Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.
Thanks! I added it because I wanted to make sure both the ones in your hand and battlefield had the effect. Although, I guess it doesn't matter for the ones on the battlefield, so I could just say "Your Scrapbots and Boom Bots in your hand have Magnetic." I also agree that Tinker Soldier is on the strong side, I might nerf it or have it not make a copy. Or just make it a 1 or 2 cost minion instead.
Yeah that would work better. I think that if you make it a 4 mana 3/4 with the same text, It would be alright.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Interesting concept, but i feel the hero power might be too weak. Since the weapon only has 1 durability, and you take damage from attacking, why the inability to attack right away? Compare it to the rogue hp. 2 mana for 2 damage. Rogue attacks twice for 1 dmg, you attack once for 2 dmg. I think the weapon should just be 2/1 with no text.
Since there are no other examples of weapons, it's hard to know how good Clone Weapon is. Just with the hero power, it's a total of 3 mana deal 4 dmg (while taking twice the dmg from attacking minions). You have no weapon buffs, but there is the combo with Conjured Axeman. If there are more interactions like this, then you have a cool mechanic.
Conjure Divine Armor: I really like effects that do different things to different targets.
Arcane Fury: Seems like a worse Shadow Bolt. 3 mana deal 4 damage to a minion, but with a big condition.
Gerrart seems balanced, seeing how difficult dealing 3 dmg with a weapon is in your class
Overall, you have a nice theme. Try to not put too many "Conjure" words in your card names, as it can get repetitive.
I think the wording for it is fairly clear. I didn't even consider the other possibility until reading it.
Thanks for the feedback! Theres a surprisingly big difference between 1 and 2 damage. 2 damage can take out things like Sorcerer's Apprentice, Knife Juggler, Raid Leader, and so on. So I think the downside (Which you can sort of bypass by hero powering after attacking) is fair. Plus, not attacking the turn it's equipped is gonna be a pretty big theme with the class. Clone Weapon: There will be other mechanics like Conjured Axeman! And it has great synergy with Spellfury. However you got me thinking more on balance and the future of the classes weapons. I think at 1 mana this would limit my design space a fair bit so I'm gonna make it cost 2. It'll still be really strong, just not so much with the hero power weapon. Arcane's Fury: I like the balance on this. On it's own it's pretty bad, but with the hero power 2 damage and Spellfury (1), it deals 5 damage making it really good. And with a better weapon, it's even better! Garrart: Glad you like the balance. He's meant to be mainly in decks that aim for huge spellfury turns but he might still be good enough to consider in other decks.
I'll try keep conjure exclusively on my 'Conjure:' cards. The axeman will be renamed!
Finally got some time, so gonna review some of other people's classes, starting with those on page 15. I'll probably continue later with more reviews of either pages before that, or ones after it if there's been new posts.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Battlemage is a common theme, but it's got enough potential to allow different kind of flavors, and so far yours seems unique enough.
Hero power is kinda neat, it's something I haven't seen before and probably has a reasonable balance. Dealing 2 damage with a hero power is fairly strong, so having a drawback like that seems fine.
I like the cards.The mechanic shown in Conjure: Divine Armor is cool and has potential as a smooth pseudo-choose one. I think you should make Spellfury count all damage done by both you and your minions. Makes it a bit less strict, allowing for more archetypes to benefit from it.
Also, I have some cards of my own as well. I think I've decided on my five cards to showcase for this phase, and have a good grasp of the themes of the class. I'll write and submit my thing within the next few days, but here's the class and the cards I'm planning to use.
Researcher
Some themes: Card draw, spell synergy, efficient but situational/combo-dependant cards, controlled(-ish) discard, Study. The class will hopefully be able to support multiple archetypes, but some specific I'm pushing are Tempo (with some evasive minions and efficient removal to keep those minions safe), and combo (based on cards that synergize with spells).
Deduce to Reduce: card draw, slightly stronger than Arcane Intellect but that's in my opinion fine since the class is supposed to be good at that
Brain Blast: Potentially efficient removal, with the drawback of being bad when you don't have a lot of cards in your hand
The Cost of Progress: Also efficient removal, but with a steep card advantage cost. Maybe good for tempo?
