Repost the Ethereal with a minor adjustment (Unexpected Power now draw 2 cards as a base effect) and introducing a new class: The Astromancer. I'll review everyone's class tomorrow.
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Reserve Cards:
Class: The Astromancer
Hero: Rishi Sterling (terrible name, I know)
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astronomers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergize with the Ogres.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles during the missile, the card will randomly pick another target. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Not to mention in the case of Sera has her backfiring on you if the opponent has several higher-cost minions on their field.
Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.
How bad of an idea is it to make a Bard class, seeing as one won a long time ago?
It heavily depends on how you proceed with it. If your Hero Power and/or Keyword are suspiciously familiar, then we might have a problem. If you can manage well enough to produce your own take on the subject, we're fine with it.
A Lich class made it all to the finals of our first class comp, placing third behind two co-winners. However, our Hero Powers are completely different and their class included a "Scheme" Keyword based around deck manipulation, whereas I don't have one (except maybe Freeze).
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I like the overall feel of your class. It create a fantasy of sacrificing Health for power. However, your cards need rename to have more "blood" in name. Out of 15 cards, I only count 4 that fulfill the "blood" fantasy while the "Burn" fantasy has been filling in for 7 cards.
Ty for the feedback. I wanted to have a more fire based base and classic set and explore the blood options with the expansions, but maybe i should try to have half and half in all sets.
From linkblade91:
Just to reiterate from before, "deal damage to your hero" is the phrase of choice for Hearthstone, as opposed to "take damage". If you plan to change this, I would mention it.
Death's Door seems fine, but such a class would definitely be playing with fire (wordplay intended). Team 5 would have to evaluate the game's damage cards differently, to make sure that the Bloodburner can survive at Death's Door often/long enough for it to matter. Otherwise, they (you) risk creating an idea that cannot thrive in practice.
Putting "for the rest of the game" on a Basic card seems really wrong to me. That's more of a Legendary ability, or at least an Epic.
Self-damage is a themed I've explored with the Warlock and Priest, and I like the concept. I'm concerned, however, about maintaining that theme over a long stretch of time. As Hearthstone continued its life, the Bloodburner would gain new and stronger tools to deal damage to himself and/or to recover from being at Death's Door. If you're not careful, a player could take all of the best cards to make a deck that has essentially negated the class' weaknesses (and therefore part of its identity). It's the Warlock healing problem.
I'll correct the phrasing. I want Death's Door to be a relatively rare keyword, with only 2-3 cards per set. I know it's hard to balance it, but i like the idea of risk. Am i going to use it now at high health, or can i wait a bit and get damaged to have the full effect? Can i survive if i get that low? Death's Door will usually either heal you or make your spells deal more damage. I'm trying to add an ice block type of effect in the classic set to maybe give a safety net to the bloodburner.
Another theme i want for the class is permanent hero power upgrades, but i agree, Gaining Heat should be a classic epic like Shadowform.
Self damage is the starting theme for bloodburner, like priest's healing. Every expansion will have different aspects of lifeforce manipulation explored. In frozen throne for example i plan on centering around a "Blood Curse" token. 0 mana spells that you place in the opponent's hand. They would damage them for 1 and heal you for 1 when played. But you give them so many they have to play them or risk milling themselves. Boomsday would be only about blood magic and how you can use it for other stuff besides fire.
One great aspect of Death's Door is the fact that you want to be low health. Even if bloodburner gets powerful healing cards over time, you won't be like warlock, where he takes 2-3 damage from some cards (gets down to around 20) then heals back to full. you need to get to 10 or below then heal, which is risky. By making Death's Door cards powerful enough, i give an incentive to the player to get low and risk getting bursted down.
I made the whole basic set because other people made it too. I don't think what i made is 100% good, and i plan on changing or even deleting cards. But it gives you a general idea of what i have in mind. Before i made this, i didn't even realize how spell heavy basic cards are, so i learned some things too.
