I made a second concept as im still working on a submission (3rd concept) but i wanna know if anyone actually lnows the refferences to Wow in this one as the Guild was a preety dead plavce
So I instantly went for the Tinker. I already saw something similar here so I need to ask, is this fine if I work towards a similar goal? This is just a discussion topic and mine seems to want to work differently from whatever I saw above. Either way, I'll post what I've got so far.
Overview: The Tinkers of Azeroth are masters of engineering. As such a class like this will need to use their quick wit to survive, as well as their natural ingenuity. The Tinker is a class that will sort of work as a more ramp up kind of style, for example, could work for the class real well. Well, without further wait, here it is. Artificer Muldaya is a Draenei Tinker and one of the best for their species.
Hero Power:
It will sort of ramp up as you continue to buff your minions in the game. As a result most are going to be a bit below curve in the future, I believe. Not sure on the numbers yet, hence why it's here for discussion.
And Now the 3 Cards
As I said before the idea is that quite a few will interact with the hero power.
Please, Tell me what you think. Cards too powerful, too weak? Idea solid enough?
You need to fix your wordings (Mech, phase Blade I guess it's a battlecry, Mecha-Chicken should have same wording as Dragonkin Sorcerer...). Also, you can't have Mech synergy before GvG (I know, it's silly not even tinkers can, but that's how it works).
As any other Bronze Dragon, Moradormi is tasked with protecting the timelines. She uses her time powers to gain knowledge of the future and get an advantage over her opponents.
Note: Prophecy is the Class Exclusive keyword while Scry is meant to be a generic keyword you could find somewhere else like Taunt or Battlecry.
Herald of Torment: "Herald of X" is a kind of card type like Druid's "Druid of the X" cards, and therefore will have similar effects on the range of "Battlecry: Scry (1). Do something depending on the Cost." Scry (1) is worth practically 0 mana (it's worth more for Scry (2+) since then you can start rearranging your deck) so this is the equivalent of a Fire Elemental with an Attack penalty since it can deal more than 3 damage.
Foretold Defender: There are two kinds of Prophecy cards, the ones that buff themselves and the ones that have an immediate effect. This is an example the former. One tick of Prophecy makes it a Tazzdingo while further ticks make it stronger at the expense of delaying the time you play it.
Vision of Death: An example of the latter Prophecy effect, this has affects the battlefield immediately. Because the effect can be triggered with your Hero Power, this kind of cards can either have neutral effects like this one (can destroy a minion from either player), negative effects (in which case the card will be undercosted for its normal effect) or positive effect (in which case the card will be overcosted for its normal effect). "Vision of X" is also a card type like Heralds, in that they will always have a Prophecy effect (and they are the only spells to feature them).
Examples of undercosted and overcosted Prophecy effects and the obligatory slightly OP legendary.
I remember working on this idea when the preview topic was on, and I´ll find some way to make it fit the lore of WoW, but now, I got my class in here, and what I´m gonna be fond and so on, The Reporter.
(I´ll make it as add a 0-Cost Spell though, I feel that as a Spell is even better and for make it fit the competition)
Strategy: The Main focus (Get it? No, thanks) of the Reporter is to gain the faith of their followers, and keep the way clean for complete his work, The Reporter focus on board control and spells that will clean your opponent´s board in a matter of a second, combo-ing adequeately with your damaging cards will result a big minion dead in no time.
Main Words: Control, Tempo, Board Clears, Increased Damage.
The 3 Cards I decided to showcase:
I decided to go fairly simple with Scene Iluminator, a worse Fireball in terms of reliability, however, it has a really big potential in here with the class.
In-Cover Reporter makes a full part-use of your Hero Power and other future cards, the damage will be nothing, but vulnerable your enemies reputation and his report will really hurt...
Reporters can use their speciality tools for comunicating or put the show on fire! A lot of Tempo and Board control is given with this, Discovering 3 minions is quite a lot for the class, slow, but it will result very effective when you require board control.
PD: This class has a unique keyword, I explained it on the past page for terms of a question though, not sure if fitting the rules.
You need to fix your wordings (Mech, phase Blade I guess it's a battlecry, Mecha-Chicken should have same wording as Dragonkin Sorcerer...). Also, you can't have Mech synergy before GvG (I know, it's silly not even tinkers can, but that's how it works).
Is'nt Mecha-Chicken a Mech?
Oh Yeah, you're right. I forgot the mech tag on Mehca-Chicken and the battlecry on Phase Blade. Also, why can't it have mech synergy? Is that a rule? This is just a discussion phase after-all. I could simply not add Gnomish Tinkerer to my card set in phase 1 and wait until GVG or around there. Here is those two cards fixed and a new card entirely.
@ercjlee101 : Love the flavour of your class. Kings, prosperity, grandeur...
Keyword - Conquer: When you attack and kill a character with this minion, weapon, or spell, do something.
Do you find "Conquer" to be a restrictive keyword? To illustrate, a minion must survive (and probably attack) to benefit from the effect. A spell must inflict damage for the keyword to be relevant. Is "Conquer : Whenever an enemy minion is killed, do something" better, or too large? Also, flavor-wise, having a card named "Peace and Prosperity", and a keyword named "Conquer" seems in opposition, no?
Hope to see your class do well in the competition!