Replicable Results: A neat Study card that can allow you to copy your value things or maybe set up some kind of combos.
Laboratory Guard: Spell synergy, also possibly a combo enabler.
Thanks for the feedback! I like spellfury being specific to your hero attacking. It's very difficult to balance otherwise. For example, a card like Gerrart would be completely broken. Trade in a Dire Wolf Alpha and some tokens and he'd easily be dealing 4+ damage with his battlecry. Also I think the keyword just really shows off the class and gives it it's unique place. Plus you can still benefit from the keyword with just the hero power.
As for your class, it looks good so far and the hero power seems balanced. Deduce to Reduce is a stronger Arcane Intellect which is fine, just keep in mind that there should be areas your class is bad at to make up for how good it is at card draw. Replicable Results I think is also really strong but we can add it to the super strong card draw category. Laboratory Guard I think needs to be changed. The way the card is means if he can attack, you probably win given you have 1 mana tokens from your hero power and even Abusive Sergeant would cause some serious damage with him. I like the idea but I think something like a 6 mana 2/8 legendary would work better.
I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.
Thanks for the feedback! The 2 damage hero power is surprisingly strong for reasons I mentioned in my above post. Spellfury increase the damage by 1 for every X damage your hero did from attacking this turn. So if you did 10 damage from attacking, a spellfury (1) card will do 10 extra damage where as a spellfury (3) card will only deal 3 extra damage (would deal 4 at 12 damage from attacking). Do you think there's any way to make my keyword clearer?
I think I'm finally satisfied with the flavour of my submission.
Introducing:
Camilla Cromwell, The Pint-sized Witch
Some little backstory/lore
two days after the bad men took her mom away, Camilla knew she wasn't coming back, impulsed by her feelings of fear and loneliness she decided to break the rules for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.
Camilla is a witch, a novice one, but a witch nonetheless and she brings to the table all the classic witchery one might expect :curses, potions, familiars,hexes, poisoned apples and a lot more fun stuff!
Her keyword reflects her desire for companionship and that's why it is named Reunion
This keyword will make you think about hoarding your little homunculi to activate these effects.
The key themes of this class are going to be:
Synergies with small minions
Secrets (curses)
Dragons
Annoying your opponent, destroying their hopes and dreams
And cute critters!
Example Cards:
If anyone has a recommendation or opinion about this, I would be really thankful. Also sorry if something is worded wrong or weird I learned about the CCC about two days ago and I have been scrambling for original and entertaining ideas.
Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.
Strengths + Themes
Power over the cold = Freeze as a primary defensive tool.
Power over death = Deathrattles, "if it dies" effects.
Power over life = Reviving minions, healing, "if it survives" effects.
Power over the endless Scourge = acquiring late-game fuel to outlast enemies.
WeaknessesRumored Shortcomings
(Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
(Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
(Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
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
Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.
Strengths + Themes
Power over the cold = Freeze as a primary defensive tool.
Power over death = Deathrattles, "if it dies" effects.
Power over life = Reviving minions, healing, "if it survives" effects.
Power over the endless Scourge = acquiring late-game fuel to outlast enemies.
WeaknessesRumored Shortcomings
(Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
(Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
(Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
roleplaying entries have a lot more charm to them in my opinion, so I would say go for it.
I wouldn't recommend you writing all your thought process for a card if you don't feel like doing it, doing things that we don't want to ends up making us do it in a half assed way.
Yeah I would recommend you to change it for Icicle Crasher, not only you are showcasing a freeze synergie but you also that sometimes you have reasons for freezing your own stuff.
After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
roleplaying entries have a lot more charm to them in my opinion, so I would say go for it.
I wouldn't recommend you writing all your thought process for a card if you don't feel like doing it, doing things that we don't want to ends up making us do it in a half assed way.
Yeah I would recommend you to change it for Icicle Crasher, not only you are showcasing a freeze synergie but you also that sometimes you have reasons for freezing your own stuff.
