The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here, anyone part of or not part of the contest is welcome.
Unfortunately, JollyCroquet, LivingOrganism, and wintrmute scored the lowest during Week Two, and they are eliminated.
There should have been 4 eliminations, but there was a large tie for last place so only 3 eliminations took place.
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Overview
All contestants will create one custom class, following the layout of Demon Hunter.
The contest will run for 5 weeks.
Week One: 10 Basic cards.
This contest, as Demon Hunter introduced Rush and Lifesteal into the Basic Set keyword pool, the list of keywords you are allowed to use is as follows:
The following keywords are banned. Discover: It is strange for a new player starting out with a Basic set to be discovering from cards they have no idea of. Secret: Complex mechanic, requires at least 3 out of 10 of your slots. Class keywords: Blizzard is pretty clear about saving these for Initiate. Immune and Counter: Far too niche to have a place in Basic.
Week Two: 10 "Initiate" cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate.
Week Three: The other 10 "Initiate" cards.
Week Four: Your pre-Core expansion cards.
Week Five: Core Set consolidation + 15 post-Core expansion cards.
Be sure to read over Rules & Information section as there is a lot to go over this contest due to the complex shifts caused by the introduction of the Core Set.
Submission Format
You must adhere to the following submission rules or risk disqualification:
Unless otherwise stated, you are allowed three cards to showcase. All other cards must be hidden in a spoiler.
You may include flavour texts. For the showcase cards, their texts do not need to be spoilered.
All tokens must be in a spoiler.
You may include a single banner at the top of your submission post. It may not be overly fancy. This is entirely subjective and the moderators have the right to remove a banner they feel is too fancy and, therefore, gives an inherent advantage over other posts.
Golden cards are not allowed, nor are huge images that feature your cards with a background.
If you choose to include other images other than a banner, they must be hidden behind a spoiler.
Flavour text is allowed behind a spoiler.
Golden cards are not allowed.
Challenges
Week Three has two challenges:
If your legendary minion costed more than 5 last week, this week's legendary minion must cost less than 5, and vice versa. If your legendary minion costed exactly 5, you are exempt from this challenge.
One of your minions must have three keywords. (example: Illidari Felblade)
Rules & Information
How is the Initiate set split in half?
There are 8 commons, 6 rares, 4 epics, and 2 legendaries. That makes splitting the Initiate set in half rather easy.
For Weeks Two and Three, contestants will create 4 commons, 3 rares, 2 epics, and 1 legendary.
What does pre-Core expansion mean?
You may select any expansion before the Core set was introduced! Anything from GvG all the way up to Darkmoon Faire is up for grabs.
What does post-Core expansion mean?
Either Forged in the Barrens or United in Stormwind.
What do I do about class cycles?
You must have at least one all-class cycle from your chosen expansions.All-class, in this context, means both a cycle shared between all 9 classes, or a cycle that the League of EVIL classes or Explorers classes share.
While, at first, it seems to make sense that your custom class should adhere to all all-class cycles in a given expansion, Demon Hunter, for example, did not have a Prime legendary, therefore you only need to use one such cycle.
What about card cycles not shared between all nine classes, like Studies spell cards, or Aspirant cards?
You may pick and choose from those, these are not mandatory.
What about Hero Cards?
So after much debate and discussion, Hero Cards are allowed with an asterisk. More information will be given, but for now, take note that they are only allowed in Week Three.
Can I rename the "Initiate" set to whatever I want?
Yes.
What watermarks do I use?
For the "Initiate" set, you can use whatever watermark you think makes the most sense. There is a list of watermarks here.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
Yes.
You may not introduce a Legendary spell, weapon, or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Do I need to adhere to Warcraft lore?
During this contest, I will be experimenting with asking contestants to integrate a little bit more Warcraft lore into their submissions. However, for the most part, you will be free to ignore Warcraft lore.
Do I need class-exclusive keyword?
No.
Can I do a Monk or Death Knight class?
No.
Can I create my own spell school or minion tribe?
We'll try this out this competition: Yes, you can.