I remember working on this idea when the preview topic was on, and I´ll find some way to make it fit the lore of WoW, but now, I got my class in here, and what I´m gonna be fond and so on, The Reporter.
(I´ll make it as add a 0-Cost Spell though, I feel that as a Spell is even better and for make it fit the competition)
Strategy: The Main focus (Get it? No, thanks) of the Reporter is to gain the faith of their followers, and keep the way clean for complete his work, The Reporter focus on board control and spells that will clean your opponent´s board in a matter of a second, combo-ing adequeately with your damaging cards will result a big minion dead in no time.
Main Words: Control, Tempo, Board Clears, Increased Damage.
The 3 Cards I decided to showcase:
I decided to go fairly simple with Scene Iluminator, a worse Fireball in terms of reliability, however, it has a really big potential in here with the class.
In-Cover Reporter makes a full part-use of your Hero Power and other future cards, the damage will be nothing, but vulnerable your enemies reputation and his report will really hurt...
Reporters can use their speciality tools for comunicating or put the show on fire! A lot of Tempo and Board control is given with this, Discovering 3 minions is quite a lot for the class, slow, but it will result very effective when you require board control.
PD: This class has a unique keyword, I explained it on the past page for terms of a question though, not sure if fitting the rules.
Yeah make it a 0 cost spell, that would work. Also, WoW isn't too huge in the science fiction department. As advanced as it goes is Draenei Tech/Legion tech and some forms of magic. You would need to do quite a few work arounds. Instead of having say Galactic Police Scanner. Have it be a portal weapon of some kind.Interesting weapon idea though.
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 :) ?
Your keywords have to fit on minions, weapons, and spells. For example, Discover works because all three types of cards can make you discover something. Battlecry does not work because minions and weapons can have Battlecry, but it doesn't make sense for a spell to have battlecry. Taunt doesn't work because it makes no sense for a weapon or spell to have Taunt.
Your keyword doesn't work because it only makes sense on a minion. You can't just have a spell that affects Voodoo minions or gives a minion Voodoo. Asylum said that wouldn't work. Like, I said Taunt doesn't work, but there are spell that give minions Taunt and there's stuff like I Know a Guy that has Taunt printed on it, and it produces a Taunt minion, but the spell itself doesn't have Taunt.
I remember working on this idea when the preview topic was on, and I´ll find some way to make it fit the lore of WoW, but now, I got my class in here, and what I´m gonna be fond and so on, The Reporter.
(I´ll make it as add a 0-Cost Spell though, I feel that as a Spell is even better and for make it fit the competition)
Strategy: The Main focus (Get it? No, thanks) of the Reporter is to gain the faith of their followers, and keep the way clean for complete his work, The Reporter focus on board control and spells that will clean your opponent´s board in a matter of a second, combo-ing adequeately with your damaging cards will result a big minion dead in no time.
Main Words: Control, Tempo, Board Clears, Increased Damage.
The 3 Cards I decided to showcase:
I decided to go fairly simple with Scene Iluminator, a worse Fireball in terms of reliability, however, it has a really big potential in here with the class.
In-Cover Reporter makes a full part-use of your Hero Power and other future cards, the damage will be nothing, but vulnerable your enemies reputation and his report will really hurt...
Reporters can use their speciality tools for comunicating or put the show on fire! A lot of Tempo and Board control is given with this, Discovering 3 minions is quite a lot for the class, slow, but it will result very effective when you require board control.
PD: This class has a unique keyword, I explained it on the past page for terms of a question though, not sure if fitting the rules.
Yeah make it a 0 cost spell, that would work. Also, WoW isn't too huge in the science fiction department. As advanced as it goes is Draenei Tech/Legion tech and some forms of magic. You would need to do quite a few work arounds. Instead of having say Galactic Police Scanner. Have it be a portal weapon of some kind.Interesting weapon idea though.
Mh... yeah, but opening an intensive portal to other dimension isn´t out, right? XP
Yeah, might I change Galactic Police Scanner to other entry, totally, I got another weapons in my bag, I believe these should work better as mains (Please tell me wich one is better)
PD: I believe instead of making Reports, it should be 4-Mana Secrets though, its easier to "print" them (Thanks Ayslum :3)
@Aelxer : Hello fellow creator. Nice class. Since I'm a MTG player, I'm fond of scrying too. Prophecy looks like a good and thematic keyword.
Just to clarify, how do you expect scrying to work? Is it the exact same way as in MTG, where you can put the card back on the top or the bottom of your deck? It should be clarified in your class submission, to ensure that everyone will understand exactly what your class does.
Herald of Torment: Good card. The effect should be worded as "Deal damage equal to the cost of the Scried card." I also want to know; do you know what card has been scried before selecting your target, or you don't (like Holy Wrath)?
Foretold Defender: Nice use of the new keyword.
Vision of Death: I feel like this card goes against the spirit of your class. Your class wants to scry. Your hero power is meant to scry. However, if you happen to scry a card with a negative Prophecy effect, it seems wrong... The player will feel punished. It can also feel pretty random. Players tend to prefer effects that reward them when they do something that they are meant to do. This is why Foretold Defender looks good to me, while Vision of Death doesn't. However, I do love the concept of the card: having access to an immediate effect.
So, continue the good work, and I hope to see your submission soon!