From CheeseETC:
General concept
Death's Door reminds me from Illusionist's Alter from last comp, but I guess I should stop saying HPs are overused since there's so little design space for them...Apart from that it's good!
I think you need more Spell Damage synergy. It's a natural fit in your deck.
I think you should change your class' name and take more Warcraft-y artwork.
Individual cards
Overall I like those cards a lot!
Enduring Sethrak is too good because too snowbally. People who played against pre-nerf Undertaker will confirm.
Does Blood for Power's self damage also have the Spell Damage bonus?
Fiery Blood is underpowered
I don't like Zgrashh artwork. Effect is good.
Blood Seal's effect isn't clear.
Spell damage is going to be added in the classic set. In the basic one i think 1 card is enough. Several people have really cartoony art and i remember a lego class getting to the semi-finals last year, so i won't change it. (plus, there aren't many lizard fire mages on the internet).
I plan on having expensive cards and minions for the class, so Enduring Sethrak need to be somewhat snobally to help you early. But i will make it 0/4 and it gains only 1 attack when you self damage. That should be easier to deal with. Blood for Power says you take the damage then you get the spell power (also small mistake on this card, it should say until the start of your next turn). Fiery blood can deal 2+ damage if the enemy attacks you with many minions. Think of odd paladin on turn 5. Even a steady shot would damage the enemies. Blood seal should deal 5 to you and your target, unless you have 10 or less health, in which case it no longer hits you too (meaning is just deal 5 damage). But the cards seems unbalanced, so i will change it to something else.
okay so i want to participate in this competition, i have already made cards and uploaded to imgur, but i dont know how to add images to my posts... if anyone would be so kind to help me out, i would be very thankfull
If I can ask, shouldn't this competition already posted in front page? I feel like this would have much less competitors than previous one because of this. Just look at submission topic, it have only two posts, while year ago first page was filled in few days.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
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I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
========>>>>>>>>
Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
Nice class ! I also think that entries do not have to be WoW inspired. Like the idea of basing on types of cards in hand and taking advantage of giving your opponent cards.
If I can ask, shouldn't this competition already posted in front page? I feel like this would have much less competitors than previous one because of this. Just look at submission topic, it have only two posts, while year ago first page was filled in few days.
Wasn't here last year but if I'm not mistaken the Phases are taking longer this year. So last year you would've had to submit Phase I in a couple days from now so people would obviously already be posting. Now we still have a week so there is still plenty of time to flesh out our classes and get opinions on them.
Jacque was a play on Jack, and Treflez is Clubs in french (to my knowladge). So essencially he's the Jack of Clubs which also suits his Hero art as he has a massive Clubs sign on his cape.
Then your hero should be named "Jacques Trèfle". I think the Blood Mage border fits what you want to do.
Will do more reviews today. Not happy to see the Tinker though :(
So after spending like 2 hours finding a good name and art (Thx Cogito for helping me with the Keyword and Class name!) here I have my concept for the Weather Wizard.
As an idea that just suddently pops up by looking at different card borders and looking at art that fits. The Weather Wizard manipulates different elements to change the climate to her and enviromental favour. She doesn't strikes directly like mage with Fireballs or Pyroblasts, to make matters clear, but can make the weather turn against them, the different elements too.
However controlling the elements is hard, and needs a bit of an impulse to manage them in your favour, and thus comes the class specific keyword:
Clarifications:
A card links with an Orb when played, if the orb is gone (either by playing it or discarding it) the card can no longer link with another orb.
Links happen from left-most orb to right-most.
If you hover over an Elemental Orb in your hand, you may see the card it's linked to with a purple-ish glow.
For now I don't have a clear identity for the class, but I do have some examples with the keyword:
LOVE the art! Amazing :)
Also CG to all of you guys, this will be hard work again, im looking forward to see your creation. Btw as always, realize for who you are making this class - for the viewers, make it interesting, but not too complicated, otherwise noone will bother reading through all of that in the submission topic.
