Overall, I think you reached a good balance when it comes to showcase your class themes: armor, hero attack, weapons and swarm. On paper, this looks too similar to Druid and Warrior, but you managed to use this mechanics in a different way. However, I still think you should find new mechanics that aren't used by these classes for future expansions, as even Stealth is slightly used by Druid.
By the way, will resurrection be a theme of your class? Because otherwise Dream Nail feels kinda out of place.
@teknician
Wow, your class is incredibly original. If this is the Classic set (which tends to be simpler), I can't imagine how mind-blowing your expansions will be.
My main issue with your class is that "caster" weapons aren't a thing in Hearthstone, with the exception of Kobolds And Catacombs legendary weapons. Leyline Staff is okay because it has 1 Attack, even if I think "Your next spell has Spell Damage +1" would've been more inline with existing classes. Now, Tome of Suramar is completely out of place, IMO. I might be the only one who thinks this is a problem, but I had to say it. And yes, I am perfectly aware this might be a bit hypocritical coming from a person who put a tribe tag on some spells xD
Aside from that, I agree with @CheeseEtc that you have too few Phase activators for minions, given the only Neutral one is Mana Wraith, if I'm not mistaken.
Finally, Power Surge is okay right now, but it might get out of control if you print much more Spell Damage cards (which you already have plenty), so be careful with that.
@Demonxz95
I'm glad you're still in the competition :)
About challenge #1, I think it's pretty clear what is your class weakness: low minion presence. You have very few minions, and none of them seem like dangerous threats, but nice bonuses for your other mechanics.
Now, some comments about individual cards:
I'd reword Ice Shackles as "Freeze a character for two turns". Also, the effect doesn't feel Common. I'd make it Rare, which leaves also leaves you space for using both Common Flex cards.
Why are you planning to remove Cursed Armor? I think it's pretty allright.
In case you don't use both Common Flex cards: I prefer Rune of Scorchment, since weapons need to be a core theme of your class in order to differentiate from Mage. That said, Purge of Flames is very cool, so if you don't use it, make sure to include it in future expansions.
Do you have any plans for your Legendary minion?
As a general comment, you have too many humans in your artworks. Try including other species, particularly Blood Elves, which seem a natural fit for your class.
@Noah_McGrath
Gameplay-wise, your class is cool, and I think your Hero Power is one of the best. Thematically, it gets a bit repetitive, as almost every card features fire or blood xD Anyways, I have a lot of suggestions about balance, although most of them are redundant with other feedback you already received.
Blood Curse: Weakness itself is fine, but you need to be careful with permanent Attack debuffs. If you print too many of them, you can easily leave your opponent without a board, which is not very fun.
I think Fire Rain should say "Deal 3 damage to up to three random minions" so that it is usable in boards with few minions. With this fix the card should be quite strong for a control class.
Incinerate is pretty OP when compared to Shadow Bolt. I know that's a pretty crappy card (I also have a card that is strictly better), but yours is so, so much better that I think it's probably not balanced.
Spontaneous Combustion should cost 4 Mana.
1 Mana cycles are dangerous. Cheap tutors too. So, Prepare for Battle should probably cost 2 Mana.
Flame Rush should cost 3 Mana.
Blood Master Zuggrash seems weak. Make it cost 7 or bump its attack to 8.
I agree with other users that your rarities are a bit messed up. Kolarra Bloodreaver, Atraki Defender and Spontaneous Combustion would make more sense as Rares or Epics, while Kolarra Mystic and Kolarra Healer could perfectly be Commons.
I'll give more feedback later. CheeseEtc, NiRaSt and Turkeybag are next on my list.
I think most people have already said their piece regarding my class, so I'll post for one final round of feedback before submitting tonight:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio 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 as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
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 proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. 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 targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class and their class mechanic Gaze activates during your opponent's turn, their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Planetary Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as a token generator and AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage as well as a big draw engine combine with cards that can grant multiple Gaze like Planetary Guardian. Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
I could use a little help balancing this card. It’s intended to be a big aoe for the late game, but I wasn’t sure if dealing the excess damage to just enemy minions was too strong. Right now it’s Volcano with some selected damage and no Overload. My class doesn’t have much in terms of aoe or self damage, but it felt thematically appropriate for the Tinker to have something that is ‘overkill’.
I could use a little help balancing this card. It’s intended to be a big aoe for the late game, but I wasn’t sure if dealing the excess damage to just enemy minions was too strong. Right now it’s Volcano with some selected damage and no Overload. My class doesn’t have much in terms of aoe or self damage, but it felt thematically appropriate for the Tinker to have something that is ‘overkill’.