Thanks for the feedback :) Allow me to reciprocate:
We're using the same card border. I don't have a problem with that; just an amusing thing to note. It looks good for an Annie character.
I'm not sure what Dragons have to do with your class. I love Dragons, I support the archetype, but I don't see the thematic connection.
I don't have a complaint with your showcase cards individually: I think they get the job done, and they connect back to each of the things you listed as a theme. As a collective, though, I would like to see some hint as-to a potential combo between two of them, or an archetype they might push together. Like how I plan to include Unnatural Selector and Immortality Project as showcases: you can see why they would go in a deck and how they combo. I'm looking for that "one-two punch" that feels missing from your collection.
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
Thanks for the feedback :) Allow me to reciprocate:
We're using the same card border. I don't have a problem with that; just an amusing thing to note. It looks good for an Annie character.
I'm not sure what Dragons have to do with your class. I love Dragons, I support the archetype, but I don't see the thematic connection.
I don't have a complaint with your showcase cards individually: I think they get the job done, and they connect back to each of the things you listed as a theme. As a collective, though, I would like to see some hint as-to a potential combo between two of them, or an archetype they might push together. Like how I plan to include Unnatural Selector and Immortality Project as showcases: you can see why they would go in a deck and how they combo. I'm looking for that "one-two punch" that feels missing from your collection.
Being completely honest I just made the little dragon because I adore the artwork for it and I thought that it wouldn't be the first time some classes have weird theme connections (paladin-murlocs and shaman-evolve). But yeah I can see where you are coming from, I could probably change it to find that second punch.
Being completely honest I just made the little dragon because I adore the artwork for it and I thought that it wouldn't be the first time some classes have weird theme connections (paladin-murlocs and shaman-evolve). But yeah I can see where you are coming from, I could probably change it to find that second punch.
The Paladin-Murloc connection is sooooooo random lol Too much weed in the Team 5 basement, I think. "You know what would be hilarious? Murloc Paladins!"
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
Ok, from the feedback i've received, i changed the weapon to show a different aspect of the class, besides self damage. Attempt at official presentation #idontknowanymore:
The Bloodburner
Lore/Flavor: Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes both his and his minions' health as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with fresh blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example cards:
Swamp healer: Example of a healing minion. You can play this on turn 5 and use your hero power, thus triggering the heal, or you can play it on turn 3. The enemy must decide whether to kill it, or attack your face (thus triggering a heal on their turn).
Serpentine Apprentice: The Bloodburner has a strong hero power, and many cards interact with it. This minion allows for better control of the board while inflicting less damage on yourself.
Bloodmana Ring: Blood magic user prefer to not use weapons, as they already take enough damage from their own magic. However, they are fond of amulets, trinkets, charms, rings and other arcane accesories. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Bloodmana Ring showcases the spellslinger aspect of the class. Spell generation and reusing already casted spells is a thing they are great at. Cabalist's Tome gives you 3 random spells imediately. This weapon can give you 3 spells for less mana, but the effect is delayed and susceptible to weapon removal.
Fiery Blood: One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if you take any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle. You generally use your hero power in the early game to remove stuff, so by turn 4 you should have taken around 4-6 damage. Combined with the damage taken from your enemy, this can often be a stronger minion-only Fireball.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I will color the crystal red in the weapon art when i get home. Just imagine it looks how the red mana in Gadgetzan looked like.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Interesting concept, but i feel the hero power might be too weak. Since the weapon only has 1 durability, and you take damage from attacking, why the inability to attack right away? Compare it to the rogue hp. 2 mana for 2 damage. Rogue attacks twice for 1 dmg, you attack once for 2 dmg. I think the weapon should just be 2/1 with no text.
Since there are no other examples of weapons, it's hard to know how good Clone Weapon is. Just with the hero power, it's a total of 3 mana deal 4 dmg (while taking twice the dmg from attacking minions). You have no weapon buffs, but there is the combo with Conjured Axeman. If there are more interactions like this, then you have a cool mechanic.
Conjure Divine Armor: I really like effects that do different things to different targets.