Also, if anyone got hit by the merge and his posts regarding this comp got deleted, PM us and we will undelete them. Talking about posts directly tied to this comp or WCDC, dont PM us about other posts, we would have to undelete each manually one by one and that is simply not in our capabilities, sorry and thanks.
Hey, I've seen it being called out a couple times so I want to know for sure : is it allowed to use Wild cards as exemple cards for Phase I ? I can always come up with Standard cards but I already made cool cards for Wild sets and I would love use them in Phase I. I can't find any rule against it but maybe I should have looked closer. Looking forward to a definitive answer, thanks in advance.
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold CrafterDiscovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Diggeris that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisenis very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
Time for an update! Here's a few more cards and some explanations. Will do some reviews tomorrow.
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
Mechs!
Weapons!
1-Cost Secrets!
Disruption!
Tokens! including replacing Hero Power tokens!
Hand size!
I'm still picking my 5 cards for submission, so any direction with that would be great. Thanks for viewing!
Reviewing the new cards you posted.
Tech Hammer is simple, but it's fine for Classic. I can't help thinking that an 8/3 weapon for 6 might be too powerful, specifically for face damage. The idea is there though.
Net-o-Matic seems weak. Your opponent could play a 1 or 2-Cost minion with a useful Battlecry, and then the effect is simply just a downside for you because they get to activate the Battlecry again. Otherwise, they can easily just play the minion for free again, so the Secret ultimately didn't accomplish much.
Auto-Loader 3000 is an interesting idea. Requires 4 Secrets to make it work, but perhaps that's not too hard if it's given the right support.
Exploit Un'Goro is really neat. It's a nice reference/parody of Explore Un'Goro, although unlike its Tinker counterpart, Explore Un'Goro doesn't get rid of your hand which are arguably the most important cards at the moment. As such, I think it can cost 2 like Explore Un'Goro.
Repost the Ethereal with a minor adjustment (Unexpected Power now draw 2 cards as a base effect) and introducing a new class: The Astromancer. I'll review everyone's class tomorrow.
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Reserve Cards:
Class: The Astromancer
Hero: Rishi Sterling (terrible name, I know)
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astronomers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergize with the Ogres.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles during the missile, the card will randomly pick another target. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Not to mention in the case of Sera has her backfiring on you if the opponent has several higher-cost minions on their field.
Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.
Other cards:
Uhh...
Moving on.
For what it's worth, I don't think Rishi Sterling is a terrible name. Gaze is an interesting keyword, although it implies there will be a lot of RNG in this class, which might not settle well with some people. It can't be as bad as Mage though, right?
Weaponized Telescope is hilarious and cool. I like it.
Is Starscryer Sera's effect supposed to be a Battlecry? If not, better wording would probably be "The lowest Cost minion [on the battlefield] is Gazed".
I'm a really big fan of these "Mark" cards. Mark of Leo might be a problem though as people are always (and rightfully so), skeptical about anything that permanent pushes a minion down to 0 Attack to clog up their board space. It may need a clause that the minion can't go below 1 Attack. It also should say "your opponent plays"
Endless Curiosity raises the question, "what happens if multiple characters are Gazed?" - Will random effects simply just choose one of the Gazed minions at random?
Blessing of the Star is cool. It would probably read better if the "(+3 Attack/+4 Health)" was all on one line.
areSilent Night is pretty weak. I've seen this effect on Paladin Secrets before.
Mosh'Ogg Astrologist is weird. I didn't like the effect at first (I still really don't), but something I thought of was that you could use Gaze to break Eggs. Not sure how practical that is though given that you waste a Gaze effect and the ability to attack with a 3/4 (that admittedly could otherwise do really bad stuff). I don't think most people like the "Forgetful" effect anyway, or will like this way of twisting it.
Overall this class is looking better than the Ethereal.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
========>>>>>>>>
Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
OR
To me, Training does not look like an Epic card, even for Classic standards (where Kidnapper's effect is considered Epic).