I think it's a combination of Volcano and Meteor: a significant blast to a single target, with randomized damage to those that remain. Meteor inflicts 21 damage across three minions for 6, much of it overkill; as a Classic card I think you should be fine at 7- or 8-mana.
I want to imagine the card's visual effect is a big explosion on the main target, followed by fireworks that trail out and hit the surrounding minions. Maybe with some orchestral music haha
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
Overall, I think you reached a good balance when it comes to showcase your class themes: armor, hero attack, weapons and swarm. On paper, this looks too similar to Druid and Warrior, but you managed to use this mechanics in a different way. However, I still think you should find new mechanics that aren't used by these classes for future expansions, as even Stealth is slightly used by Druid.
By the way, will resurrection be a theme of your class? Because otherwise Dream Nail feels kinda out of place.
@teknician
Wow, your class is incredibly original. If this is the Classic set (which tends to be simpler), I can't imagine how mind-blowing your expansions will be.
My main issue with your class is that "caster" weapons aren't a thing in Hearthstone, with the exception of Kobolds And Catacombs legendary weapons. Leyline Staff is okay because it has 1 Attack, even if I think "Your next spell has Spell Damage +1" would've been more inline with existing classes. Now, Tome of Suramar is completely out of place, IMO. I might be the only one who thinks this is a problem, but I had to say it. And yes, I am perfectly aware this might be a bit hypocritical coming from a person who put a tribe tag on some spells xD
Aside from that, I agree with @CheeseEtc that you have too few Phase activators for minions, given the only Neutral one is Mana Wraith, if I'm not mistaken.
Finally, Power Surge is okay right now, but it might get out of control if you print much more Spell Damage cards (which you already have plenty), so be careful with that.
@Demonxz95
I'm glad you're still in the competition :)
About challenge #1, I think it's pretty clear what is your class weakness: low minion presence. You have very few minions, and none of them seem like dangerous threats, but nice bonuses for your other mechanics.
Now, some comments about individual cards:
I'd reword Ice Shackles as "Freeze a character for two turns". Also, the effect doesn't feel Common. I'd make it Rare, which leaves also leaves you space for using both Common Flex cards.
Why are you planning to remove Cursed Armor? I think it's pretty allright.
In case you don't use both Common Flex cards: I prefer Rune of Scorchment, since weapons need to be a core theme of your class in order to differentiate from Mage. That said, Purge of Flames is very cool, so if you don't use it, make sure to include it in future expansions.
Do you have any plans for your Legendary minion?
As a general comment, you have too many humans in your artworks. Try including other species, particularly Blood Elves, which seem a natural fit for your class.
@Noah_McGrath
Gameplay-wise, your class is cool, and I think your Hero Power is one of the best. Thematically, it gets a bit repetitive, as almost every card features fire or blood xD Anyways, I have a lot of suggestions about balance, although most of them are redundant with other feedback you already received.
Blood Curse: Weakness itself is fine, but you need to be careful with permanent Attack debuffs. If you print too many of them, you can easily leave your opponent without a board, which is not very fun.
I think Fire Rain should say "Deal 3 damage to up to three random minions" so that it is usable in boards with few minions. With this fix the card should be quite strong for a control class.
Incinerate is pretty OP when compared to Shadow Bolt. I know that's a pretty crappy card (I also have a card that is strictly better), but yours is so, so much better that I think it's probably not balanced.
Spontaneous Combustion should cost 4 Mana.
1 Mana cycles are dangerous. Cheap tutors too. So, Prepare for Battle should probably cost 2 Mana.
Flame Rush should cost 3 Mana.
Blood Master Zuggrash seems weak. Make it cost 7 or bump its attack to 8.
I agree with other users that your rarities are a bit messed up. Kolarra Bloodreaver, Atraki Defender and Spontaneous Combustion would make more sense as Rares or Epics, while Kolarra Mystic and Kolarra Healer could perfectly be Commons.
I'll give more feedback later. CheeseEtc, NiRaSt and Turkeybag are next on my list.
The problem with making Ice Shackles a Rare is that Ice Shackles is supposed to be my card for Challenge 2, which is required to be a Common.
I don't know what to do for my Legendary. I want it to be win-conish without using Charge, as the Classic Legendary should be a win-con (why did nobody bring this up when I made Kara for Time Traveler back in Deathwing Needs a Friendwing?)