Competition Process
Week 1: July 7th - July 14th Week 2: July 17th - July 24nd Week 3: July 25rd - August 1st Week 4: August 2nd - August 9th Week 5: August 10th - August 17th
All threads close at 3 AM, EST. There may be delays due to United in Stormwind being released. I also do have some overnight shifts at my workplace, so I will give 24 hours notice if there needs to be a delay.
Well I guess people didn't really like my class. I'm gonna have to come up with something better next time. Anyway, good luck to everyone who made it to the next phase.
Well I guess people didn't really like my class. I'm gonna have to come up with something better next time. Anyway, good luck to everyone who made it to the next phase.
To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.
To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.
That's Laurendor's class, with the Blightbursts. LivingOrganism did Cartelist.
To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.
That's Laurendor's class, with the Blightbursts. LivingOrganism did Cartelist.
Lol oops. Confused the names, both start with L. I actually voted for the Cartelist, i liked the pirate cards. I suppose perhaps it ventured off the original flavor, not much to do with gangs and went full pirate. And some of the cards were derivative, Adventure Party being Everyfin is Awesome, Bloodsail Raider is Cannon Barrage on a stick.
Lol oops. Confused the names, both start with L. I actually voted for the Cartelist, i liked the pirate cards. I suppose perhaps it ventured off the original flavor, not much to do with gangs and went full pirate. And some of the cards were derivative, Adventure Party being Everyfin is Awesome, Bloodsail Raider is Cannon Barrage on a stick.
Yeah I see your point. I planned to do Pirates from the very beginning, but I guess most people just aren't fond of the tribe. Also, I probably should've included them in next week. The other half of the initiate set was more control-ish with a bunch of High Tribute cards and playing with tribute. Pirates are just pirates and with making the first part of the initiate set almost all about Pirates, people might've thought that it was generic and uninnovative. It's fine, I'm still relatively new to the contest (only took part in 3 so far), so it's a valuable lesson. Now that I think about if even Blizzard follows this strategy during the reveal seasons - first show the fancy combo cards and then the more boring aggro cards lol.
I have much fewer cards prepared in advance this time around but here's the legendary so far. had to improvise due to the challenge.
Obvious Game of Thrones reference but it fits given the whole "Mother of Dragons" thing. I'm introducing a bit of Fire spell synergy this set.
In terms of balance, I think the effect is a little to strong for it to be automatic, I also don't really know how it would work, if you had Daennerys in your starting hand. Just a quality of life change, I think you could make it a battlecry, instead of "when you draw this".
Flavor-wise, I think Daennerys should be weaker than her dragons. It's just a suggestions, but we're comparing a normal human girl with ancient dragons lol.
As Living Organism said, I feel the Mother of Dragon should have a battlecry instead. 3 fire spell for a 9/9 on board i think it might be a bit too much, but it also depends by how many cheap fire spell you will make available for your class with this set so it's potentially fine. As per the reference to GoT i'm not a fan. I do understand this is a contest and we have freedom but the beauty of the hearthstone card is that they remind you of experiences, npc, zones of Azeroth.
The first thing i thought off would be Rehastrasza and how she managed to collect black dragon egg to purify them, or Xerestrasza the guardian of the ruby sanctum and keeper of the red dragon eggs. Anyway that's how i would do that but if you want to keep the GoT theme it's totally up to you :)
One of the theme i'm going to dive into with the second part of the set would be Health Manipulation. I made some cards in advance to interact with the Fatigue counter but i'm wondering wether i should continue this or not...
Masterpiece of the set will be the legendary Plague Deviser Marileth - shantay, you stay Marileth. I'm wondering whether I should remove one of the 2 effects (either reset the counter or fully heal) but considering the 10 Fatigue damage you need to take and also the relationship between cost and stats i think it might be ok as is - Reno, was a 6 mana 4/6).
Around this time there will be some cards that synergise with it to help reach the Fatigue checkpoint.
this is the rest of the cards i made so far, ooze Channeler should be rare
I get the reference, though I had to take a while before I understood how it works. Knowing how it works, it's cool, but still, it may be a bit too complicated for average player. How about not adding Dracarys on battlecry, but instead have summoning eggs on battlecry, and give the dragons Rush or Charge so they can attack instantly anyway? Just suggestions though.