Husk Guardian looks a little bit weak. It could at least be a 3/4. (okay, nevermind, I see you already did that)
Hive Knight is pretty interesting, although really strong if your class has ways to summon a lot of tokens quickly.
The 4/4/8 and 4/4/7 Ice Crawlers look very strong is often a negligible downside. You could also just play it on a turn you don't want to attack with your weapon anyway, and the downside literally does nothing.
Eager Husk is a nice, simple Fury card. I like it.
Is Old Nail a collectable Basic card? A vanilla 3 mana 1/3 weapon is very weak. For comparison, Light's Justice is a vanilla 1 mana 1/4 weapon that doesn't see play. Candleshot and Serrated Tooth are booth 1 mana 1/3 weapons with upsides, and Coghammer is a 3 mana 2/3 weapon with an upside.
Dream Nail is better phrased, "summon a random friendly minion that died this game that costs (2) or less". Activating the Fury effect is also awkward. It will require you to overwrite your weapon if it has more than 1 Durability. You could use your Hero Power, but then you've already attacked so you can't attack with the weapon that turn.
Pure Nail has a cool ability, but it compares somewhat unfavorably to Doomhammer in some aspects.
Your other cards seem fine, although Monarch Wings in particular could be scary.
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
Wait, so when does the Puzzle token show up?
You forgot the border on Interrogation. The effect is okay, but with no way of being able to see your opponent's hand, this type of effect simply won't work. The effect also seems too complicated for a Basic card.
Inquiring Explorer has a cool ability, but it should probably lose 1 stat point. Probably make it a 3/6.
Lively Tea Cup should say "cast a spell" instead of "play a spell". The effect is fine, but it seems weird when this is in the same set as Priest of the Feast.
Jackpot Machine is odd and weak. It has synergy with the "spell in your opponent's hand effects", but you still give them all of those Coins. It's also guaranteed to burn a card like Gnomeferatu. Some people won't like that.
Sword of Questions has the same problem as Interrogation. You won't know how many spells are in their hand until after you play it. It looks like you'll need at least 6 spells before you break even, so it seems weak.
There's already a card in the game called Flying Machine, so your Flying Machine will need a new name. I also don't understand the effect. Magnetized minions? Magnetized to what? Itself? Just in general?
Lurking Presence I like, but it sticks out as on oddball in this set of cards.
I like Skimming Mind. The effect is nice, although without being able to see your opponent's hand, it's entirely possible that their hand will already have a lot of spells, and their next hand won't have that many.
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold CrafterDiscovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Diggeris that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisenis very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
Thanks for using my format. :)
I do notice that you forgot to center the explanation for Timesnipper. Same thing for aligning Rejan to the right, and the Armor card's explanation to the middle. Unless all of that was intentional.
Also, why is Timesnipper noticeably bigger than all of the other cards?
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Click the image to go to my custom Time Traveler class.
Just realized I intended Fury to work diffrently...
It should read:
Does it change the power level of all Fury cards I created ?
I'm so so so sorry for this mistake
Edit: Should I change it or leave as it is now ?
I guess Hidden Weaver makes a lot more sense. Dream Nail is a lot stronger, but it's still probably fine because it requires you'll generally need to spend 2 mana for it to be able to kill anything.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Further review of all classes I didn't review before
@Shatterstar1998/Astromancer
General concept
I'm wary of classes based around RNG, even directed one. I think it could be very frustrating to play with.
Gaze reduces that RNG but I doubt this will be enough. I can also backfire with effects like Brawl. Also you need to add "if able" at the end of your keyword definition.
Individual cards
It's weird for an Astromancer class to have weapon.
Starscryer Sera doesn't feel Legendary.
Mark of Leo looks too powerful.
Battlecries trigger before Secrets, which means they can't be countered.