I think most people have already said their piece regarding my class, so I'll post for one final round of feedback before submitting tonight:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio 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 as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
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 proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. 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 targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class and their class mechanic Gaze activates during your opponent's turn, their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Planetary Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as a token generator and AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage as well as a big draw engine combine with cards that can grant multiple Gaze like Planetary Guardian. Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
If Planetary Guardian creates 2 Gazes (the Battlecry target and the 0/1 Planet), which one is affected first?
Starscryer Sera uses artwork for the Boom Labs adventure from the Boomsday Project. Although using artwork from adventures is justifiable (Pure Cold/Simulacrum, Mirror of Doom/Double Time), I don't think people should retroactively use artwork that were introduced in later sets as that piece of art would not have existed yet.
Mark of Taurus seems slightly too weak at 2 mana, but slightly too strong at 1 mana. I suppose it's better for a card to be slightly underpowered than slightly overpowered.
I love your class themes and art style.
(not in the mood to make all of the card names colored at the moment)
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They have multiple weapons, minions, and spells that build off one another. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, thank you everyone for your feedback. Some specific responses below.
Synchronize is intended to play like Combo, rewarding well planned out turns. Most of the effects are bad on curve. The few that are good require you to have made some preparation, like having a weapon equipped or a Scrapbot in hand.
Spark of Genius draws you a card. If you trigger the Synchronize effect, you then draw more cards for each Scrapbot discarded. I added the word 'more' to emphasize that. I want to minimize the number of 'useless' cards that can be stolen by Priests and Rogues (even though I just made a new one, Bomb Building). I also didn't want to make a card that did nothing if not Synchronized, The cost is also trying to balance the potentially high card draw, offset by not being able to use any of those cards until the next turn. If there's a better way to explain or balance this, let me know.
Spell Magnet is like Spellbender, but instead of redirecting the spell, it gives you the spell as well. So if your opponent casts Blessing of Kings on one of their minions, Spell Magnet will give you a 1/1 Scrapbot and then cast Blessing of Kings on it. I was a bit confused by the 'ownership' of the spell in my prior comments but I think that's cleared up now.
I have reworked some cards for better early game and added an aoe. More details on them below.
Next, changes I've made
Bomb Builder is replaced with Bomb Building. This will fulfill the 2nd Challenge and is overall a better card.
Tinkering Away is replaced with Clockwork Goblin. This gives my class another early game minion, it generates Scrapbots, and it's a Mech.
Remote Operator is replaced with The Big One. Remote Operator will be hard to balance come Boomsday, and might come back later just giving Rush. The Big One gives the Tinker strong hard removal that doubles as an aoe. It is very expensive, but effective.
Gave Widgetsmith +1 Health. I've considered letting him give +2 Durability and increasing his cost, but that feels like too much.
Switched the rarities of Spark of Genius (now rare) and Tinkertown Watchman (now epic). Spark of Genius is a class defining spell, Tinkertown Watchman is a more niche card. Added the word 'more' to Spark of Genius.
It was suggested that Rocketeer Blitzfyre could be buffed, but I haven't done that yet. Similarly I was told by one that Net-o-Matic was too strong, but I disagree.
Example Cards
*NOTE* The descriptions below are just for now, not for the submission. Let me know if you think other cards would be better examples!
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. My only regret is that it does nothing if you have no Scrapbots. Spell Magnet - My most complex Secret, it's a potentially powerful effect unless your opponent kills their own minion. Then it sucks, Spark of Genius - Tinker has okay card draw. But as a combo class, they want a way to dig for cards. This lets them build up Scrapbots over several turns, then dump them for a big card draw at once. However, you can't use any of those cards until the next turn. The Big One -Volcano meets Meteor. Blow up a big threat and watch the fireworks! Rocketeer Blitzfyre - This guy is your finisher. Play a bunch of cheap cards, then burn up your opponent's board or face.
Feedback always welcome! I will try to review and give some idea later on today/tomorrow
THE BOTANIST
STRENGTH & WEAKNESS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.
Strength
Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive. The Botanist also can count on minions that interact with the Evergrowth power do deal damage.
Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. The Seeds are the most dangerous draw for the opponent but they are uselesswith a full board or an full hand.
Weakness
Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
Can’t attack/weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low. Also most of the herbs are with 0 attack or can’t attack.
Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offers good passive effects but have no synergies at the moment with Evergrowth.
The botanist must choose whether to play the Herbs or bet on the Seedlings power.
The Botanist board clearer are deliberately situational.
EVERGROWTH
I slightly adjusted the core keyword of my class. The concept and the mechanic is the same but i thought it might be useful add an "Evergrowth Power" which i'm gonna explain it straight away.
