Sup people. As I promised, I finished my class, updated with TGT and LOE sets. I've been working round the clock for the past few days (not really), to deliver to you my greatest work yet (barely decent). First of all, a quick(ie) introduction about the class for those who haven't been following the competition (SHAME ON YOU).
Alt Hero
A summoning gone wrong, an earth golem made by an apprentice geomancer became sentient . Now, going by the name of Crystallis, it has made his own mission to collect the tears of aggro decks.
The class revolves around sturdy minions, Armor interaction and controlling the board. The keyword of the class is Aftershock. It works as a reverse Combo: for the Aftershock effect to trigger, you have to play a card AFTER the card with Aftershock. It has to be on the same turn, and it triggers only once. Up next I'll get the sets in order, with some explanations on each card.
Basic Set
Iron Knuckle: nothing fancy here. The Iron Knuckle is what Light's Justice aspires to be.
Earthen Favor: this card will enable the Geomancer for all the crazy Armor gain to come.
Tremor: standard AoE, but with a twist. For each damage dealt, you will gain 1 Armor. Sweet, huh? It means that Divine Shields will be the bane of your existence and Spell Damage will make you a walking Armory.
Crystallize: it's the same as Power Word: Shield, but different. But still the same. It works wonders as an enabler for the next card.
Erosion: THE premium removal of the class. If the minion's Attack<Health, it goes night-night.
Shatter: the duck is this? Lose Armor? NEEEEEXT. But before you leave, let me explain the reasoning. Although the class doesn't stack Armor as steady as Garrosh (because 2>1, duh), you will have several ways of doing it through spells, minions and weapons, and with Earthen Favor, you could amass a duckload of Armor in a single turn. This helps prevent the abuse (and makes me the bee's knees because never-seen-before interactions). It's been made to target only minions on purpose, because this, combined with Spell Damage, will hit for 2 a pop, making it a potential Pyroblast (and that's a big no-no). And yes, if you're wondering, if you have only 2 Armor, you'll do only 2 damage.
Stoneshield Colossus: your everyday Fire Elemental, with less fire and more earth. Gives an ongoing +2 Health to all your minions, making them harder to clear. The main way of doing SMOrc damage will be through weapons and minions, so you need them to stick for awhile for that to happen.
Guardian Golem: like Chillwind Yeti, but with 100% more Taunt.
Stone Pup: standard 1-drop. Don't expect him to roll over though, he may cause an avalanche.
Classic Set
Adamant Resolve: massive Armor gain for the mana cost, but you lose ALL of it in your next turn. Even the one you gain outside this card. Combo piece for a few of the other spells.
Landslide Avatar: this guy went through a few changes, but everyone ended up OP, so I had to change the effect. The original was a dynamic effect like Lightspawn, but with Health and your Armor instead. It proved to be broken, along with several mods I tried as well. But I believe the new effect, captures the essence of the class pretty well: fuck bitches, get money... Errr, lose Armor, do something. Yeah, I totally meant to say that. Losing Armor includes taking face damage, so careful when going SMOrc with this guy on the board.
Sandstorm: prime example of the Aftershock mechanic. The card on its own is an overcosted Consecration (without the face damage!). But if you trigger the Aftershock, your hero becomes untargetable until your next turn. You can even roleplay it and dress like The Rock in The Scorpion King (added flavor for the Illidan look-alike).
Sand Dweller: simple 2 drop with a simple Aftershock. Played alone, it's an average 2 drop, when played with the mechanic, well... that's another story.
Telluric Currents: here's where the temporary Armor comes into play. Strong AoE buff, the Aftershock helps you trade really good against your opponent.
Animate Stone: works like Feral Spirit, it gets you 2 glorified Shieldbearer. If you trigger the Aftershock, they get the Elusive effect like Faerie Dragon.
Clay Golem: IT'S NOT Grim Patron! This guy, instead of summoning another one, it makes an exact copy. This mean that if you deal 1 damage to it, it will summon a 4/2. Works really good with Health buffs (which the class has a lot).
Earthen Adept: simple effect, your weapon remains active during your opponent's turn, meaning that any minion or herothat goes face WILL get damaged by it (it doesn't lose Durability, just like a friendly minion hitting you with Misdirection).