Okay, let me just quickly share my idea. I don't have a hero picture yet (hard to find good ones, but I can try), but the class will be called the 'Medium', focusing on themes like Fortune Telling (through things like Zodiac/Star signs, etc), talking with the dead, spirits/ghosts, and stuff like that. Mechanically, it's main themes are delayed effects and cost reduction. It does not have a unique keyword (yet), although i'm thinking of one (as of yet unnamed) that makes it so that the card its on can't get cost-reduced to balance some OTK mechanics. Its minions are based off things like the Stars (I.E. Gemini, Libra, etc), Yokai (things like Kitsunes), Ghosts (Spooky), and practitioners of Dark Magic.
Now, the hero power is supposed to symbolise you receiving Guidance from the spirits you talk to. The spell will not reduce the cost of cards that already cost (0), and the same applies for any other targetted reduction effects. Now, why make it give you 'Guidance' instead of just flat-out reducing the cost on the hero power itself (besides following the rules)? Well, you often want cost reduction to land on specific cards, and this allows you to save the cost reduction for when you have the combo pieces you need in your hand. It also has synergy with cards like Gadgetzan Auctioneer or Questing Adventurer, although the synergy might be a little too strong, something I want to look into and maybe change, but IDK how. The simplest way would be to just have 'Doesn't count as a card' on the text, but I think that'll take too much space.
I don't have cards made yet, but some examples of theoretical cards showcasing the mechanics might be:
2 Mana Spell: At the start of your next turn, draw two cards. 4 mana 4/3 Minion: Battlecry: If this minion was played for less than (4) mana, gain +4 health. 6 mana 5/4 Legendary: Deathrattle: Reduce the cost of a random card in your hand by (4).
So when I saw this challenge I had to ask myself what could a new class add that we don't have? What is in WoW that isn't represented well in Hearthstone? Lastly, I asked myself what would build upon existing cards? To this extent I have come across the idea of Kayla Ebonwood the rebel enchantress. AKA The Enchantress Class.
Frst off she's undead. A race not represented well in Hearthstone at this time. She died young and was resurrected during the rebellion when Sylvanas was turning away from the Lichking. She was rebellious to start with (even ended up undead because she was running away) and being frozen in time at such an age left her that way permanently. Time has only made her worse. For all the problems she causes she is a top notch Enchantress. They have a particular knack for enchanting things and improving existing magic. To represent this she has the hero power Enchant.
So what does enchant do? It's simple, it improves a spell in your hand. Which spell is chosen randomly but if you only have one the effects will stack. The effects include:
Give a random friendly minion +1/+1
Deal 1 damage to a random enemy.
Freeze a random enemy.
Gain 2 armor.
+1 Spell damage.
Reduce the cost by 1.
Summon a 1/1 demon.
Things to note, it won't try to reduce the cost of a spell that cost 0. Spell damage does not increase the random 1 damage to 2. It functions like Arcane Missiles. It won't grant more freeze then current enemy targets. It won't grant more 1/1 demons then space on your board.
So what does this hero power do? It functions differently in that you use it to build up value with the spells you play. you do not get an immediate value form this hero power. This is extremely friendly with control style play as you can make little mini Karthus spells but struggles when needing value in the moment. This is all about value and this hero power is designed to take advantage of it. In addition class cards are designed to take advantage of this value to create even more value with every card. This design is to take advantage of the play style that the Grimy Goons try to do in that they create insane value over time. The difference here is that the Enchantress class can use the spells instantly versus the minions. This is mainly done through the Enchant mechanic which adds one of the enchant options to a spell in your hand or through other means. For example these three cards:
Cards building onto spells is a key theme for this class making it hard to balance how many spells a deck would need versus how many minions. Getting 1/1 demons can be nice but that won't likely last very long against large threats that other classes have. Enchantress play style is complicated but rewarding if you use your spells at the right time and get good value from them. If you do not have a spell luckily your hero power can grant you Enchantment but 3 mana for +1/+1 is pretty harsh.
Anyway, I would love some feedback on my class idea.
Yes, a minion under your control must attack on your turn and kill another character for the keyword to trigger. I think it's not restrictive at all. in fact, a lot of the times you damage a minion you end up killing it anyways, so I think a minion with such a keyword effect (provided you end up being able to attack with it) will end up triggering it. Having it as "whenever an enemy minion is killed, do something" would mean that every time a minion dies, ALL minions, spells (such as secrets), weapons with the keyword will have their effect triggered, which is not intended.
Additionally, one could say that "Peace" and "War (conquest)" are two sides of the same coin. Kings are involved in both, and since they're not on the same card, I don't think they're TOO much in opposition. In fact I think it adds a little bit of irony to the class, of which I intend to add more in the future (assuming my class passes Phase I). I'll consider your comments more thoroughly, however. And what I choose to do with the keyword may change, depending on what more ppl think.
Ok so I think I'll stick with this prototype in the submission. I decided to opt for a lesser remembered race of The gnolls even tho originally i was planning on making an Arakkoa Hero. This class is meant to use the buff from your heropower to help you during trades as well as act as an activator for my Keyword: Marked. While alone the gnolls are not very strong in numbers they are a force to be reckoned with.
so my Keyword is "Marked". Whenever you minion is buffed with an Insignia of sorts the minion appears to have a Party Buff. Whenever somewith with Marked is played and you you have a Party Buff'ed minion on Board do X.