How does the Evergrowth works?
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
How does the Evergrowth looks in game?
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth.This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler).
The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura.
Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
I wanted to showcase the following cards:
Ruby Acorn: It's the challenge 1-cost spell card. In the cold Dragonblight there is a massive tree win red leaf and white bark, rooted in the middle of the enchanted Ruby Sanctum. It's blessed by the Life-binder and share the same power than the Aspect of Life herself. The Botanist minion are usually weak, maybe it's time to pump up those stats and find new allied in the red dragonflight.
Buds Channeler - A fanatic of the Evergrowth this minion is able to release the hidden power of the plants, blasting all enemy minions with its power. This card shows how the Evergrowth power can be used by the Botanist in a different way than simply boosting the power of his Seedling.
Enchanted Growth - Part of the power of the Botanist relay on its Herbs. There are the basic one and others one more rare and with more interesting buff. This card will allow the Botanist to add to its hand two basic Herbs and shuffle into the deck two powerful Seeds. This cards is one the few from the classic set that will shuffle seeds into the deck.
Photosynthesis - Most of the times the Herbs won't work with the Evergrowth, that's a weakness of this class. With Photosynthesis tho the Botanist can change the sort of the game, letting the Herbs became powerful Seedling once destroyed. It's a powerful spell to quickly boost the Evergrowth Power and also switch the gameplay from an Herb-focused to an Evergrowth's one.
Sol, Singing Sunflower - Hidden in the remote Hillsbrad Foothills there is a farm where a goblin is trying to grow awesome plants in his little garden. He got a problem with the undeads destroying his crops and that's why he manipulated the essence of his flowers into living creature. Sol is one of them, the most radius and joyful of all the garden. Playing Sol, Singing Sunflower will change the minimum of the Evergrowth Power to 2, giving a permanent buff of +2+2 to all Evergrowth minions. In game reference: Singing Sunflower
This are the cards i was thinking for the full set. I'm not happy with some artwork -specifically Photosynthesis , Evergrowth's Call, but i'm not 100% sure about others one too -
So, Seedling on empty board is 1/3? Isb't that better Paladin Hero Power?
In addition, Ruby Acorn has dragon-in-hand synergy, which didn’t exist until Blackrock Mountain. Even then, it’s a wierd Effect because your class has no Dragons (yet).
Flowerwielder sounds like a minion. It should be “Flower Wielding” or something else. The token’s text is also unclear.
Your Poisonous cards can use the keyword Poisonous. The mods were concerned that the text length would be too long with the original wording, but you’ve passed that test.
Watch your syntax and wording. Evergrowth’s Call should say “Destroy a friendly minion to draw 3 cards.” Otherwise it works without having a minion to sacrifice.
Evergrowth on Buds Channeler should be bolded.
Stranglekelp can affect 2 minions, so this might be OP, and the word Attack should be lowercase.
Alright, so i've tried to come up with a rigid list of strengths and weaknesses for The Bloodburner. Tell me what you think about them:
Strengths:
Amazing removal;
Generally powerful spells;
Good card draw; (why the fuck is everyone doing bad card draw as a weakness???)
Has plenty of conditional sustain (healing);
Card generation/shuffle;
Weaknesses:
Plenty of self damage leaves you vulnerable to burst;
Weak-stated, defensive minions;
Cards generally cost a lot. First few turns usually has you just using your hero power;
Reactive class: you are almost never the aggressor;
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
I'll redo the classic set to work with these limits, but tell me what you think of them.
i disagree with what powrofcheese said about evergrowth's call. Well, if there's not target for a spell you just cannot cast it. See Flanking Strike. However, if you plan to make a minion with that mechanic, then yes, you must word it that way
I was going to be the first one to submit, but I'm glad I held off: I've thought of some updates to my Classic set. @Wailor had a good point about some of my overlap with existing ideas, so this is an attempt to alleviate that.
Sapphiron now costs 8 instead of 9, as some have suggested. This allows him to be combo'd on turn-10 with the Hero Power or my Basic spell Frozen Orb, and helps him stand out from the other Classic Dragons.
Chains of Kel'Thuzad has a completely different ability, and is now a Rare. The chains connect two minions together, creating a Voodoo Doll-like effect where they are both destroyed if one of them dies. This has a variety of applications, allowing you to get behind a Taunt minion, trading your puny minion up into a bigger one, and/or to simply kill two birds with one stone. It's not the same as the WoW raid-boss ability, but it is more in line with the Heroes of the Storm ability so it still counts in my eyes.