Seismic Sense: balanced around Arcane Intellect. On its own, it's a terrible card draw, if you happen to trigger the Aftershock, you get it again like Headcrack. You still need to pay 3 mana again for the draw. I'm giving the class weak card draw on purpose, because of the combo potential it has.
Skittish Scorpion: ah... this guy. THIS guy. Seriously, this guy. Weaker stats than Dire Wolf Alpha, but on the other hand, the effect is arguably stronger than Lassie there. If you trigger the Aftershock, it gets Stealthed for a turn, for added skittish-ness.
Living Armor: I know, it looks like a piece of crap. Why would you want to lose all your Armor just to heal for the same? it's pretty much a waste... unless you played Adamant Resolve earlier. Strict combo-oriented card.
Mole Claws: HYAAA! I mean... yeah, this is what the Geomancer is all about: controling the board. On its own, it's a really bad weapon (ME NO SMORC?) but if you trigger the Aftershock, you can kill that Emperor Thaurissan hiding behind the Annoy-o-Tron. Goldshire Footman indirect nerf.
Shockwave: gives your hero the "Cleave" effect like Foe Reaper 4000 until the end of your turn. Nothing to explain here. Helps a lot for board control.
Gaius the Earthshaper: paging Dr. 10, please Dr. 10 report to the rekt ward ASAP. I tried to make the body and the arms linked somehow (because FLAVOR), but it ended up being either OP or UP, so I settled for this version. Strong body on it's own (if it's somehow summoned), plus the arms play as the Sword and Board of Gaius. Both Hands are easy to remove (for a 10 drop) and the body isn't threatening for such a big drop (see Kel'Thuzad).
Naxxramas Set
Gravedigger: what classifies as an Armor card, you may wonder. Any card that has written "Armor" somewhere in their text? No. In this case, the cards considered are those that, somehow, give you Armor. And yes, it includes cards from the other classes. Here, let me save you the trouble of googling (hearthpwning?) them: Claw, Bite, Bash, Shield Block, Armorsmith, Shieldmaiden, Ice Barrier. The class cards included are: Stone Pup, Tremor, Diamond Fist, Adamant Resolve, Dust to Dust, Fury of the Earth and Arkos Stonehand.
Goblins vs Gnomes Set
Armorer Enthusiast: the not-mandatory-but-still-funny Ogre card of the set. It has the Zombie Chow treatment: strong stats with a downside effect. Simple effect, if you gain Armor with this guy in play, there's a 50% chance you won't gain it, but your opponent will, so be careful!
Scrapbot: mandatory early Mech for the class. Interacts like Landslide Avatar (whenever you lose Armor, deal 1 damage to a random enemy), but instead of doing damage, it adds a Spare Part to your hand. Little guy is all about recycling. Remember, taking face damage IS considered losing Armor, not only when you use the class cards that say so.
Rocket Hammer: the weapon of the set, it comes with Mech synergy. It seems weak, but in a Mech deck it becomes somewhat of a free ping, better yet if you trigger the Aftershock. Keep it away from fire though, it may combust and explode.
Obsidian Spikes: the one and only, the magnificent... direct damage of the class! Yes, it's the only direct damage the class has so far. On its own, it's an overcosted Holy Smite, but trigger the Aftershock and it becomes the redheaded stepchild of Swipe. It felt necessary to add at the very least 1 direct damage spell for the class... Warriors have Mortal Strike and Bash after all.
Quicksand: reverse Savage Roar incoming. Meant to give you some breathing room if you're facing a board swarmed with enemy minions. Bear in mind, it doesn't affect your opponent's weapon, as well as minions newly played (for example, a minion with Charge won't be affected, because it was played AFTER). Because huck funters.
Blunt Force Drill: what the flying duck is this card? Yeah, I know, the text is weird at first sight, but it's really intuitive actually. It's meant to work as Trample of MTG: after the minion dealt damage (to a minion, really, because if you do excess damage to your opponent you won anyway), the "overkill" damage will go to a random enemy. For example: your Stormwind Champion attacks (and kills) a Sen'jin Shieldmasta, 6 Attack - 5 Health = 1 excess damage goes to a random enemy (face or minion). If that damage WAS overkill as well, it won't trigger again, just the first attack. See? It definitely didn't need a paragraph worth of explanations.
Quicksilver Anomaly: meant to work wonders in a Mech deck, it's a cheaper (but conditional) Faceless Manipulator. It works just the same, only you can target Mechs (yours and your opponent's). Anything to do with the guy from Terminator 2 is pure coincidence.