@thepowrofcheese/Tinker
General concept
AAAAAAAAAAAAAAAARRRRRRRRRRRRGH Not gonna lie I don't like this Hero Power at all since it was the one I'd probably have picked among the 3 HPs I made for my Alchemist. I don't think I can judge this class properly because of that....
@Pircival/Archaeologist
General concept
The Hero Portrait doesn't look like an Archaeologist
"Decay" is a keyword that doesn't fit Archaeologist, and that is very limited in its possible uses. Change it or get rid of it entirely.
Individual cards
Hallkeeper should say "Restore your weapon to full Durability. Gain that much Armor."
I don't like Decay, so I don't like Timesnipper either.
The Forecast keyword is complicated and also OP! Just hold to your orbs and nothing will happen...
Individual cards
I don't like forecast, so obviously I don't like any of the Forecast cards.
Master Cloud has the potential to be super OP if you have too many Orb generators.
Sunburn -> "Whenever" means it doesn't complete the attack if it has less than 3 HP?
@Nirast/Metamorpher
I won't comment on Psychonaut since you apparently dropped it.
General concept
Your Hero Power doesn't seem to fit with the rest of your cards.
Amorphic is meh. It's not bad but it's not class-defining.
Again, not a fan of non-Warcraft classes
Individual cards
I think Metamorph:Dust can cost (1), you still have to spend resources to deal that damage.
The other cards are ok, but they don't feel unique.
@Giz4Gamer/Infuser
General concept
"Infuser" feels weird as a name.
The Hero Power should
Absorb is OK
Individual cards
The cards are ok, but they don't seem to show any coherent mechanic besides reducing attack.
@Freddoccino/Sage
General concept
This HP is identical to the previous class I've reviewed, though because I went backward, it means you came up with it first. Your wording is also better.
Akama isn't really a sage?
Evasion doesn't feel like a class keyword.
Individual cards
Alright cards overall
Blurry Defender has a neutral border.
Reaving Kama should be worded "Dealing damage to a minion with this permanently reduces Health instead"
Superposition -> How would it work UI-wise? It would be a nightmare to code, but I guess we can let that slide since it is never going to be in the game.
@Phoenixfeather/???
General concept
Countdown looks complicated, but I admit your cards are good.
What is your class identity beyond Countdown?
Individual cards
No remarks. They all look good and balanced, but you need more non-Countdown cards in the showcase!
@Lathy/High Chieftain
General concept
I don't like the idea that Officer is a tribe that supersedes any previous tribe. It should be marked otherwise.
What is your class playstyle beyond that?
Individual cards
What is the point of Operation Icecrown? Unless you opponent plays Ticking Abomination, I don't see the point.
@Vilegloom/Blacksmith
General concept
I remember there was also a minion-armor class last comp. Ok, I'll stop.
Your class also needs another theme beyond that.
Individual cards
I'd word Flaming Smash as "Deal 2 damage to an enemy minion (improved by your weapon's Attack")
Last Resource shouldn't cost as much given how difficult it is to extract value from it. Should cost 1 or even 0.
Just realized I intended Fury to work diffrently...
It should read:
Does it change the power level of all Fury cards I created ?
I'm so so so sorry for this mistake
Edit: Should I change it or leave as it is now ?
I guess Hidden Weaver makes a lot more sense. Dream Nail is a lot stronger, but it's still probably fine because it requires you'll generally need to spend 2 mana for it to be able to kill anything.
Yeah, it was the intention for Dream Nail to be able to resummon up to 4 minions (not just summon one when enters). I am very careful with giving my weapons high attack, because with more cards giving hero attack/buffs for weapons may cause some problems. Maybe I should change my mind and buff those basic weapons ? I also didn't understand that negative feedback on Hidden Weaver, but it was all my fault. It occured because English is not my native language, so I wrongly wrote Fury effect. Once again, sorry.
P.S I think I'll change Fury to this newer (actually always-intended) version.
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
Wait, so when does the Puzzle token show up?
You forgot the border on Interrogation. The effect is okay, but with no way of being able to see your opponent's hand, this type of effect simply won't work. The effect also seems too complicated for a Basic card.