I think actually Marileth looks terrible. You have to pretty much force the whole new set into fatigue to make it realistically useful, then it's a 2/2, and often by the time you reach fatigue you pretty much won or lost anyways, undepending on the health and counter. Plus, and this is strictly personal... needs more slime.
Redpine is very strong and I'm fine with it I think. Enfeeble is pretty hard to see considering there is no more Malygos, but looks quite nice. Healthstone is ok...
But please, no, rework Chalice of Health. With coin is screaming turn 2 Scrapyard Colossus, and you can even decide not to use it.
As a father of two small children, it was probably best for my sanity that I got knocked out.
Daenyrs is flavorful but good lord is she a complicated legendary. You seem to have a tendency to make cards with a lot of different moving fiddly parts (even the Hero Power). Like, my class was built around generating new cards, but I tried to limit it to like... 2 or 3. Making these cards that morph through nine different variable forms is cool... in theory. But I prefer clean and understandable. More just something to keep in mind: Keep It Simple, Stud.
Klay, if you go to the actual voting thread you can see the break down of where the public got it so so wrong ;)
Wow, surprised I made it this far. Some quick reviews:
JeanTheMedicRat
I fear that the legendary is overly complicated for a initiate legendary (probably that token spell is not necessary and the eggs could be Battlecries as someone above already said). Also I realy dislike nameless legendaries (including thing like Dragonbane) so I'd personaly really like to change that as well. (Chromatus was perfect, a shame for the challenge...)
Laurendor
I like the fatigue mechanic but I would not keep it in initiate set, rather save it for later expansion (like Bomb Warrior/Heal Druid, etc). As for the cards Marileth seems unimpressive, could set your hero to some certain Health (like Amara) and have better stats in my opinion. Redpine Acolyte could be a 3/2, but if it would be one time mechanic 3/3 is also fine. Enfeeble and Healthstone look good. Chalice is broken, as stated above and Oooze Channeler is probably on a weaker side, but ok (2/3 or 1/5 maybe?). Corrosive Breath ' s name is already taken.
LivingOrganism
I liked your class, probably you're right and people who voted did not look up the class and the discussion included and saw too many Pirates. Sadly I do not have much experience with these competitions so I could not point it out before.
So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice setis not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.
The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.
So without further ado, here are... A lot of cards.
So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure
Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.
or Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?
Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse: Original concept:
3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.
I'm a big fan of Dreamcatcher personally.
Hard to capture this flavor with an effect.
A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)
This basic card is a kind of analogue:
Other ideas:
Legendary:
Question: Am I going overboard with dormant? Is it unfun?
EDIT: I went wayyyyy too far with dormant cards huh
As Living Organism said, I feel the Mother of Dragon should have a battlecry instead. 3 fire spell for a 9/9 on board i think it might be a bit too much, but it also depends by how many cheap fire spell you will make available for your class with this set so it's potentially fine. As per the reference to GoT i'm not a fan. I do understand this is a contest and we have freedom but the beauty of the hearthstone card is that they remind you of experiences, npc, zones of Azeroth.
The first thing i thought off would be Rehastrasza and how she managed to collect black dragon egg to purify them, or Xerestrasza the guardian of the ruby sanctum and keeper of the red dragon eggs. Anyway that's how i would do that but if you want to keep the GoT theme it's totally up to you :)
One of the theme i'm going to dive into with the second part of the set would be Health Manipulation. I made some cards in advance to interact with the Fatigue counter but i'm wondering wether i should continue this or not...
Masterpiece of the set will be the legendary Plague Deviser Marileth - shantay, you stay Marileth. I'm wondering whether I should remove one of the 2 effects (either reset the counter or fully heal) but considering the 10 Fatigue damage you need to take and also the relationship between cost and stats i think it might be ok as is - Reno, was a 6 mana 4/6).