Arcane Fury: Seems like a worse Shadow Bolt. 3 mana deal 4 damage to a minion, but with a big condition.
Gerrart seems balanced, seeing how difficult dealing 3 dmg with a weapon is in your class
Overall, you have a nice theme. Try to not put too many "Conjure" words in your card names, as it can get repetitive.
I think the wording for it is fairly clear. I didn't even consider the other possibility until reading it.
Thanks for the feedback! Theres a surprisingly big difference between 1 and 2 damage. 2 damage can take out things like Sorcerer's Apprentice, Knife Juggler, Raid Leader, and so on. So I think the downside (Which you can sort of bypass by hero powering after attacking) is fair. Plus, not attacking the turn it's equipped is gonna be a pretty big theme with the class. Clone Weapon: There will be other mechanics like Conjured Axeman! And it has great synergy with Spellfury. However you got me thinking more on balance and the future of the classes weapons. I think at 1 mana this would limit my design space a fair bit so I'm gonna make it cost 2. It'll still be really strong, just not so much with the hero power weapon. Arcane's Fury: I like the balance on this. On it's own it's pretty bad, but with the hero power 2 damage and Spellfury (1), it deals 5 damage making it really good. And with a better weapon, it's even better! Garrart: Glad you like the balance. He's meant to be mainly in decks that aim for huge spellfury turns but he might still be good enough to consider in other decks.
I'll try keep conjure exclusively on my 'Conjure:' cards. The axeman will be renamed!
I must apologize. I didn't understand how Spellfury worked. I thought Spellfury: X means if you dealt X dmg with a weapon this turn, the effect deals X more dmg. But now i understand what you are saying. With that in mind Arcane's Fury is indeed balanced.
You can use "Summon", "Create", "Illusionary" and "Materialize" instead of "Conjure".
Welp, the semester is FINALLY over and I have a few days before I have so start learning for finals, so if anyone needs some feedback this late in the game, let me know. In the meantime, here's my final lineup for
The Metamorpher!(banner may be coming soon)
The class' theme is that it uses the elements to imbue himself, his minions and his weapons with the power of the 3 elemental forces of Azeroth: Storm, Earth and Fire.
The good:
Good board presence
Minion buffing, though more focused on adjacent minions
Good defensive tools
Good board control
The bad:
Weak single target removal, requires the use of additional resources
Weak AoE
The ugly unique:
Big focus on adjacent minions, thus board positioning
Keyword that focuses on minion heath and cost
Weapons with weird or exotic effects
Cards:
The class keyword. The effect can activate multiple times, just like any After effect.
The class' signature cards, as well as a showcase of the emphasis it places on adjacency.
The Legendary for KotFT, and a good example of the board control aspect of the class.
A versatile weapon with a unique effect.
The class' resident single target removal, if you're willing to put additional resources into it.
The Necrolyte is an expert in dark weaponry and shadow magic. It wields the ability to call forth the forces of darkness to do it's bidding. When deemed useless, it will sacrifice them without hesitation to fuel it's own goals.
So, since I've been feeling so unsure about my previous class idea, I thought I'd try it again with a different one. This time around it's a minion-centric midrange-aggro-ish class. Flavour-wise, think of an opposite to Paladin: Shadow magic, twisted minions, weapons of dark properties and overall disregard for its minion's lives.
As for new mechanics, I've wanted to use this one for a while since the last expansion competition: Sacrifice. The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Example cards
Some mechanics
Sacrifice interactions.
Deathrattle synergy.
Shadowfiends and token generation.
Weapons.
"Multiple copies" mechanics.
Hand-size synergy.
Other cards
Sorry I've not given feedback lately, I'll try to lend a hand to whoever I can. If you want some feedback just ask.
Welp, the semester is FINALLY over and I have a few days before I have so start learning for finals, so if anyone needs some feedback this late in the game, let me know. In the meantime, here's my final lineup for
The Metamorpher!(banner may be coming soon)
The class' theme is that it uses the elements to imbue himself, his minions and his weapons with the power of the 3 elemental forces of Azeroth: Storm, Earth and Fire.