Inquiring Explorer has a cool ability, but it should probably lose 1 stat point. Probably make it a 3/6.
Lively Tea Cup should say "cast a spell" instead of "play a spell". The effect is fine, but it seems weird when this is in the same set as Priest of the Feast.
Jackpot Machine is odd and weak. It has synergy with the "spell in your opponent's hand effects", but you still give them all of those Coins. It's also guaranteed to burn a card like Gnomeferatu. Some people won't like that.
Sword of Questions has the same problem as Interrogation. You won't know how many spells are in their hand until after you play it. It looks like you'll need at least 6 spells before you break even, so it seems weak.
There's already a card in the game called Flying Machine, so your Flying Machine will need a new name. I also don't understand the effect. Magnetized minions? Magnetized to what? Itself? Just in general?
Lurking Presence I like, but it sticks out as on oddball in this set of cards.
I like Skimming Mind. The effect is nice, although without being able to see your opponent's hand, it's entirely possible that their hand will already have a lot of spells, and their next hand won't have that many.
Thanks a lot for the feedback !
Puzzle is a Token that is not produced by the Hero Power so I can't use it in Phase I but it will be a core part of the Classic Set.
Investigation and Sword of Questions have a mechanic that I really like and that works well with Puzzles. I plan on making more cards like Inquiring Explorer so that one can have more information about the opponent's hand.
Speaking of Inquiring Explorer, the previous version was 3/6 but it felt a bit weak since the cards in your opponent's hand will most likely be unhelpfull and their is some anti-sinergy with Puzzles. I'll think about it though.
Lively Tea Cup and Flying Machine I just forgot about the other card... The first I think I will tweak, maybe "restore 3 to both players". The second is a bit messy and I saw someone else making the same card so I think I'll scrap it.
Jackpot Machine is hard to balance but with the milling potential of the class and the "spells in hand" effects I think it's good as it is.
Lurking Presence is meant as a Control tool to metagate Fatigue since the class has a lot of card draw. Maybe not the best thematicaly but I like the mechanic.
Skimming Mind is more of a Combo disturber/enabler, allowing you to catch your opponent of guard and fish for answers or combo pieces.
Thanks again, I'll make sure to take your thoughts into consideration.
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Repost the Ethereal with a minor adjustment (Unexpected Power now draw 2 cards as a base effect) and introducing a new class: The Astromancer. I'll review everyone's class tomorrow.
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Class: The Astromancer
Hero: Rishi Sterling (terrible name, I know)
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astronomers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergize with the Ogres.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles during the missile, the card will randomly pick another target. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.
Flavor:
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Not to mention in the case of Sera has her backfiring on you if the opponent has several higher-cost minions on their field.
Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.
Other cards:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
It heavily depends on how you proceed with it. If your Hero Power and/or Keyword are suspiciously familiar, then we might have a problem. If you can manage well enough to produce your own take on the subject, we're fine with it.
A Lich class made it all to the finals of our first class comp, placing third behind two co-winners. However, our Hero Powers are completely different and their class included a "Scheme" Keyword based around deck manipulation, whereas I don't have one (except maybe Freeze).
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
From Shatterstar1998:
Ty for the feedback. I wanted to have a more fire based base and classic set and explore the blood options with the expansions, but maybe i should try to have half and half in all sets.
From linkblade91:
I'll correct the phrasing. I want Death's Door to be a relatively rare keyword, with only 2-3 cards per set. I know it's hard to balance it, but i like the idea of risk. Am i going to use it now at high health, or can i wait a bit and get damaged to have the full effect? Can i survive if i get that low? Death's Door will usually either heal you or make your spells deal more damage. I'm trying to add an ice block type of effect in the classic set to maybe give a safety net to the bloodburner.
Another theme i want for the class is permanent hero power upgrades, but i agree, Gaining Heat should be a classic epic like Shadowform.