Around this time there will be some cards that synergise with it to help reach the Fatigue checkpoint.
this is the rest of the cards i made so far, ooze Channeler should be rare
I am not sure about using spell school interactions in Initiate, considering our classes were introduced before Core Set. About Fatigue synergies, concept is ok, but it might not be realy easy to balance, with each Fatigue drawing card in a game dealing more damage to yourself. Enfeeble does it good, because it gets better when you take more damage, so it's ok, because you get better effect for more setup. But, Redpine Necrolyte is REALY strong as one of first Fatigue cards in a game. 2 Mana 3/3 wich cycles definetely is worth it if all what you suffer is 1-3 damage. That means, you may just play few Fatigue cards, and they would just be better than average cards, you only have to keep in check to not have too many of them. That said, if you want to go with Fatigue mechanic, I'd still nerf redspine to 2/3. Plague Deviser Merileth might be too weak, although you only have to draw 4 Fatigue cards to take 10 damage, so maybe it's fine. Still, 4/4 also feels ok. Chalice of Health is way too strong, paying in Health is usualt better than in Mana, especially if you build around it. For sure Hero Power would have to cost 2, and you may increase the cost of a card as well, but still, I don't think it would be well for the game. Ooze Channeller feels weak, because you don't realy make anything immediately, and you pay 4 Mana for 2/2, I'd say it could go to 3/3, or 3/4.
So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice setis not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.
The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.
So without further ado, here are... A lot of cards.
So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure
Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.
or Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?
Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse: Original concept:
3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.
I'm a big fan of Dreamcatcher personally.
Hard to capture this flavor with an effect.
A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)
This basic card is a kind of analogue:
Other ideas:
Legendary:
Question: Am I going overboard with dormant? Is it unfun?
EDIT: I went wayyyyy too far with dormant cards huh
I like Totems. I think Soulbind Totem is fine as 0/3, start of turn effects usually have hard time triggering anyway. I like version of Deathscale Hydra which resummons 3 times the most. Maybe it could cost 5 Mana, but not sure. I'd go with one of the common spirit links, effects have realy good connection within the card. Tak'kora and Kindred Spirits are ok too, but Ta'kora may be kinda strong with The Darkness in wild.
I had quite some troubles thinking on this set as I am a bit busy, but managed to brainstorm a bit to have this. What do you think?
Some notes: Soul Form is inspired in the Night Fae covenant signature ability. Transforms you into a wild spirit (in this case a horse) letting you get to places fast.
This class has some tight balance between shadowlands magic and mortal world magic. This means it covers a wide range of spell schools although shadow is somewhat more often shown as it covers both shadow and unholy. In Witchwood this is heavily shifted towards mortal world magic, so might as well add more shadowlands to this set.
Is Aggramar unbalanced/too close to a Prime legendary? I know, before primes we had White Eyes, and anything that involves Argus must be both hard and super powerful, but wanna make sure I got it right (Soul Form also helps getting value out of Aggramar).
I'm still on the right path to avoid priest, right?
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The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here, anyone part of or not part of the contest is welcome.
Do NOT post your submission here.
The Submission Thread is here.
A list of custom class borders can be found here.
Posting Tutorial
Overview
Submission Format
Challenges
Rules & Information
Competition Process
Well I guess people didn't really like my class. I'm gonna have to come up with something better next time. Anyway, good luck to everyone who made it to the next phase.
Damn it! I had the Perfect legendary already created ahead of time!
It has to have 5 everywhere. Guess i'll have to keep it for the expansion or core set.
To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.
That's Laurendor's class, with the Blightbursts. LivingOrganism did Cartelist.
Lol oops. Confused the names, both start with L. I actually voted for the Cartelist, i liked the pirate cards. I suppose perhaps it ventured off the original flavor, not much to do with gangs and went full pirate. And some of the cards were derivative, Adventure Party being Everyfin is Awesome, Bloodsail Raider is Cannon Barrage on a stick.
Just wanna point out, in submission topic there are challenges from the last week.