The Hero Power as well as several other spells count as Party Buffs.
Yes, a minion under your control must attack on your turn and kill another character for the keyword to trigger. I think it's not restrictive at all. in fact, a lot of the times you damage a minion you end up killing it anyways, so I think a minion with such a keyword effect (provided you end up being able to attack with it) will end up triggering it. Having it as "whenever an enemy minion is killed, do something" would mean that every time a minion dies, ALL minions, spells (such as secrets), weapons with the keyword will have their effect triggered, which is not intended.
Additionally, one could say that "Peace" and "War (conquest)" are two sides of the same coin. Kings are involved in both, and since they're not on the same card, I don't think they're TOO much in opposition. In fact I think it adds a little bit of irony to the class, of which I intend to add more in the future (assuming my class passes Phase I). I'll consider your comments more thoroughly, however. And what I choose to do with the keyword may change, depending on what more ppl think.
Ok, it seems good to me! I also think that the contrast between War and Peace makes for a thorough concept, and could be part of your class description.
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.
Good question! So, a generated hero portrait does count as a new token and is not allowed because of the clause that says you can't generate any tokens beyond the one original one (that, as stated, has to be a minion, spell, weapon, or hero power). The reason hero portraits weren't included in the list of allowed generated tokens was that hero portraits don't do anything or have any effect on their own, and I didn't want people to cop out of the challenge by just doing whatever they wanted with their power and also just having it change their portrait to effectively no mechanical effect.
For your purposes, I would suggest maybe a hero portrait in mid-transition between the two forms? Or you could maybe have the hero portrait vertically split between the human form and worgen form portraits.
Okay, so if I summoned some kind of token with the same effect that would be fine? Ex: add a 0 mana spell to your hand that draws 1 and increases its cost by 1. Or summon a 0/1 minion death rattle draw a card and increase its cost by 1.
You could do that, sure, but that 0-mana spell would be overpowered and have very problematic interactions with cards like Mana Addict, Gadgetzan Auctioneer, Violet Teacher, and so on, and the deathrattle minion by contrast would be very underpowered because of the delay in the effect and how you have to go out of your way to activate it because of the 0 Attack, so I don't recommend those options.
This Hero Power concept, while interesting, seems perhaps poorly suited to this competition. Maybe I can help you come up with something else? You say that you want the class to play around with mechanics where your cards cost more than the opponents', right? Well, can you do that some other way? Maybe your hero power summons a powerful minion, but its card text reads "Your cards cost (1) more" or maybe just "Your minions cost (1) more" or make it conditional like "Your whatevers cost (1) more unless this attacked this turn." Or maybe your hero power adds some spell to your hand that can be used to deal damage or whatever but it also has the additional card text that "Adjacent cards cost (1) more" or something. Beyond that, you can just give your class some good card draw options and have that be one of its general strengths, and you're golden! Does this help?
So I just realized now that one of the Keywords I intended to use is rather similar to the Lich's Scheme. Is it still okay to use it if the direction of the class and the way it uses the Keyword are different enough?
The idea is that Scry is a general keyword that synergizes with the Prophecy Class keyword.
It's similar, but it's also different enough that I'm fine with it as long as the remainder of the class is sufficiently mechanically and thematically distinct.
I have a question about keywords. Last time, keywords weren't allowed in the Basic set. Is that going to be true this time, as well? With the way I'm designing my class, my keyword is going to be on a large number of the cards, so I may want to redesign the class if we have this restriction.
Yes, this restriction is still in place, same as last time. The general submission requirements and restrictions for all future phases of the competition can be found in the Submission Topic. =)
Just my two cents. I'm not really supportive of the second rule, the one token hero power thing. One could easily just add a spell to your hand that would do the exact same thing as the Hero Power would have done, and doing this just adds needless complexity and a bit of restriction from cards like Mana Addict, Violet Teacher, and Gadgetzan Auctioneer. (I'm guilty of doing this, in fact.)
One could do those things, but I would hope that participants aren't so uncreative that they feel they have to go that route, and I would also hope that voters see though that. If anybody needs help with their hero power to prevent such a transparent cop out, I'm happy to assist! See my above response to kamanchee.
Hey, guys! I saw this, and after thinking of some options (like a titan class, or a trickster), the thing that finally got me was this:
The Hexer
Representing hexers from all Azeroth, a mysterious troll, some argue that he is one of the dreaded Dark Prophets from the Zandalari, and that he was disciple of Zul himself. After the Cataclysm brought Zandalar under the sea, Hakaali searched for a way to restore Zandalar's former glory. Time will tell if he'll succeed... but in Hearthstone has proven to be hard to take down.
"The die is cast!"
Hexers are known for all sorts of rituals, many of them of obscure nature, aiming at empowering their allies and break their foes. Many hexers can summon servants, wich they give life to with fragments of souls (sometimes even their own ones).
As you might have noticed, this is pretty much like mixing paladin and old rogue's hero power. Why does it just not summon more Voodoo Figurines? Well, Voodoo Figurines are much more effective when you can keep them controlled, if you try to sustain lots of them at the same time, you might lose control over them (or run out of soul fragments). That being said, it's much easier to empower these things so they become war golems on their own right.