The good:
Good board presence
Minion buffing, though more focused on adjacent minions
Good defensive tools
Good board control
The bad:
Weak single target removal, requires the use of additional resources
Weak AoE
The ugly unique:
Big focus on adjacent minions, thus board positioning
Keyword that focuses on minion heath and cost
Weapons with weird or exotic effects
Cards:
The class keyword. The effect can activate multiple times, just like any After effect.
The class' signature cards, as well as a showcase of the emphasis it places on adjacency.
The Legendary for KotFT, and a good example of the board control aspect of the class.
A versatile weapon with a unique effect.
The class' resident single target removal, if you're willing to put additional resources into it.
Overall
The whole idea behind the class seems fine. Kinda like a Paladin-Shaman Hybrid. Though,I feel the class is a bit lackluster. There's not much to look forward to. It's probably missing some other card that brings some other playstyle.
Consumorph is pretty neat considering the class has both healing and buffs. The name's pretty weird though, I'd reconsider it if possible.
Maybe include some cards that take advantage of or interact with buffs and enchantments through some other way that is not Consumorph.
The card border, I feel, doesn't match the neither the cards nor class.
I'd change the hero. Doesn't feel neither Hearthstone-y nor Warcraft-y. That's just me though.
Cards:
Defend Argus: Flavor makes no sense. Argus has absolutely nothing to do with the class. Try something more related to Earth, since it's about Taunts and such.
Lady Deathwhisper: Should cost (5).
Spitfire Blade: Seems rather weak to me, but I guess it's fine if you want the class to have poor AoE.
Metamorph Dust: Try looking for some other art, one that's at least brighter. I have some examples below, from what I think the card is about. Though perhaps they don't fit your class, though that's up to you.
Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.
Strengths + Themes
Power over the cold = Freeze as a primary defensive tool.
Power over death = Deathrattles, "if it dies" effects.
Power over life = Reviving minions, healing, "if it survives" effects.
Power over the endless Scourge = acquiring late-game fuel to outlast enemies.
WeaknessesRumored Shortcomings
(Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
(Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
(Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
Class border is a bit unfitting, imo. I'd try something more "cold", it goes well with ice, death, and stuff.
Example cards:
I loveUnnatural Selector.
Detonate Mana: The effect doesn't even have anything to do with mana- 0/10. Jokes aside, it seems fine, don't think it needs Freezing added to it.
Immortality project: Immortality was kinda Priest's thing in Boomsday, with the whole cloning thing and such. I'd try more of a "Necromancy Project" or "Resurrection project and such.
I'd include a Freeze and a Dragon card in the example list. One is a huge part in the identity of the class, the other is a neat mechanic to look forward to, imo. Also maybe some Deathrattle stuff, interactions and such, perhaps.
Not included in the example cards, but here's some, imo, better artwork for Skeletal Guard. Maybe you can give it some use.
I guess I'm not competing this time. It occurred to me my first class from the first comp I entered, the Spellbreaker had runes as a sub theme and I've been real sick lately and sort of in a creative slump, barely able to come up with anything. I don't want to do anything that's been done before, but the problem is almost everything's been done before. But good luck y'all. I might get to some feedback later. I'll try and keep some tabs on the competition regardless.
Got home from shopping a little while ago and took a second to write out my submission, but I've gotten it done now. Good luck to everyone else submitting now, except you Hurien how dare you take my #21 spot? I'll never forgive you. Never.
Got home from shopping a little while ago and took a second to write out my submission, but I've gotten it done now. Good luck to everyone else submitting now, except you Hurien how dare you take my #21 spot? I'll never forgive you. Never.
(okay but seriously though hope you do well)
Hahahaha to be honest I was waiting for the 20th post, but it was stuck on 18 in the first page. Then I just said "oh fuck it" and started writing my entry. It was pure luck that by the time I finished it was just on 20! Sorry for taking the spot :P Good luck to you and all others too!
A lot of us were waiting for page 2 it seems. I usually wait for 21 instead of 20 just for safety, and because one time a post behind mine got deleted and I ended up on the page previous to what I originally posted in.