Yeah I see your point. I planned to do Pirates from the very beginning, but I guess most people just aren't fond of the tribe. Also, I probably should've included them in next week. The other half of the initiate set was more control-ish with a bunch of High Tribute cards and playing with tribute. Pirates are just pirates and with making the first part of the initiate set almost all about Pirates, people might've thought that it was generic and uninnovative. It's fine, I'm still relatively new to the contest (only took part in 3 so far), so it's a valuable lesson. Now that I think about if even Blizzard follows this strategy during the reveal seasons - first show the fancy combo cards and then the more boring aggro cards lol.
I have much fewer cards prepared in advance this time around but here's the legendary so far. had to improvise due to the challenge.
Obvious Game of Thrones reference but it fits given the whole "Mother of Dragons" thing. I'm introducing a bit of Fire spell synergy this set.
In terms of balance, I think the effect is a little to strong for it to be automatic, I also don't really know how it would work, if you had Daennerys in your starting hand. Just a quality of life change, I think you could make it a battlecry, instead of "when you draw this".
Flavor-wise, I think Daennerys should be weaker than her dragons. It's just a suggestions, but we're comparing a normal human girl with ancient dragons lol.
If it had Daenerys in starting hand there wowuld be no dragon eggs.
Click to see my Hearthstone projects:
Congrats to everyone who made it through!
JeanTheMedicRat
As Living Organism said, I feel the Mother of Dragon should have a battlecry instead. 3 fire spell for a 9/9 on board i think it might be a bit too much, but it also depends by how many cheap fire spell you will make available for your class with this set so it's potentially fine. As per the reference to GoT i'm not a fan. I do understand this is a contest and we have freedom but the beauty of the hearthstone card is that they remind you of experiences, npc, zones of Azeroth.
The first thing i thought off would be Rehastrasza and how she managed to collect black dragon egg to purify them, or Xerestrasza the guardian of the ruby sanctum and keeper of the red dragon eggs. Anyway that's how i would do that but if you want to keep the GoT theme it's totally up to you :)
One of the theme i'm going to dive into with the second part of the set would be Health Manipulation. I made some cards in advance to interact with the Fatigue counter but i'm wondering wether i should continue this or not...
Masterpiece of the set will be the legendary Plague Deviser Marileth - shantay, you stay Marileth. I'm wondering whether I should remove one of the 2 effects (either reset the counter or fully heal) but considering the 10 Fatigue damage you need to take and also the relationship between cost and stats i think it might be ok as is - Reno, was a 6 mana 4/6).
Around this time there will be some cards that synergise with it to help reach the Fatigue checkpoint.
this is the rest of the cards i made so far, ooze Channeler should be rare
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@JeantheMedicRat
I get the reference, though I had to take a while before I understood how it works. Knowing how it works, it's cool, but still, it may be a bit too complicated for average player. How about not adding Dracarys on battlecry, but instead have summoning eggs on battlecry, and give the dragons Rush or Charge so they can attack instantly anyway? Just suggestions though.
Can we see the results of the voting?
@Laurendor
I think actually Marileth looks terrible. You have to pretty much force the whole new set into fatigue to make it realistically useful, then it's a 2/2, and often by the time you reach fatigue you pretty much won or lost anyways, undepending on the health and counter. Plus, and this is strictly personal... needs more slime.
Redpine is very strong and I'm fine with it I think. Enfeeble is pretty hard to see considering there is no more Malygos, but looks quite nice. Healthstone is ok...
But please, no, rework Chalice of Health. With coin is screaming turn 2 Scrapyard Colossus, and you can even decide not to use it.
Click to see my Hearthstone projects:
As a father of two small children, it was probably best for my sanity that I got knocked out.
Daenyrs is flavorful but good lord is she a complicated legendary. You seem to have a tendency to make cards with a lot of different moving fiddly parts (even the Hero Power). Like, my class was built around generating new cards, but I tried to limit it to like... 2 or 3. Making these cards that morph through nine different variable forms is cool... in theory. But I prefer clean and understandable. More just something to keep in mind: Keep It Simple, Stud.
Klay, if you go to the actual voting thread you can see the break down of where the public got it so so wrong ;)
Oh thank you!
