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    posted a message on Custom Class Competition #7 -- Submission Thread | Week Three

                                                                         

    Blood magic is a form of tortured life magic that uses blood as a power source. Someone who practices blood magic is often called a blood mage. The limits of blood magic are still undefined"

    The bloodmage is a class that can steal the essence of every living thing, to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now have escape to Outland so they can keep studying their forbidden arts.... but they will get back soon... to seek their vengeance!

    Bloodmage: First Blood (Part II of II)

    This second part of the set add spell combo synergy as spell damage related cards, without lose the main themes of the class: Use of Sanguinate, Lifesteal and deal damage to your own minions. Once again, the class keyword:

    Token

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three

    I appreciate all the feedback, it has been quite a dry week in creativity and the artwork for blood trolls was hard to find, only wow ingame stuff that look horrible.

    @MvonTzeskagrad Dimensional anomaly has a typo (minions). Captured aether should have less damage for that effect, but over that think should have an effect more like Wrathspike Brute to simplify it. Navigator should say "change the cost". "Set" is used for minions. I don't see the reason for the legendary to be a Pirate, maybe if it was a wow character that fit in your class, but if is not the case why don't use an elemental.

    And yes, the names and effects similarity are on purpose, i have "Crimson waves - Crimson tides and now Crimson surge" and "Blood fury - blood boil and now blood frenzy". There are supposed to mean sub themes and increase the rarity and effect complexity as they go.

    Also, anyone know have to submit a custom emblem to hearthcards? About my cards, I make changes in wording, rarity and effects. Remember Sanguinate allow  me to use a minion health instead of mana. I thinking on change stoneborn cost to 4. 

     

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three

    Made 7 cards so far, don't mind the rarity on some of them, probably will change it later. Remaining three will be some Sanguinate stuff.

    @Shatterstar1998  Why isn't dawnbreaker work for any dragon in hand. It would make the wording more simple and is not like your class is dragon sinergic, so it wouldn't be a easy condition (counting that amalgam). That conditional fireball seems ok to me at 6-3. If you're going to cut a common, yes the pistol is the less interesting.

    @MvonTzeskagrad Constellars are space elementals, maybe you should go with that. Demons could fit also as voids. The wording and cost of the first version on the legendary is better, i think you can give it Divine Shield or Spell Damage +1.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week Two

    Blood magic is a form of tortured life magic that uses blood as a power source. Someone who practices blood magic is often called a blood mage. The limits of blood magic are still undefined"

    The bloodmage is a class that can steal the essence of every living thing, to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now have escape to Outland so they can keep studying their forbidden arts.... but they will get back soon... to seek their vengeance!

     

    Bloodmage: First Blood (Part I of II)

    Introducing the class keyword: Sanguinate

    ¡Use your servant's life to empower your magic and your army!

    Mechanically, Sanguinate spells will allow you to choose a friendly minion first, then it will lose health equal to the cost of the spell to cast it. Since you have to choose before cast the spell, on first instance, spells with the Sanguinate keyword won't have target effects themself.

                                                 

    To clarify, with Prince Tenris you can use the enemy minions health as the cost for your Sanguinate cards. Here is the rest of the set

     

    -Captive Soul is a way to give targeting spells Sanguinate and bypass the double target problem, since it will automatically target that minion's health. Zandalari Snatcher is the challenge card of the week, since it change the effect of the hero power.

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    @Klipce "Prince Tenris Mirkblood doesn't make much sense" You mean the wording? the effect is that i can use the health of enemy minions as the cost for my Sanguinate cards. I guess i could write more clear, like "You can use the enemy minions health as the cost for your Sanguinate cards".

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Thanks all for the feedback. Adjusted balance and wording. I change the challenge card. 

    So it is clear now what Sanguinate do?

    @Klipce I thinks most of your cards are balance and fits the class, most important there are subthemes present that represent your class identity. I dont have an idea right now for wording on Angeres Manes, but "destroyed" and last turn events is probably too much specific for one card. 

    Also Darklight lurker could use "After this attacks a minion, Silence it" like Magehunter; Weirdeye "After your hero"; Confusing times "After your opponent...". 

    @JoshoPrime I think Steal version is better, Taunt version is more of a basic card. Remember put "Attack" with capital A in the weapon. Rest of cards look balance to me and as you say you don't need to put a lower and higher cost version on every card.

    Also isn't the deadline tomorrow 31 (?)

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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    @JoshoPrime Sanguinate spells will let you target a friendly minion and use it health instead of mana, therefore those spells with Sanguinate doesn't target (since you can't target two times). Captive soul its mean to be an "aura effect" so the next spell you use (that could target) will automatically target Captive soul's health as the cost. Basically a way to bypass that issue. Prince Tenris will let you use the Sanguinate cards on enemy minions health.

    Thanks, probably will change coagulate to any minion and adjust the health.

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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    @JoshoPrime I think your second version is better and give you more design freedom for further cards. Have you thought about something like "If you play this card at different cost, have another effect". So maybe you can use expensive alternate cost for "future" cards, unless "the past" is your class theme. As for the showcase cards i think they're are more or less balance but all three are the same mechanic in the end, so it doesn't quite show the theme of your class. I would consider change either the rex or the spell (for the showcase).

    @SirTrumpet Soul warp is a better showcase card than Reviving aura IMO. The second one looks very generic. I personally divide my set in two or three cards for each sub theme or mechanic, including the keyword. So you could put: Spirit relate, Stealth relate and deaths effect relate. Just and idea.

    @McF4rtson Void impenetrable looks like an epic. Since you are now adding Taunt relate cards, like you said 4 should be better as the cost, mostly because you're are adding very strongs drops to work with that effect. I think the legendary should have less health or give you a lower attack weapon, maybe 3/2 (?).