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Click the image to go to my custom Time Traveler class.
Well i did it. Submission posted. I want to thank everyone who gave me feedback, and i hope i will get as far as possible here. Since it's my first time, i hope i'll at least get pass stage 1. Good luck to everyone!
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Yeah that would work better. I think that if you make it a 4 mana 3/4 with the same text, It would be alright.
I think the wording for it is fairly clear. I didn't even consider the other possibility until reading it.
Thanks for the feedback! Theres a surprisingly big difference between 1 and 2 damage. 2 damage can take out things like Sorcerer's Apprentice, Knife Juggler, Raid Leader, and so on. So I think the downside (Which you can sort of bypass by hero powering after attacking) is fair. Plus, not attacking the turn it's equipped is gonna be a pretty big theme with the class.
Clone Weapon: There will be other mechanics like Conjured Axeman! And it has great synergy with Spellfury. However you got me thinking more on balance and the future of the classes weapons. I think at 1 mana this would limit my design space a fair bit so I'm gonna make it cost 2. It'll still be really strong, just not so much with the hero power weapon.
Arcane's Fury: I like the balance on this. On it's own it's pretty bad, but with the hero power 2 damage and Spellfury (1), it deals 5 damage making it really good. And with a better weapon, it's even better!
Garrart: Glad you like the balance. He's meant to be mainly in decks that aim for huge spellfury turns but he might still be good enough to consider in other decks.
I'll try keep conjure exclusively on my 'Conjure:' cards. The axeman will be renamed!
Thanks for the feedback! I like spellfury being specific to your hero attacking. It's very difficult to balance otherwise. For example, a card like Gerrart would be completely broken. Trade in a Dire Wolf Alpha and some tokens and he'd easily be dealing 4+ damage with his battlecry. Also I think the keyword just really shows off the class and gives it it's unique place. Plus you can still benefit from the keyword with just the hero power.
As for your class, it looks good so far and the hero power seems balanced.
Deduce to Reduce is a stronger Arcane Intellect which is fine, just keep in mind that there should be areas your class is bad at to make up for how good it is at card draw.
Replicable Results I think is also really strong but we can add it to the super strong card draw category.
Laboratory Guard I think needs to be changed. The way the card is means if he can attack, you probably win given you have 1 mana tokens from your hero power and even Abusive Sergeant would cause some serious damage with him. I like the idea but I think something like a 6 mana 2/8 legendary would work better.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@freddoccino
I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.
Thanks for the feedback! The 2 damage hero power is surprisingly strong for reasons I mentioned in my above post.
Spellfury increase the damage by 1 for every X damage your hero did from attacking this turn. So if you did 10 damage from attacking, a spellfury (1) card will do 10 extra damage where as a spellfury (3) card will only deal 3 extra damage (would deal 4 at 12 damage from attacking). Do you think there's any way to make my keyword clearer?
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I think I'm finally satisfied with the flavour of my submission.
Introducing:
Camilla Cromwell, The Pint-sized Witch
Some little backstory/lore
two days after the bad men took her mom away, Camilla knew she wasn't coming back, impulsed by her feelings of fear and loneliness she decided to break the rules for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.
Camilla is a witch, a novice one, but a witch nonetheless and she brings to the table all the classic witchery one might expect :curses, potions, familiars,hexes, poisoned apples and a lot more fun stuff!
Her keyword reflects her desire for companionship and that's why it is named Reunion
This keyword will make you think about hoarding your little homunculi to activate these effects.
The key themes of this class are going to be:
Example Cards:
If anyone has a recommendation or opinion about this, I would be really thankful. Also sorry if something is worded wrong or weird I learned about the CCC about two days ago and I have been scrambling for original and entertaining ideas.
Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.
Strengths + Themes
WeaknessesRumored ShortcomingsExample Cards
technologymagic: they will come back stronger, faster, better than ever!After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:
If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/
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
Thanks for the feedback :) Allow me to reciprocate:
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
Being completely honest I just made the little dragon because I adore the artwork for it and I thought that it wouldn't be the first time some classes have weird theme connections (paladin-murlocs and shaman-evolve). But yeah I can see where you are coming from, I could probably change it to find that second punch.