And why would I want to play this hero? Well there are some reasons. 1: Many trolls. Trolls are cool. 2: Voodoo Figurines provide a variety of advantages if you can get good management. Just take this cards as examples:
Hexed Murloc: Trolls might be an important part of the Hexer's arsenal, but not all has to revolve about them. As an example, this murloc wich, although very weak on its own, can grow really scary with a good Voodoo Figurine on board.
Voodoo Ritualist: Another different use you can give to your Voodoo Figurines. In this case, the minion can constantly cheat death by draining Voodoo Figurines. Stats are low because otherwise this would be beyond broken in arena. That being said, a 4 mana 4/4 is still fair on it's own.
Sacrifice: Highly demanded removal, and also a good way to buff a Voodoo Figurine. Or was it all going to be hero power?
I'm gonna be super honest here for a second. This is exactly the kind of entry that usually doesn't do very well, and the reason is that all of the examples rely on the exact same mechanic, and that makes the class look one-dimensional. It may get one or even two more phases in, but it will run out of steam if it doesn't have a variety of unique elements to draw from. Look at all of the existing classes to see what I mean; there's not one with only a single unique mechanical gimmick like this. You need more than that for something to be worthy of being an entire class.
This is the first idea that came to mind so it still isn't polished.
The theme of the class is the Guild of Miners (not official name). It is an class that will have a lot of AoE but that don't effect the full board (Local AoE), Subpar removal, no healing and good draw.
The idea of the class is to be THE class that really values positioning minions in the right way and trading always with that in mind and here is where the hero power + class keyword enter.
The hero power is based in the Chess Boss. It's simple but also works with enemy minions. It also works with the Keyword a lot.
The Miners guild cards come with an exploding effect! Cards with Blast affect friends and foes the same way so it's you who have to decide when, where and how to use them. Like "Combo", it can substitute the "Battlecry" in minions, except it always affects the surrounding minions. In spells you can choose the target that you want to be the center of the Blast. (may have to rewrite the keyword).
Questions and sugestions? Example of hero:
Your hero power doesn't appear to adhere to Challenge #2.
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 :) ?
I'm not sure why Voodoo is a keyword. It does not seem to need to be. I mean, Silver Hand Recruit isn't a keyword, you know?
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?
Very interesting concept, but as mentioned by somebody else, if you take a look at the future phase requirements, you'll see that keywords aren't allowed to be used before the expansions in which they were introduced. It doesn't make sense to have Classic cards with Inspire.
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.
I'm sorry, I'm not sure that I understand. How is this not just a Secret? If it helps, no, Taunt would not be a valid keyword in this competition just because Mark of the Wild exists. I elaborate on this in the challenge description that the keyword must be applicable to the functioning of all card types themselves.
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.
I like it! My only weird thing is that Mortal Coil, Bane of Doom, and Giant Sand Worm sort of "do" this keyword. Really, it's fine and cool if you want to have lots of cards that make use of that sort of mechanic, but I'm not convinced it needs to be a keyword. Your class seems like one that could be just fine without a custom keyword.
@OBoily: Hello and thanks for the review. About Scry, in the current iteration, the cards only return to the top of your deck in the order you choose (they would show up like a Discover effect would and then clicking on a card would put it on the top of your deck until you are done with all the Scried cards). I considered allowing it to send cards to the bottom but it felt too complicated and it didn't really contribute to what the class wanted to do anyway. I also used to have a version that didn't allow you to rearrange the order at all, but it felt too weak as you couldn't stall your Prophecies and so I had stronger Prophecy effects, but while they were kinda balanced overall, that model made the class reject most neutral cards as almost always inferior to class cards and I wanted a realistic class that could use neutral cards well.
I'm open to suggestions on how to word the keyword so that it's clearer what it does now. I thought I had written it like this but it seems I missed it: "Look at the top X cards of your deck and return them to the top of your deck in (any order/the order of your choice)." I would think any order implies you get to choose but maybe it's misleading.
As for Herald of Torment (and all other Heralds for that matter), it works like Holy Wrath, you get a battlecry arrow and choose the target before Scrying. I don't actually think it's mechanically possible to do it the other way around as far a how Hearthstone handles battlecries.
Regarding negative Prophecies, I kind of agree that negative effects can feel wrong, but I wanted to try allowing the theme of building a deck focused around all negative Prophecies and then forsaking Scry effects altogether, which would be quite strong considering negative Prophecies are undercosted by default.
For Vision of Death in particular, though, I kinda had a hard time balancing a destruction effect on a Prophecy that can be triggered by a Hero Power. If I had made it simply "Prophecy: Destroy a random enemy minion." once you hit it with your Hero Power you can make it the second top card every turn and the hero power becomes "Destroy a random enemy minion." which is too strong I feel. Now that I think about it though, I could restrict the effect in a manner similar to Priest and limit it with an attack constraint or something alike.
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.
I'm sorry, I'm not sure that I understand. How is this not just a Secret? If it helps, no, Taunt would not be a valid keyword in this competition just because Mark of the Wild exists. I elaborate on this in the challenge description that the keyword must be applicable to the functioning of all card types themselves.
Let me explain you, a Report is something that you play it, and then you need to fullify its requirements, for then, at the end get the pay, the act on the board like secrets visually, but your opponent can see them and their pogress.