Wow, surprised I made it this far. Some quick reviews:
JeanTheMedicRat
I fear that the legendary is overly complicated for a initiate legendary (probably that token spell is not necessary and the eggs could be Battlecries as someone above already said). Also I realy dislike nameless legendaries (including thing like Dragonbane) so I'd personaly really like to change that as well. (Chromatus was perfect, a shame for the challenge...)
Laurendor
I like the fatigue mechanic but I would not keep it in initiate set, rather save it for later expansion (like Bomb Warrior/Heal Druid, etc). As for the cards Marileth seems unimpressive, could set your hero to some certain Health (like Amara) and have better stats in my opinion. Redpine Acolyte could be a 3/2, but if it would be one time mechanic 3/3 is also fine. Enfeeble and Healthstone look good. Chalice is broken, as stated above and Oooze Channeler is probably on a weaker side, but ok (2/3 or 1/5 maybe?). Corrosive Breath ' s name is already taken.
LivingOrganism
I liked your class, probably you're right and people who voted did not look up the class and the discussion included and saw too many Pirates. Sadly I do not have much experience with these competitions so I could not point it out before.
So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice set is not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.
The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.
So without further ado, here are... A lot of cards.
So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure
Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.
or
Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?
Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse:
Original concept:
3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.
I'm a big fan of Dreamcatcher personally.
Hard to capture this flavor with an effect.
A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)
This basic card is a kind of analogue:
Other ideas:
Legendary:
Question: Am I going overboard with dormant? Is it unfun?
EDIT: I went wayyyyy too far with dormant cards huh
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I am not sure about using spell school interactions in Initiate, considering our classes were introduced before Core Set. About Fatigue synergies, concept is ok, but it might not be realy easy to balance, with each Fatigue drawing card in a game dealing more damage to yourself. Enfeeble does it good, because it gets better when you take more damage, so it's ok, because you get better effect for more setup. But, Redpine Necrolyte is REALY strong as one of first Fatigue cards in a game. 2 Mana 3/3 wich cycles definetely is worth it if all what you suffer is 1-3 damage. That means, you may just play few Fatigue cards, and they would just be better than average cards, you only have to keep in check to not have too many of them. That said, if you want to go with Fatigue mechanic, I'd still nerf redspine to 2/3. Plague Deviser Merileth might be too weak, although you only have to draw 4 Fatigue cards to take 10 damage, so maybe it's fine. Still, 4/4 also feels ok. Chalice of Health is way too strong, paying in Health is usualt better than in Mana, especially if you build around it. For sure Hero Power would have to cost 2, and you may increase the cost of a card as well, but still, I don't think it would be well for the game. Ooze Channeller feels weak, because you don't realy make anything immediately, and you pay 4 Mana for 2/2, I'd say it could go to 3/3, or 3/4.
I like Totems. I think Soulbind Totem is fine as 0/3, start of turn effects usually have hard time triggering anyway. I like version of Deathscale Hydra which resummons 3 times the most. Maybe it could cost 5 Mana, but not sure. I'd go with one of the common spirit links, effects have realy good connection within the card. Tak'kora and Kindred Spirits are ok too, but Ta'kora may be kinda strong with The Darkness in wild.
Hey!
I had quite some troubles thinking on this set as I am a bit busy, but managed to brainstorm a bit to have this. What do you think?
Some notes: Soul Form is inspired in the Night Fae covenant signature ability. Transforms you into a wild spirit (in this case a horse) letting you get to places fast.
This class has some tight balance between shadowlands magic and mortal world magic. This means it covers a wide range of spell schools although shadow is somewhat more often shown as it covers both shadow and unholy. In Witchwood this is heavily shifted towards mortal world magic, so might as well add more shadowlands to this set.
Is Aggramar unbalanced/too close to a Prime legendary? I know, before primes we had White Eyes, and anything that involves Argus must be both hard and super powerful, but wanna make sure I got it right (Soul Form also helps getting value out of Aggramar).
I'm still on the right path to avoid priest, right?
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