Ritual Staff replaces Death Awaits You as the Deathrattle-trigger of choice, and uses the now-open Epic slot. Thinking about it further I've concluded that @CheeseEtc is right, in-that DWA is too restricting while it exists in the Classic set; it will return in Kobolds & Catacombs as an expansion card. In the mean time, Ritual Staff carves a similar path, being Play Dead on a stick. The main difference still being that you can trigger an enemy Deathrattle as well, for cards like my Repurpose.
Ritual Staff serves a second purpose: telling people that I did in fact plan to use weapons. Of the weapon classes the Lich would have the fewest by far, seeing a new weapon once every-other expansion, if-that. Putting effects on weapons gives me more creative options, fitting within the gap between a one-time spell and a persistent aura.
For reference, these are the cards being replaced:
Feedback on these changes is welcomed, of course :) I think I'm very close to submitting.
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
We're fine with you keeping Poisonous on your cards, if you want. It's just that we need people to remember that it wasn't a Keyword back then, so the card would technically be spelled out in full (as your cards are now). Your cards don't violate the unwritten 4-line limit, so they could have existed back then; with that in mind, you could have Poisonous on there and still be considered a legitimate Classic card.
If you plan to keep it like this, you'll need quotes around the Poisonous effect. Has Taunt and "destroy any minion damaged by this minion" while adjacent minions are Herbs.
Ruby Acorn should not exist with the "if you're holding a Dragon": that did not become a thing until Blackrock Mountain, when Dragons officially became a tribe related to gameplay. Until then, "Dragon" was merely flavor. Much like our stance with Mechs and Elementals, you should not be referencing Dragons in card text just yet.
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
So, Seedling on empty board is 1/3? Isb't that better Paladin Hero Power?
thanks for pointing that, i'm gonna change to token to a 0/0 so it will be a 1/1 once played. Also because the keyword I can change it and add them to the hand instead of summoning them. Than it will be more but I don’t know if I’m allowed to change that at this stage
So, Seedling on empty board is 1/3? Isb't that better Paladin Hero Power?
In addition, Ruby Acorn has dragon-in-hand synergy, which didn’t exist until Blackrock Mountain. Even then, it’s a wierd Effect because your class has no Dragons (yet).
Flowerwielder sounds like a minion. It should be “Flower Wielding” or something else. The token’s text is also unclear.
Your Poisonous cards can use the keyword Poisonous. The mods were concerned that the text length would be too long with the original wording, but you’ve passed that test.
Watch your syntax and wording. Evergrowth’s Call should say “Destroy a friendly minion to draw 3 cards.” Otherwise it works without having a minion to sacrifice.
Evergrowth on Buds Channeler should be bolded.
Stranglekelp can affect 2 minions, so this might be OP, and the word Attack should be lowercase.
I'll remove the dragon synergies and keep the hand buff.
Poisonus -They told me to use that instead of poisonous.
Stranglekelp - the more i watch it the more i hate so i will probably scrap it.
We're fine with you keeping Poisonous on your cards, if you want. It's just that we need people to remember that it wasn't a Keyword back then, so the card would technically be spelled out in full (as your cards are now). Your cards don't violate the unwritten 4-line limit, so they could have existed back then; with that in mind, you could have Poisonous on there and still be considered a legitimate Classic card.
If you plan to keep it like this, you'll need quotes around the Poisonous effect. Has Taunt and "destroy any minion damaged by this minion" while adjacent minions are Herbs.
Ruby Acorn should not exist with the "if you're holding a Dragon": that did not become a thing until Blackrock Mountain, when Dragons officially became a tribe related to gameplay. Until then, "Dragon" was merely flavor. Much like our stance with Mechs and Elementals, you should not be referencing Dragons in card text just yet.
I made 2 versions of the legendary, one with spell synergy and a more offensive version. Which one is better? Also, which of the 4 common spells should be replaced by Dragon's Call (the challange 2 card)?
Strenghts and weaknesses:
Strengths:
Amazing removal;
Generally powerful spells;
Good card draw; (why the fuck is everyone doing bad card draw as a weakness???)
Has plenty of conditional sustain (healing);
Card generation/shuffle;
Weaknesses:
Plenty of self damage leaves you vulnerable to burst;
Weak-stated, defensive minions;
Cards generally cost a lot. First few turns usually has you just using your hero power;
Reactive class: you are almost never the aggressor;
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
.
And the base set + hero power + keyword, in case you forgot them.