For example, you play UFO Spotted! It is played normally, as a common spell, shown, your opponent can see it too and how its the progress, as you advance in the match, you should have already killed like.. for example, 5 minions, yeah, 5 minions died, so it shows how much is left to fullify the report, then, at some moment, 10 Minions die, automaticly when that minion dies, the UFO is summoned and lays chaos by dealing 2 damage to all minions.
And no, I´m not refering the Taunt, the minion ITSELF has Taunt, the Report thing is what I´m asking, for example, Ethereal Arcanist has the Secret keyword included in it, but isn´t a secret but interacts with it, so, asking if its valid, for example, making a weapon that says: Battlecry: Your next Report you play this turn costs (0) or a Minion (Like this one) that says; Your Pays trigger twice, things like that, are valid? So it means that if we can put that keyword on a minion/weapon and interact with it, its valid?
Now, the hero power is supposed to symbolise you receiving Guidance from the spirits you talk to. The spell will not reduce the cost of cards that already cost (0), and the same applies for any other targetted reduction effects. Now, why make it give you 'Guidance' instead of just flat-out reducing the cost on the hero power itself (besides following the rules)? Well, you often want cost reduction to land on specific cards, and this allows you to save the cost reduction for when you have the combo pieces you need in your hand. It also has synergy with cards like Gadgetzan Auctioneer or Questing Adventurer, although the synergy might be a little too strong, something I want to look into and maybe change, but IDK how. The simplest way would be to just have 'Doesn't count as a card' on the text, but I think that'll take too much space.
So, this is what I was talking about before, for this it looks like you just make the hero power produce a 0-cost token spell because that was a requirement and instead what you really wanted to do was just have a hero power that directly said "Reduce the cost of a random card in your hand by (1)". It comes off as unnecessary and sort of a wasted opportunity.
Simple way to fix this? Don't have the produced token cost (0). Have it cost (1), for example, and give it a more powerful effect. That way, the token is actually necessary as a way of increasing the effect cost because otherwise you'd have an overpowered hero power. What if Guidance costed (1) and instead had the card text "Reduce the cost of a random card in your hand by (3)." or "Reduce of the costs of cards in your hand by (3) total, randomly split among them."? Those effects would be overpowered on a 2-cost hero power, but if you have to pay an additional (1) cost to play them from a card then they make sense.
If you're going to have your hero power put something in your hand, make us believe there's a reason that it's doing that, y'know?
I made a second concept as im still working on a submission (3rd concept) but i wanna know if anyone actually lnows the refferences to Wow in this one as the Guild was a preety dead plavce
Thank you Kanye,
Very Cool.
So I instantly went for the Tinker. I already saw something similar here so I need to ask, is this fine if I work towards a similar goal? This is just a discussion topic and mine seems to want to work differently from whatever I saw above. Either way, I'll post what I've got so far.
Overview: The Tinkers of Azeroth are masters of engineering. As such a class like this will need to use their quick wit to survive, as well as their natural ingenuity. The Tinker is a class that will sort of work as a more ramp up kind of style, for example, could work for the class real well. Well, without further wait, here it is. Artificer Muldaya is a Draenei Tinker and one of the best for their species.
Hero Power:
It will sort of ramp up as you continue to buff your minions in the game. As a result most are going to be a bit below curve in the future, I believe. Not sure on the numbers yet, hence why it's here for discussion.
And Now the 3 Cards
As I said before the idea is that quite a few will interact with the hero power.
Please, Tell me what you think. Cards too powerful, too weak? Idea solid enough?
You need to fix your wordings (Mech, phase Blade I guess it's a battlecry, Mecha-Chicken should have same wording as Dragonkin Sorcerer...). Also, you can't have Mech synergy before GvG (I know, it's silly not even tinkers can, but that's how it works).
Is'nt Mecha-Chicken a Mech?
Click to see my Hearthstone projects:
The Bronze Guardian
As any other Bronze Dragon, Moradormi is tasked with protecting the timelines. She uses her time powers to gain knowledge of the future and get an advantage over her opponents.
Note: Prophecy is the Class Exclusive keyword while Scry is meant to be a generic keyword you could find somewhere else like Taunt or Battlecry.
Herald of Torment: "Herald of X" is a kind of card type like Druid's "Druid of the X" cards, and therefore will have similar effects on the range of "Battlecry: Scry (1). Do something depending on the Cost." Scry (1) is worth practically 0 mana (it's worth more for Scry (2+) since then you can start rearranging your deck) so this is the equivalent of a Fire Elemental with an Attack penalty since it can deal more than 3 damage.
Foretold Defender: There are two kinds of Prophecy cards, the ones that buff themselves and the ones that have an immediate effect. This is an example the former. One tick of Prophecy makes it a Tazzdingo while further ticks make it stronger at the expense of delaying the time you play it.
Vision of Death: An example of the latter Prophecy effect, this has affects the battlefield immediately. Because the effect can be triggered with your Hero Power, this kind of cards can either have neutral effects like this one (can destroy a minion from either player), negative effects (in which case the card will be undercosted for its normal effect) or positive effect (in which case the card will be overcosted for its normal effect). "Vision of X" is also a card type like Heralds, in that they will always have a Prophecy effect (and they are the only spells to feature them).
Examples of undercosted and overcosted Prophecy effects and the obligatory slightly OP legendary.