    Any thoughts on my cards?

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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    @Shatterstar1998 Sanguinate will deal damage equal to the cost of the spell that have that keyword. Ex: If the spell cost 4 it will inflict 4 damage to the selected minion. None of the spells with Sanguinate select an objetivo, so "ingame" you would select a minion with health atleast equal to the cost of the spell to activate the Sanguinate version of the spell. Looks like i make quite a mess :c

    Blood elemental activates if your hero is damaged, simple as that. If you aren'y 30 Health it will work.

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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Finally had time to sit and make some cards. Probably change some names here and there, hope wording is clear.

    • Prince Tenris effect means you can use your sanguinate cards on the enemy minions, but i wasn't sure if "Your Sanguinate Cards" was okey.
    • Captive Soul is basically made for those effect that require select a target, so it will automatically take health from that minion (because you can't select a targer two times for a spell). Hope that was clear before read this.
    • Flayed bolt is the challenge: overkill effect, but i don't quite like it so probably will change it.
    • I considering use "Drain" instead of "Sanguinate". But sounds less original.
    • Here is my basic set post for some overview and a quick look on the basic cards: https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/246586-custom-class-competition-7-submission-thread-week?comment=5

    @Shatterstar1998: I like the flavor in most of your cards, but i think the wording is wrong, according to the ingame cards: For example "10 minions die" could be "Destroy 10 minions". I don't see any reason that "After is revealed.." on bribery could'nt be "If this is revealed" unless it mess with the 4 line rule. Otherwise i do think they continue the themes on the basic set.

    @whatTheHeck: Like someone said before, alot of your cards have interesting effects and i get that they may fits in the "doctor that make experiments" theme, but between them you need to established some main subthemes. Maybe you can use a variation or the word "counter" since half of your cards have that effect and the same with those that "use the cost of previously played cards to gain effects". Good luck.

    @MvonTzeskagrad: I like the cards, but the rarity is messy. If your effect is simply as "summon this, happen that; if this is happen, gain this" should be a rare or even a common. Two keywords generally belong to rare cards. Really particular effects are epic. Also, to me, the legendary doesn't quite have flavor for your class as the rest of the cards. 

    @B3ckemon So far the cards seems good, maybe you can make the rest of them most especific for your hero power tokens. I don't like the legendary. I get the theme, but seems very situational for a "Initiate set" legendary. I not sure if you're struggling to good artwork, i will leave you this: https://www.pinterest.es/ChilledFroggie/pins/   i always check on that site i save some fishing related stuff. Hope you find something useful.

    QUICKEDIT: Sanguinate applies on FRIENDLY minions. Make a mistake while writing it.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week One

    "Blood magic is a form of tortured life magic that uses blood as a power source. Someone who practices blood magic is often called a blood mage. The limits of blood magic are still undefined"

    The bloodmage is a class that take advantage of take damage and steal the essence of the enemy to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now escape to Outland so they can keep studying their forbidden arts, but they will get back soon... to seek their vengeance!

    Overview on the class: 

    +Minions gain effects when allies are damaged.

    +Your hero can take damage to either buff minions or  spells.

    +Lifesteal and spell damage combo are side themes. 

    Here is the rest of the basic set:

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    I actually didn't meant to out Call of Feast at 1. 2 should be the correct cost but I think 3 is better since is a basic card and a weakness ofrece the class  (minion swarm). 

    Also i think people are forgetting that basic cards are meant to be a little weak.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.

    @Noah_McGrath It looks like you have cover most of the basic stuff (draw, single removal, mass removal, tokens, specific class card) so maybe you can add some vanilla or one keyword monster, after all is a basic set.

    @Shatterstar1998 I think reveal shouldn't go in the hero power, as is it now. Either add something or reveal something or just leave it without taunt and make it 0 cost. 

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    I make some changes and this is what i end up so far.

     

    Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.

    @Noah_McGrath

    Most important i get the theme of your class, tokens, fill board, buff minions. I think some of your showcase cards are a bit strong for a basic set. For example Research, draw and reduce, if your class is not spell related i dont think should have the reduce in the same card. Maybe even try a conditional draw if you want to give more flavor.

    Warlock Engineer is too strong. Maybe should say "this turn".

    Overall i like the tokens scourge idea, hope you can get more ideas to give him better identity.

     @Shatterstar1998

    Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird.

     @Klipce

    Thanks for the coments! I like the theme and hero power. I think Fate Fortold should'nt deal damage since isn't really a conditional draw or maybe use another condition for it (since draw is supposedly is worth 1.5 with no conditions). I like the others three. Not to much to say about the others, i think they are balanced and have good flavor.

     @B3ckemon

    I asume you are adding the tokens to your deck for thematic purposes. That give it more identity and if you want to keep it that way i recommend you use specific draw cards "like draw a beast, draw a x cost, put this or that on top". All in all i like what you're making. Also don't forget the Beast tribe!

     @CakeEater

    Don't see a correlation with mechanics and hero, maybe give it a gambler or faire flavor. I like the theme so far. As suggestions maybe you can add buffs and debuffs as dice mechanics, either to hero o minions and have some minions that work actually better with debuffs.

     @McF4rtson

    Thanks for the coments! While i like the idea of your class and i like the idea of effects after destroy your weapon i think you need to showcase one more mechanic besides that one, to give more identity at your class. Maybe void form stuff. Looking forward to see it.

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Hallo, im working on a blood mage class and o have this so far:

    Still working on giving him more identity since im sure must have been done before. I want to make it around spells and attacks buffs, maybe otk setups. I will post some feedback tomorrow and sorry about the images being big, post it on mobile.

     

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