Exams are closing in and i don't have much time to come up with card ideas, balance said ideas and review other classes. I understand if you ignore me because i haven't contributed to this thread, but if anyone has some free time, would you please look over my cards?
And classic immune cards: Gladiator's LongbowIce BlockBestial Wrath. It's basically a 3 use Evasion that's not a secret and can trigger on your turn. Weapon removal i think is more common than secret destruction, and you will consume a charge if you use your hero power, so i don't think it's OP. But i might be wrong.
Dragon Roar costs 2 and adds 2 dragons, but it's printed after many dragons were added to the game. So, is Dragon Call too powerful? Should i make another card for Challenge 2?
And classic immune cards: Gladiator's LongbowIce BlockBestial Wrath. It's basically a 3 use Evasion that's not a secret and can trigger on your turn. Weapon removal i think is more common than secret destruction, and you will consume a charge if you use your hero power, so i don't think it's OP. But i might be wrong.
Dragon Roar costs 2 and adds 2 dragons, but it's printed after many dragons were added to the game. So, is Dragon Call too powerful? Should i make another card for Challenge 2?
The Immune is fine, but Snake Tooth Charm does seem too strong. It has 3 uses by itself and you can have two of them in your deck. It’s also a somewhat complex effect. Yes, weapon destruction was commonly used in Standard, but Snake Tooth Charm might still be too strong. Idk, it’s a card to watch and/or consider using in a later set.
Dragon Call is definately too strong for Standard. That is a good card to include in Un’Goro or Kobolds, as by then there are more common and rare dragons.
Laurendor is referring to what I told them: Dragons as a tribe only existed for flavor in Classic. It wasn't until Blackrock Mountain that "Dragon" actually meant something to gameplay. As such, we would prefer it if people held off on Dragon-related cards, like with Elementals and Mechs. If you want Dragon minions that's fine, but actually referencing them is another thing.
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
To stop myself from fiddling with it some more, I have submitted. Thank you to everyone who helped me out; your feedback was greatly appreciated :)
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
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@SunnoxPL
Thanks for you feedback ^^
Overall, I think you reached a good balance when it comes to showcase your class themes: armor, hero attack, weapons and swarm. On paper, this looks too similar to Druid and Warrior, but you managed to use this mechanics in a different way. However, I still think you should find new mechanics that aren't used by these classes for future expansions, as even Stealth is slightly used by Druid.
By the way, will resurrection be a theme of your class? Because otherwise Dream Nail feels kinda out of place.
@teknician
Wow, your class is incredibly original. If this is the Classic set (which tends to be simpler), I can't imagine how mind-blowing your expansions will be.
My main issue with your class is that "caster" weapons aren't a thing in Hearthstone, with the exception of Kobolds And Catacombs legendary weapons. Leyline Staff is okay because it has 1 Attack, even if I think "Your next spell has Spell Damage +1" would've been more inline with existing classes. Now, Tome of Suramar is completely out of place, IMO. I might be the only one who thinks this is a problem, but I had to say it. And yes, I am perfectly aware this might be a bit hypocritical coming from a person who put a tribe tag on some spells xD
Aside from that, I agree with @CheeseEtc that you have too few Phase activators for minions, given the only Neutral one is Mana Wraith, if I'm not mistaken.
Finally, Power Surge is okay right now, but it might get out of control if you print much more Spell Damage cards (which you already have plenty), so be careful with that.
@Demonxz95
I'm glad you're still in the competition :)
About challenge #1, I think it's pretty clear what is your class weakness: low minion presence. You have very few minions, and none of them seem like dangerous threats, but nice bonuses for your other mechanics.
Now, some comments about individual cards:
@Noah_McGrath
I'll give more feedback later. CheeseEtc, NiRaSt and Turkeybag are next on my list.
I think most people have already said their piece regarding my class, so I'll post for one final round of feedback before submitting tonight:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio 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 as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
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 proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. 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 targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire, Succubus, Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Tinkmaster Overspark
Strength and Weakness:
Strength:
Weakness:
Example cards:
Token:
Remaining Cards:
Token:
Previous Phase:
Phase II submission
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:
I could use a little help balancing this card. It’s intended to be a big aoe for the late game, but I wasn’t sure if dealing the excess damage to just enemy minions was too strong. Right now it’s Volcano with some selected damage and no Overload. My class doesn’t have much in terms of aoe or self damage, but it felt thematically appropriate for the Tinker to have something that is ‘overkill’.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I think it's a combination of Volcano and Meteor: a significant blast to a single target, with randomized damage to those that remain. Meteor inflicts 21 damage across three minions for 6, much of it overkill; as a Classic card I think you should be fine at 7- or 8-mana.