Self damage is the starting theme for bloodburner, like priest's healing. Every expansion will have different aspects of lifeforce manipulation explored. In frozen throne for example i plan on centering around a "Blood Curse" token. 0 mana spells that you place in the opponent's hand. They would damage them for 1 and heal you for 1 when played. But you give them so many they have to play them or risk milling themselves. Boomsday would be only about blood magic and how you can use it for other stuff besides fire.
One great aspect of Death's Door is the fact that you want to be low health. Even if bloodburner gets powerful healing cards over time, you won't be like warlock, where he takes 2-3 damage from some cards (gets down to around 20) then heals back to full. you need to get to 10 or below then heal, which is risky. By making Death's Door cards powerful enough, i give an incentive to the player to get low and risk getting bursted down.
I made the whole basic set because other people made it too. I don't think what i made is 100% good, and i plan on changing or even deleting cards. But it gives you a general idea of what i have in mind. Before i made this, i didn't even realize how spell heavy basic cards are, so i learned some things too.
From CheeseETC:
Spell damage is going to be added in the classic set. In the basic one i think 1 card is enough. Several people have really cartoony art and i remember a lego class getting to the semi-finals last year, so i won't change it. (plus, there aren't many lizard fire mages on the internet).
I plan on having expensive cards and minions for the class, so Enduring Sethrak need to be somewhat snobally to help you early. But i will make it 0/4 and it gains only 1 attack when you self damage. That should be easier to deal with. Blood for Power says you take the damage then you get the spell power (also small mistake on this card, it should say until the start of your next turn). Fiery blood can deal 2+ damage if the enemy attacks you with many minions. Think of odd paladin on turn 5. Even a steady shot would damage the enemies. Blood seal should deal 5 to you and your target, unless you have 10 or less health, in which case it no longer hits you too (meaning is just deal 5 damage). But the cards seems unbalanced, so i will change it to something else.
okay so i want to participate in this competition, i have already made cards and uploaded to imgur, but i dont know how to add images to my posts... if anyone would be so kind to help me out, i would be very thankfull
edit: nvm! figured it out!
If I can ask, shouldn't this competition already posted in front page? I feel like this would have much less competitors than previous one because of this. Just look at submission topic, it have only two posts, while year ago first page was filled in few days.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
========>>>>>>>>
Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
OR
...Soul of Wyrm. Soul of Root. Heart of Void...
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
Nice class ! I also think that entries do not have to be WoW inspired. Like the idea of basing on types of cards in hand and taking advantage of giving your opponent cards.
...Soul of Wyrm. Soul of Root. Heart of Void...
Wasn't here last year but if I'm not mistaken the Phases are taking longer this year. So last year you would've had to submit Phase I in a couple days from now so people would obviously already be posting. Now we still have a week so there is still plenty of time to flesh out our classes and get opinions on them.
Thank you Kanye,
Very Cool.
Then your hero should be named "Jacques Trèfle". I think the Blood Mage border fits what you want to do.
Will do more reviews today. Not happy to see the Tinker though :(
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
LOVE the art! Amazing :)
Also CG to all of you guys, this will be hard work again, im looking forward to see your creation. Btw as always, realize for who you are making this class - for the viewers, make it interesting, but not too complicated, otherwise noone will bother reading through all of that in the submission topic.
Also, if anyone got hit by the merge and his posts regarding this comp got deleted, PM us and we will undelete them. Talking about posts directly tied to this comp or WCDC, dont PM us about other posts, we would have to undelete each manually one by one and that is simply not in our capabilities, sorry and thanks.
- Click Here To Join Us On Discord! -
Hey, I've seen it being called out a couple times so I want to know for sure : is it allowed to use Wild cards as exemple cards for Phase I ? I can always come up with Standard cards but I already made cool cards for Wild sets and I would love use them in Phase I. I can't find any rule against it but maybe I should have looked closer. Looking forward to a definitive answer, thanks in advance.
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
Reviewing the new cards you posted.
