential. It's a class that leads his army of soldiers to battle and as a true leader inspires them to fight! His cards will have lots of Hero Power synergy, and themes of Minion Cooperation to go along with that.
Thoughts?
While I appreciate that you're attempting to make inspire good again but the rules state you can't use effects before they were introduced. Hence Inspire on a hero power is iffy at best.
Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?
How exactly does the Voodoo keyword work? From what I understand, it can only affect minions and that will not qualify for 3rd Challenge IMO since the keyword has to apply to all card types (please correct me if I'm wrong).
Too be honest, I'm not really sure I understand the third rule to its full extent. Do you mind explaining how you interpret/understand it :) ?
Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?
How exactly does the Voodoo keyword work? From what I understand, it can only affect minions and that will not qualify for 3rd Challenge IMO since the keyword has to apply to all card types (please correct me if I'm wrong).
Too be honest, I'm not really sure I understand the third rule to its full extent. Do you mind explaining how you interpret/understand it :) ?
The 3rd rule (And the worst one unfortunaly) is that the special keyword your class has (If it has one) must be fittable to print in both Spells, Minions and Weapons.
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@Carl - Paying 2 mana to move a minion feels very weak. In addition, it doesn't abide by the Challenge rules that have been set forth, so your entry would be disqualified for not meeting the requirements. :|
This is a prototype im making New thing tonight but i decided to post it anyway
Thank you Kanye,
Very Cool.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Click to see my Hearthstone projects:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So the hero power can't be like Shaman's, which produces a random original token?
I'm thinking I want to go with a Tinkerer class (featuring a Gnome!):
Hero Portrait, Hero Power, Hero Power Token, and Class Keyword (and a potential alternate version if needed):
This Hero Power encourages your opponent to trade with the 0/1, or else you may kill off a 3/2 without spending a card. Adding synergy and further incentive for your opponent to remove your Faulty Mechs is the Deconstruct keyword, which you can compare to both Combo, except you can build up activators on the board. (The second version of the Deconstruct keyword is something I could change to if class keyword cards being useful in other classes is an issue in the future.)
Also, a question: is it okay for my Hero Power token to have the Mech tribal?
My Thoughts on Some of the Previous Ideas:
@TheWamts: Cool Hero Power (and flavor matches well, of course). If you Hero Power then Burglarize at the start of every turn, you get a sort of Shifter Zerus dynamic, where you can keep changing the card until you get what you want (not that that's necessarily reliable). I'd say it's balanced.
@sluglo: As long as you limit the class's spell power and synergy, the Hero Power is fair, I think. Your "Political Puppet" minion is solid, although I wonder why you didn't make the Battlecry apply to enemy minions only (balance purposes?). For your "Burn the Heretics" card, I think you are slightly overvaluing the Plot keyword in terms of budgeting. Assuming your class will not use very many minions early in the game, your opponent likely won't get that much value from trading minions away. When played against aggro on turn 2, you could justify the card's cost by comparing it to Doomsayer, but Doomsayer can potentially be cleared, while "Burn the Heretics" happens no matter what. I think 3-Mana would be a more fair cost for the card. Lastly, your "You'll Be Replaced" secret, is comparable to Deadly Shot, so I think it's on the weak side, but passable from a Basic/Classic set standpoint.
@Zanywoop: I really like this Hero Power, as it's kind of like a conditional mixture of the Druid and Paladin Hero Powers (it feels like a Hero Power that could've been in the base game). The Hero Power may be slightly weak if there isn't much token/Beast synergy (not sure what direction you intend to go with that).
@Carluccileo92: While the Hero Power is interesting, it does absolutely nothing if there is no side of the board with more than one minion, so I would caution you to make sure that your class cards are strong enough to make up for the Hero Power weakness.
@Mvon - Whoops, I think I read things a bit wrongly there, it's getting late at where I am xD In that case, it sounds good!
@nurgling - Sounds like a good idea if other classes don't get shortchanged by the class cards! Probably would need to see some example cards before I can get a much better picture of how your class will work out like.
Had a similar idea to MvonTzeskagrad, but doesn't work with the same mechanics.
Shadow Hunter
Can't make the description of the Hero Power fit in four lines (with the "Hero Power" included), not sure if that matters? I might considder making him a Witch Doctor, but I also found it fitting in Shadow Hunter (+ I got a lot of ideas that would fit a Shadow Hunter perfectly). These cards aren't finals. The idea is to make a class that focus a lot on its Hero Power. What do you think :) ?
My hero is Eland Everstone. He's an elf and hence is naturally immortal.
These are 3 of the basic cards I came up with.
Hands of the Elves: Develops the immune theme further. Some similarities to Hands of Protection in terms of balance.
Blood Elf Ritual: Synergies with immune effects using elvish magic.
Ancient Elvish Blade: More synergy with your hero power. (Art isn't the best. I struggled to find a good picture).
So @MvonTzeskagrad has the exact same Hero Power idea as I had. Nearly the same text, even. Summon a 1/1, if you already have one give it +1/+1. Since our themes are very different (Trolls and Voodoo vs Scourge / Forsaken Abominations) and I'm sure many of our cards will be different, I think it'll be fine.
Also, @0ringinator, thanks for your help! As I said above, I will go the Abomination route, since I think it'll help me with other class themes beyond the Prototype itself.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Ok, so at least 1 thing fits (Lol the Lore) and I have a question about rule 3, does it needs to interact undirectly?, for example, I got this one:
So Reports are like something you need to complete, and the pay, the result, I got an example though of what it is and how:
For example, you cast this and it stays like a secret, though your opponent can see it, and you can see the progress you are doing for your Report, so, in this one, 10 Minions must die to complete the Report, you do it, the Pay triggers, so it deals 2 damage to all minions and then it summons a 7/7 UFO (Mech no effect) and this dissapears.
But the thing I am asking is another thing, as Ethereal Arcanist has the Secret thing on it, but interacts indirectly, it could be applied both to weapons and minions, but they interact with it in a rather way, so, does that counts? I got a sample here:
So this kills a minion, and then a friendly Report is completed 100% automaticly and triggers its Pay, the same it could synergise, for example, your Pays Trigger Twice or the next Report you play this turn costs (0), things like that, are valid? That´s what I ask.
The joke is you.
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My pre-submission. Let me know what you guys think:
KING - LORD RHEMUS I
Keyword - Conquer: When you attack and kill a character with this minion, weapon, or spell, do something.
The joke is you.