I remember working on this idea when the preview topic was on, and I´ll find some way to make it fit the lore of WoW, but now, I got my class in here, and what I´m gonna be fond and so on, The Reporter.
(I´ll make it as add a 0-Cost Spell though, I feel that as a Spell is even better and for make it fit the competition)
Strategy: The Main focus (Get it? No, thanks) of the Reporter is to gain the faith of their followers, and keep the way clean for complete his work, The Reporter focus on board control and spells that will clean your opponent´s board in a matter of a second, combo-ing adequeately with your damaging cards will result a big minion dead in no time.
Main Words: Control, Tempo, Board Clears, Increased Damage.
The 3 Cards I decided to showcase:
I decided to go fairly simple with Scene Iluminator, a worse Fireball in terms of reliability, however, it has a really big potential in here with the class.
In-Cover Reporter makes a full part-use of your Hero Power and other future cards, the damage will be nothing, but vulnerable your enemies reputation and his report will really hurt...
Reporters can use their speciality tools for comunicating or put the show on fire! A lot of Tempo and Board control is given with this, Discovering 3 minions is quite a lot for the class, slow, but it will result very effective when you require board control.
PD: This class has a unique keyword, I explained it on the past page for terms of a question though, not sure if fitting the rules.
The joke is you.
@ercjlee101 : Love the flavour of your class. Kings, prosperity, grandeur...
Do you find "Conquer" to be a restrictive keyword? To illustrate, a minion must survive (and probably attack) to benefit from the effect. A spell must inflict damage for the keyword to be relevant. Is "Conquer : Whenever an enemy minion is killed, do something" better, or too large? Also, flavor-wise, having a card named "Peace and Prosperity", and a keyword named "Conquer" seems in opposition, no?
Hope to see your class do well in the competition!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The joke is you.
@Aelxer : Hello fellow creator. Nice class. Since I'm a MTG player, I'm fond of scrying too. Prophecy looks like a good and thematic keyword.
Just to clarify, how do you expect scrying to work? Is it the exact same way as in MTG, where you can put the card back on the top or the bottom of your deck? It should be clarified in your class submission, to ensure that everyone will understand exactly what your class does.
Herald of Torment: Good card. The effect should be worded as "Deal damage equal to the cost of the Scried card." I also want to know; do you know what card has been scried before selecting your target, or you don't (like Holy Wrath)?
Foretold Defender: Nice use of the new keyword.
Vision of Death: I feel like this card goes against the spirit of your class. Your class wants to scry. Your hero power is meant to scry. However, if you happen to scry a card with a negative Prophecy effect, it seems wrong... The player will feel punished. It can also feel pretty random. Players tend to prefer effects that reward them when they do something that they are meant to do. This is why Foretold Defender looks good to me, while Vision of Death doesn't. However, I do love the concept of the card: having access to an immediate effect.
So, continue the good work, and I hope to see your submission soon!
Okay, let me just quickly share my idea. I don't have a hero picture yet (hard to find good ones, but I can try), but the class will be called the 'Medium', focusing on themes like Fortune Telling (through things like Zodiac/Star signs, etc), talking with the dead, spirits/ghosts, and stuff like that. Mechanically, it's main themes are delayed effects and cost reduction. It does not have a unique keyword (yet), although i'm thinking of one (as of yet unnamed) that makes it so that the card its on can't get cost-reduced to balance some OTK mechanics. Its minions are based off things like the Stars (I.E. Gemini, Libra, etc), Yokai (things like Kitsunes), Ghosts (Spooky), and practitioners of Dark Magic.
Now, the hero power is supposed to symbolise you receiving Guidance from the spirits you talk to. The spell will not reduce the cost of cards that already cost (0), and the same applies for any other targetted reduction effects. Now, why make it give you 'Guidance' instead of just flat-out reducing the cost on the hero power itself (besides following the rules)? Well, you often want cost reduction to land on specific cards, and this allows you to save the cost reduction for when you have the combo pieces you need in your hand. It also has synergy with cards like Gadgetzan Auctioneer or Questing Adventurer, although the synergy might be a little too strong, something I want to look into and maybe change, but IDK how. The simplest way would be to just have 'Doesn't count as a card' on the text, but I think that'll take too much space.
I don't have cards made yet, but some examples of theoretical cards showcasing the mechanics might be:
2 Mana Spell: At the start of your next turn, draw two cards.
4 mana 4/3 Minion: Battlecry: If this minion was played for less than (4) mana, gain +4 health.
6 mana 5/4 Legendary: Deathrattle: Reduce the cost of a random card in your hand by (4).
Why Rogue is my favourite class:
My submission for this week's card design competition.
So when I saw this challenge I had to ask myself what could a new class add that we don't have? What is in WoW that isn't represented well in Hearthstone? Lastly, I asked myself what would build upon existing cards? To this extent I have come across the idea of Kayla Ebonwood the rebel enchantress. AKA The Enchantress Class.
Frst off she's undead. A race not represented well in Hearthstone at this time. She died young and was resurrected during the rebellion when Sylvanas was turning away from the Lichking. She was rebellious to start with (even ended up undead because she was running away) and being frozen in time at such an age left her that way permanently. Time has only made her worse. For all the problems she causes she is a top notch Enchantress. They have a particular knack for enchanting things and improving existing magic. To represent this she has the hero power Enchant.