I want to imagine the card's visual effect is a big explosion on the main target, followed by fireworks that trail out and hit the surrounding minions. Maybe with some orchestral music haha
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
The problem with making Ice Shackles a Rare is that Ice Shackles is supposed to be my card for Challenge 2, which is required to be a Common.
I don't know what to do for my Legendary. I want it to be win-conish without using Charge, as the Classic Legendary should be a win-con (why did nobody bring this up when I made Kara for Time Traveler back in Deathwing Needs a Friendwing?)
(not in the mood to make all of the card names colored at the moment)
Click the image to go to my custom Time Traveler class.
Here's my updated class.
My Basic submission
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They have multiple weapons, minions, and spells that build off one another. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, thank you everyone for your feedback. Some specific responses below.
Synchronize is intended to play like Combo, rewarding well planned out turns. Most of the effects are bad on curve. The few that are good require you to have made some preparation, like having a weapon equipped or a Scrapbot in hand.
Spark of Genius draws you a card. If you trigger the Synchronize effect, you then draw more cards for each Scrapbot discarded. I added the word 'more' to emphasize that. I want to minimize the number of 'useless' cards that can be stolen by Priests and Rogues (even though I just made a new one, Bomb Building). I also didn't want to make a card that did nothing if not Synchronized, The cost is also trying to balance the potentially high card draw, offset by not being able to use any of those cards until the next turn. If there's a better way to explain or balance this, let me know.
Spell Magnet is like Spellbender, but instead of redirecting the spell, it gives you the spell as well. So if your opponent casts Blessing of Kings on one of their minions, Spell Magnet will give you a 1/1 Scrapbot and then cast Blessing of Kings on it. I was a bit confused by the 'ownership' of the spell in my prior comments but I think that's cleared up now.
I have reworked some cards for better early game and added an aoe. More details on them below.
Next, changes I've made
Bomb Builder is replaced with Bomb Building. This will fulfill the 2nd Challenge and is overall a better card.
Tinkering Away is replaced with Clockwork Goblin. This gives my class another early game minion, it generates Scrapbots, and it's a Mech.
Remote Operator is replaced with The Big One. Remote Operator will be hard to balance come Boomsday, and might come back later just giving Rush. The Big One gives the Tinker strong hard removal that doubles as an aoe. It is very expensive, but effective.
Gave Widgetsmith +1 Health. I've considered letting him give +2 Durability and increasing his cost, but that feels like too much.
Switched the rarities of Spark of Genius (now rare) and Tinkertown Watchman (now epic). Spark of Genius is a class defining spell, Tinkertown Watchman is a more niche card. Added the word 'more' to Spark of Genius.
It was suggested that Rocketeer Blitzfyre could be buffed, but I haven't done that yet. Similarly I was told by one that Net-o-Matic was too strong, but I disagree.
Example Cards
*NOTE* The descriptions below are just for now, not for the submission. Let me know if you think other cards would be better examples!
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. My only regret is that it does nothing if you have no Scrapbots.
Spell Magnet - My most complex Secret, it's a potentially powerful effect unless your opponent kills their own minion. Then it sucks,
Spark of Genius - Tinker has okay card draw. But as a combo class, they want a way to dig for cards. This lets them build up Scrapbots over several turns, then dump them for a big card draw at once. However, you can't use any of those cards until the next turn.
The Big One - Volcano meets Meteor. Blow up a big threat and watch the fireworks!
Rocketeer Blitzfyre - This guy is your finisher. Play a bunch of cheap cards, then burn up your opponent's board or face.
Remaining Cards
Let me know what you think of these changes!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Feedback always welcome! I will try to review and give some idea later on today/tomorrow
THE BOTANIST
STRENGTH & WEAKNESS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.
Strength
Weakness
EVERGROWTH
I slightly adjusted the core keyword of my class. The concept and the mechanic is the same but i thought it might be useful add an "Evergrowth Power" which i'm gonna explain it straight away.
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth. This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler).
The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura.
Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
I wanted to showcase the following cards:
This are the cards i was thinking for the full set. I'm not happy with some artwork -specifically Photosynthesis , Evergrowth's Call, but i'm not 100% sure about others one too -
Tokens from the Classic Set
Tokens from the Basic Set
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
@Laurendor
So, Seedling on empty board is 1/3? Isb't that better Paladin Hero Power?