The Lone Wanderer: BEFORE Y'ALL START SCREAMIN' "OP" LEMME TELL YA SOMETHIN': Immune minions CAN'T be Taunted. Yep, that's right, just like when you give a Stealth minion Taunt, it doesn't work. A 5/5 for 7 is preeeeeetty bad, but as long as you have Armor, he becomes the ultimate removal tool. And remember, unlike Warrior, the Geomancer can't stack a duckload of Armor, and if they do, it's a combo play using Earthen Favor (double your Armor gain this turn), plus the class revolves around LOSING Armor to do stuff.
Blackrock Mountain Set
Molten Offering: the second card of BRM, it interacts with dead minions just like several cards from BRM (likes to listen to My Chemical Romance too!). Of course, you would need to play this AFTER trading, and includes your opponent's minions.
Ironhide Worm: OK stats for the mana Cost, but the real charm comes from its effect. If you Darkbomb this guy, it will take 2 damage from it, making him a badass motherducker. On the other hand, it CAN be pinged, the damage can't be reduce to 0. I know, that would make Secret Pallys assume a fetal position and cry in a corner, but that's not the idea.
The Grand Tournament Set
Champion of Gaius: mandatory knight/gladiator/jouster guy of the set. Boulderfist Ogre stats, but with the added half Fiery War Axe as a deathrattle.
Rockbender: the duck is this? Yes, it seems weird at first glance, but let me explain: you trigger your Hero Power, you gain Armor, you lose Armor, but you gain a "buff" in Health, just like the minions. This means that you're effectively bumping your max Health. Reno Jackson just became aroused by this card.
Fury of the Earth: Casino Geomancer meta inc. It's like Shield Block, if you win the joust, you could potentially win more Armor. If you lose, at least you cycle a card, yay!
Armordillo: OK.
Granite Elemental: same effect as the Ironhide Worm from the BRM set, I liked it so much that I made a smaller version. I definetily did not run out of ideas.
Scorched Earth: the flavor text is "the name Salty Earth wasn't that appealing". Loatheb-like effect, if you trigger the Aftershock, all enemy cards cost 1 more.
Weighted Gloves: it seems like a better Deadly Poison, but the second part of the card states that, when you attack with said weapon, you'll lose 2 Durability instead of 1.
Walking Mountain: I had this idea for quite some time (since the conception of the class pretty much). Probably broken AF, but I wanted to implement it (and still be playable if a class with no Armor gain gets this card somehow). FYI: it counts each time you gain Armor, not the number of Armor gained. If you gain 3 Armor, it drops the Cost by 1, not 3.
Arkos Stonehand: well... yeah, I went full Northshire on this one. Your hero getting taunt means that your minions without taunt won't be targetable by your opponent's minions (SMOrcs rejoice!). But, on the other hand, ANY damage done by your minions, nets you Armor. If you Elven Archer someone, you get that 1 Armor from the battlecry. It's in BGH range AND has low health on purpose, because the effect probably is just OP. Then again, I'm not competing anymore, so who cares! (I do care, please tell me if it's broken so I can balance it).
League of Explorers Set
Tunneling Construct: the Cave-In works like most of the "when drawn" cards, but what does the effect mean? It means that any of your minions that don't attack this turn (don't """move"""), will get destroyed, because they failed to escape the crumbling cave. It applies to minions that just came into play, so if you draw this, better not play any minions without charge. This forces both players to attack, even if they don't want to (for example, there's a taunt in play and you have to trade everything in).
Rockpaw Wolf: if you lose Armor, you add a Stone Pup to your hand (the basic card).
Gem Enchanter: the Aftershock is quite simple: if you trigger the Aftershock with an epic card, you discover an epic card. If it's basic, common, rare or legendary: same deal.
Well, that's the whole class. Building this thread has been my most productive time at work by far. Hope you guys enjoy it, and please, if you have any suggestions, comments or whatever, save them, I don't want to hear them.
Well... I've been thinking about the reason I like this a lot. It's actually because the Geomancer is mostly vanilla. No token-spam, no wall-of-text mechanics, a class mechanic inspired by an existing mechanic, and all this while all cards seem perfectly fair. Well, most of them, at least. So your class looks like it was designed by Blizzard developers. The sane ones.