So what does enchant do? It's simple, it improves a spell in your hand. Which spell is chosen randomly but if you only have one the effects will stack. The effects include:
Give a random friendly minion +1/+1
Deal 1 damage to a random enemy.
Freeze a random enemy.
Gain 2 armor.
+1 Spell damage.
Reduce the cost by 1.
Summon a 1/1 demon.
Things to note, it won't try to reduce the cost of a spell that cost 0. Spell damage does not increase the random 1 damage to 2. It functions like Arcane Missiles. It won't grant more freeze then current enemy targets. It won't grant more 1/1 demons then space on your board.
So what does this hero power do? It functions differently in that you use it to build up value with the spells you play. you do not get an immediate value form this hero power. This is extremely friendly with control style play as you can make little mini Karthus spells but struggles when needing value in the moment. This is all about value and this hero power is designed to take advantage of it. In addition class cards are designed to take advantage of this value to create even more value with every card. This design is to take advantage of the play style that the Grimy Goons try to do in that they create insane value over time. The difference here is that the Enchantress class can use the spells instantly versus the minions. This is mainly done through the Enchant mechanic which adds one of the enchant options to a spell in your hand or through other means. For example these three cards:
Cards building onto spells is a key theme for this class making it hard to balance how many spells a deck would need versus how many minions. Getting 1/1 demons can be nice but that won't likely last very long against large threats that other classes have. Enchantress play style is complicated but rewarding if you use your spells at the right time and get good value from them. If you do not have a spell luckily your hero power can grant you Enchantment but 3 mana for +1/+1 is pretty harsh.
Anyway, I would love some feedback on my class idea.
@OBoily
Thanks for your comments!
Yes, a minion under your control must attack on your turn and kill another character for the keyword to trigger. I think it's not restrictive at all. in fact, a lot of the times you damage a minion you end up killing it anyways, so I think a minion with such a keyword effect (provided you end up being able to attack with it) will end up triggering it. Having it as "whenever an enemy minion is killed, do something" would mean that every time a minion dies, ALL minions, spells (such as secrets), weapons with the keyword will have their effect triggered, which is not intended.
Additionally, one could say that "Peace" and "War (conquest)" are two sides of the same coin. Kings are involved in both, and since they're not on the same card, I don't think they're TOO much in opposition. In fact I think it adds a little bit of irony to the class, of which I intend to add more in the future (assuming my class passes Phase I). I'll consider your comments more thoroughly, however. And what I choose to do with the keyword may change, depending on what more ppl think.
Ok so I think I'll stick with this prototype in the submission. I decided to opt for a lesser remembered race of The gnolls even tho originally i was planning on making an Arakkoa Hero. This class is meant to use the buff from your heropower to help you during trades as well as act as an activator for my Keyword: Marked. While alone the gnolls are not very strong in numbers they are a force to be reckoned with.
so my Keyword is "Marked". Whenever you minion is buffed with an Insignia of sorts the minion appears to have a Party Buff. Whenever somewith with Marked is played and you you have a Party Buff'ed minion on Board do X.
The Hero Power as well as several other spells count as Party Buffs.
Thank you Kanye,
Very Cool.
Finally back! And ready to answer some questions / give some thoughts...
If it helps, no, Taunt would not be a valid keyword in this competition just because Mark of the Wild exists. I elaborate on this in the challenge description that the keyword must be applicable to the functioning of all card types themselves.
@OBoily: Hello and thanks for the review. About Scry, in the current iteration, the cards only return to the top of your deck in the order you choose (they would show up like a Discover effect would and then clicking on a card would put it on the top of your deck until you are done with all the Scried cards). I considered allowing it to send cards to the bottom but it felt too complicated and it didn't really contribute to what the class wanted to do anyway. I also used to have a version that didn't allow you to rearrange the order at all, but it felt too weak as you couldn't stall your Prophecies and so I had stronger Prophecy effects, but while they were kinda balanced overall, that model made the class reject most neutral cards as almost always inferior to class cards and I wanted a realistic class that could use neutral cards well.
I'm open to suggestions on how to word the keyword so that it's clearer what it does now. I thought I had written it like this but it seems I missed it: "Look at the top X cards of your deck and return them to the top of your deck in (any order/the order of your choice)." I would think any order implies you get to choose but maybe it's misleading.
As for Herald of Torment (and all other Heralds for that matter), it works like Holy Wrath, you get a battlecry arrow and choose the target before Scrying. I don't actually think it's mechanically possible to do it the other way around as far a how Hearthstone handles battlecries.
Regarding negative Prophecies, I kind of agree that negative effects can feel wrong, but I wanted to try allowing the theme of building a deck focused around all negative Prophecies and then forsaking Scry effects altogether, which would be quite strong considering negative Prophecies are undercosted by default.
For Vision of Death in particular, though, I kinda had a hard time balancing a destruction effect on a Prophecy that can be triggered by a Hero Power. If I had made it simply "Prophecy: Destroy a random enemy minion." once you hit it with your Hero Power you can make it the second top card every turn and the hero power becomes "Destroy a random enemy minion." which is too strong I feel. Now that I think about it though, I could restrict the effect in a manner similar to Priest and limit it with an attack constraint or something alike.
The joke is you.