Uhh...
Moving on.
For what it's worth, I don't think Rishi Sterling is a terrible name. Gaze is an interesting keyword, although it implies there will be a lot of RNG in this class, which might not settle well with some people. It can't be as bad as Mage though, right?
Overall this class is looking better than the Ethereal.
Wait, so when does the Puzzle token show up?
Click the image to go to my custom Time Traveler class.
Thanks for using my format. :)
I do notice that you forgot to center the explanation for Timesnipper. Same thing for aligning Rejan to the right, and the Armor card's explanation to the middle. Unless all of that was intentional.
Also, why is Timesnipper noticeably bigger than all of the other cards?
Click the image to go to my custom Time Traveler class.
Just realized I intended Fury to work diffrently...
It should read:
Does it change the power level of all Fury cards I created ?
I'm so so so sorry for this mistake
Edit: Should I change it or leave as it is now ?
...Soul of Wyrm. Soul of Root. Heart of Void...
I guess Hidden Weaver makes a lot more sense. Dream Nail is a lot stronger, but it's still probably fine because it requires you'll generally need to spend 2 mana for it to be able to kill anything.
Click the image to go to my custom Time Traveler class.
Further review of all classes I didn't review before
@Shatterstar1998/Astromancer
General concept
Individual cards
@thepowrofcheese/Tinker
General concept
@Pircival/Archaeologist
General concept
Individual cards
@Linkblade91/Lich
General concept
Individual cards
Overall a promising class!
@McF4rtson/Spiritwalker
General concept
Individual cards
@LarryMoments/Weather Wizard
General concept
Individual cards
@Nirast/Metamorpher
I won't comment on Psychonaut since you apparently dropped it.
General concept
Individual cards
@Giz4Gamer/Infuser
General concept
Individual cards
@Freddoccino/Sage
General concept
Individual cards
@Phoenixfeather/???
General concept
Individual cards
No remarks. They all look good and balanced, but you need more non-Countdown cards in the showcase!
@Lathy/High Chieftain
General concept
Individual cards
@Vilegloom/Blacksmith
General concept
I remember there was also a minion-armor class last comp.Ok, I'll stop.Individual cards
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Yeah, it was the intention for Dream Nail to be able to resummon up to 4 minions (not just summon one when enters). I am very careful with giving my weapons high attack, because with more cards giving hero attack/buffs for weapons may cause some problems. Maybe I should change my mind and buff those basic weapons ? I also didn't understand that negative feedback on Hidden Weaver, but it was all my fault. It occured because English is not my native language, so I wrongly wrote Fury effect. Once again, sorry.
P.S I think I'll change Fury to this newer (actually always-intended) version.
...Soul of Wyrm. Soul of Root. Heart of Void...
Thanks a lot for the feedback !
Puzzle is a Token that is not produced by the Hero Power so I can't use it in Phase I but it will be a core part of the Classic Set.
Investigation and Sword of Questions have a mechanic that I really like and that works well with Puzzles. I plan on making more cards like Inquiring Explorer so that one can have more information about the opponent's hand.
Speaking of Inquiring Explorer, the previous version was 3/6 but it felt a bit weak since the cards in your opponent's hand will most likely be unhelpfull and their is some anti-sinergy with Puzzles. I'll think about it though.
Lively Tea Cup and Flying Machine I just forgot about the other card... The first I think I will tweak, maybe "restore 3 to both players". The second is a bit messy and I saw someone else making the same card so I think I'll scrap it.
Jackpot Machine is hard to balance but with the milling potential of the class and the "spells in hand" effects I think it's good as it is.
Lurking Presence is meant as a Control tool to metagate Fatigue since the class has a lot of card draw. Maybe not the best thematicaly but I like the mechanic.
Skimming Mind is more of a Combo disturber/enabler, allowing you to catch your opponent of guard and fish for answers or combo pieces.
Thanks again, I'll make sure to take your thoughts into consideration.