In addition, Ruby Acorn has dragon-in-hand synergy, which didn’t exist until Blackrock Mountain. Even then, it’s a wierd Effect because your class has no Dragons (yet).
Flowerwielder sounds like a minion. It should be “Flower Wielding” or something else. The token’s text is also unclear.
Your Poisonous cards can use the keyword Poisonous. The mods were concerned that the text length would be too long with the original wording, but you’ve passed that test.
Watch your syntax and wording. Evergrowth’s Call should say “Destroy a friendly minion to draw 3 cards.” Otherwise it works without having a minion to sacrifice.
Evergrowth on Buds Channeler should be bolded.
Stranglekelp can affect 2 minions, so this might be OP, and the word Attack should be lowercase.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Alright, so i've tried to come up with a rigid list of strengths and weaknesses for The Bloodburner. Tell me what you think about them:
Strengths:
Weaknesses:
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
I'll redo the classic set to work with these limits, but tell me what you think of them.
@thepowrofcheese @Laurendor
i disagree with what powrofcheese said about evergrowth's call. Well, if there's not target for a spell you just cannot cast it. See Flanking Strike. However, if you plan to make a minion with that mechanic, then yes, you must word it that way
I was going to be the first one to submit, but I'm glad I held off: I've thought of some updates to my Classic set. @Wailor had a good point about some of my overlap with existing ideas, so this is an attempt to alleviate that.
For reference, these are the cards being replaced:
Feedback on these changes is welcomed, of course :) I think I'm very close to submitting.
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
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 pointing that, i'm gonna change to token to a 0/0 so it will be a 1/1 once played. Also because the keyword I can change it and add them to the hand instead of summoning them. Than it will be more but I don’t know if I’m allowed to change that at this stage
I'll remove the dragon synergies and keep the hand buff.
Poisonus -They told me to use that instead of poisonous.
Stranglekelp - the more i watch it the more i hate so i will probably scrap it.
Thanks for the feedback
I will fix those things. thanks!
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Bloodburner classic set version 2:
I made 2 versions of the legendary, one with spell synergy and a more offensive version. Which one is better? Also, which of the 4 common spells should be replaced by Dragon's Call (the challange 2 card)?
Strenghts and weaknesses:
Strengths:
Weaknesses:
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
.
And the base set + hero power + keyword, in case you forgot them.
Exams are closing in and i don't have much time to come up with card ideas, balance said ideas and review other classes. I understand if you ignore me because i haven't contributed to this thread, but if anyone has some free time, would you please look over my cards?
I'll try to give some feedback
Noah_McGrath
Dragon Call - I don't know at this point if dragon were a thing back in the classic. If not you won't be able to use that i guess.
Incinerate - i do like this card. Very versatile in my opinion and open the way to different stratgies
warm up - i think it could do 3 damages but not a big deal. Frostbolt does 3 and freeze
snake tooth charm i think is op and also not sure if you can use immune in the classic.
For the legendary i prefer the second one. The first one could be too aggressive.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Dragons in classic: Faerie Dragon Twilight Drake Deathwing Onyxia Alexstrasza Malygos Nozdormu. I knew there were dragons, but i didn't know they were almost all legendary XD. I guess Dragon Call is too good to be a common card.
And classic immune cards: Gladiator's Longbow Ice BlockBestial Wrath. It's basically a 3 use Evasion that's not a secret and can trigger on your turn. Weapon removal i think is more common than secret destruction, and you will consume a charge if you use your hero power, so i don't think it's OP. But i might be wrong.
Dragon Roar costs 2 and adds 2 dragons, but it's printed after many dragons were added to the game. So, is Dragon Call too powerful? Should i make another card for Challenge 2?
The Immune is fine, but Snake Tooth Charm does seem too strong. It has 3 uses by itself and you can have two of them in your deck. It’s also a somewhat complex effect. Yes, weapon destruction was commonly used in Standard, but Snake Tooth Charm might still be too strong. Idk, it’s a card to watch and/or consider using in a later set.
Dragon Call is definately too strong for Standard. That is a good card to include in Un’Goro or Kobolds, as by then there are more common and rare dragons.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Laurendor is referring to what I told them: Dragons as a tribe only existed for flavor in Classic. It wasn't until Blackrock Mountain that "Dragon" actually meant something to gameplay. As such, we would prefer it if people held off on Dragon-related cards, like with Elementals and Mechs. If you want Dragon minions that's fine, but actually referencing them is another thing.
Apologies for not saying something sooner.
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
To stop myself from fiddling with it some more, I have submitted. Thank you to everyone who helped me out; your feedback was greatly appreciated :)
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