The Paladin-Murloc connection is sooooooo random lol Too much weed in the Team 5 basement, I think. "You know what would be hilarious? Murloc Paladins!"
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
Ok, from the feedback i've received, i changed the weapon to show a different aspect of the class, besides self damage. Attempt at official presentation #idontknowanymore:
I will color the crystal red in the weapon art when i get home. Just imagine it looks how the red mana in Gadgetzan looked like.
Also,
I must apologize. I didn't understand how Spellfury worked. I thought Spellfury: X means if you dealt X dmg with a weapon this turn, the effect deals X more dmg. But now i understand what you are saying. With that in mind Arcane's Fury is indeed balanced.
You can use "Summon", "Create", "Illusionary" and "Materialize" instead of "Conjure".
Welp, the semester is FINALLY over and I have a few days before I have so start learning for finals, so if anyone needs some feedback this late in the game, let me know. In the meantime, here's my final lineup for
The Metamorpher!(banner may be coming soon)
The class' theme is that it uses the elements to imbue himself, his minions and his weapons with the power of the 3 elemental forces of Azeroth: Storm, Earth and Fire.
The good:
The bad:
The
uglyunique:Cards:
The class keyword. The effect can activate multiple times, just like any After effect.
The class' signature cards, as well as a showcase of the emphasis it places on adjacency.
The Legendary for KotFT, and a good example of the board control aspect of the class.
A versatile weapon with a unique effect.
The class' resident single target removal, if you're willing to put additional resources into it.
NECROLYTE
Knight of Shadows
The Necrolyte is an expert in dark weaponry and shadow magic. It wields the ability to call forth the forces of darkness to do it's bidding. When deemed useless, it will sacrifice them without hesitation to fuel it's own goals.
So, since I've been feeling so unsure about my previous class idea, I thought I'd try it again with a different one. This time around it's a minion-centric midrange-aggro-ish class. Flavour-wise, think of an opposite to Paladin: Shadow magic, twisted minions, weapons of dark properties and overall disregard for its minion's lives.
As for new mechanics, I've wanted to use this one for a while since the last expansion competition: Sacrifice. The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Example cards
Some mechanics
Other cards
Sorry I've not given feedback lately, I'll try to lend a hand to whoever I can. If you want some feedback just ask.
Overall
Cards:
Example cards:
Not included in the example cards, but here's some, imo, better artwork for Skeletal Guard. Maybe you can give it some use.
Submission posted !
Thank you every one for the feedback, which helped me to improve my class. Good luck to all participant !
...Soul of Wyrm. Soul of Root. Heart of Void...
I guess I'm not competing this time. It occurred to me my first class from the first comp I entered, the Spellbreaker had runes as a sub theme and I've been real sick lately and sort of in a creative slump, barely able to come up with anything. I don't want to do anything that's been done before, but the problem is almost everything's been done before. But good luck y'all. I might get to some feedback later. I'll try and keep some tabs on the competition regardless.
Got home from shopping a little while ago and took a second to write out my submission, but I've gotten it done now. Good luck to everyone else submitting now, except you Hurien how dare you take my #21 spot? I'll never forgive you. Never.
(okay but seriously though hope you do well)
Hahahaha to be honest I was waiting for the 20th post, but it was stuck on 18 in the first page. Then I just said "oh fuck it" and started writing my entry. It was pure luck that by the time I finished it was just on 20! Sorry for taking the spot :P Good luck to you and all others too!
A lot of us were waiting for page 2 it seems. I usually wait for 21 instead of 20 just for safety, and because one time a post behind mine got deleted and I ended up on the page previous to what I originally posted in.
Click the image to go to my custom Time Traveler class.
Well i did it. Submission posted. I want to thank everyone who gave me feedback, and i hope i will get as far as possible here. Since it's my first time, i hope i'll at least get pass stage 1. Good luck to everyone!