Tbh I've said this before, but this class needs at least an honorable mention. This is literally one of the few classes out of all of the Phase IV contestants that could have actually seen sensible play in Hearthstone. I'm going to stop right there before I go on a rant, but overall, your class is pretty neat. It's clever and simple, which is what most card designers should strive for. Obviously it's not perfect, but the flavor and the balance are all there. Kudos for not starting a rage thread about the Fan Creation community.
Better luck on the next class competition (whenever it comes)!
Well... I've been thinking about the reason I like this a lot. It's actually because the Geomancer is mostly vanilla. No token-spam, no wall-of-text mechanics, a class mechanic inspired by an existing mechanic, and all this while all cards seem perfectly fair. Well, most of them, at least. So your class looks like it was designed by Blizzard developers. The sane ones.
Yeah, that was my fear back in Phase I, the fact that Aftershock plays like a reverse Combo, it stacks Armor and uses weapons as removal like Warrior, has some healing like Priest, it would strike as a jack-of-all-trades. Luckily people liked the simple design, and the added Armor interactions (since there's really only one in the game ATM: Shield Slam). Bottom line, you can get all fancy and complex, but in the end, the class is designed for Hearthstone, not Magic. Making over-the-top interactions or every card having 4 lines of text goes against that IMO.
Tbh I've said this before, but this class needs at least an honorable mention. This is literally one of the few classes out of all of the Phase IV contestants that could have actually seen sensible play in Hearthstone. I'm going to stop right there before I go on a rant, but overall, your class is pretty neat. It's clever and simple, which is what most card designers should strive for. Obviously it's not perfect, but the flavor and the balance are all there. Kudos for not starting a rage thread about the Fan Creation community.
Better luck on the next class competition (whenever it comes)!
I'm not gonna lie (and I said it a few times before): I got a bit salty lol. Missing the cut by 1 vote is discouraging. At least I take comfort in that people actually liked the concept. And behind the concept, there's consistency, balance, simplicity... I tried to aim for all of that (which every Hearthstone class should have) and I think that most of the times I hit the nail in the head. BTW, although I love the idea of the honorable mention, it wouldn't be fair for the rest of the people that didn't make it past Phase IV... I understand getting a title for being a finalist, but semifinalist feels like pushing it :p
I'm not gonna lie (and I said it a few times before): I got a bit salty lol. Missing the cut by 1 vote is discouraging. At least I take comfort in that people actually liked the concept. And behind the concept, there's consistency, balance, simplicity... I tried to aim for all of that (which every Hearthstone class should have) and I think that most of the times I hit the nail in the head.
I didn't look at yours until now (I hadn't looked at anyones really besides the Bard, which I have my own rant on), but your very correct in the idea of Hearthstone cards needing simplicity. A lot of the entrants (and finalists) baffle me with how complicated they got so quickly. I beleive there was a basic card someone was trying to get through that was almost legendary quality.
On the bright side, your class showed that simplicity can make it far, and (almost), reach the finals. I think that does a lot in and of it's own for other people who look at this competition for inspiration for the next one, and their own little projects.
If there was an actual Warcraft class with this theme, I would definitely say it should be that. Unfortunately there isn't. This is probably better designed than Shaman, to be honest.
I have a few criticisms, though. I'm a little bit concerned about the wording on Tunneling Construct and Cave-In. For one, Tunneling Construct should describe what the Cave-In card does, at least a little bit. Something like "Shuffle a Cave-In into both player's decks that destroys non-attacking minions when drawn." Cave-In should have its wording moved around a little bit. Like "At the end of the turn that this card is drawn, destroy any friendly minions that didn't attack." That just brings it more in line with the card text of other cards currently in the game.
Armordillo is probably too strong. Compare it to Floating Watcher: It costs less (so it can start receiving its bonus earlier) and it also has an additional effect, so it's better by itself when you don't use your hero power/armour cards. I think it should probably either not have the Taunt Aftershock or it should start with 1 less attack.
Great class idea. More cards would be nice, to get a better idea of its potential, but I really do think this is the best custom class I've seen. It always seems like other people overcomplicate the hero power, but this one's good: Particularly since it is useful for another class (say, if acquired by Sir Finley Mrgglton), so it fits the game even better than you might first think.
Some of these ideas could probably be translated pretty well into a Monk.
If there was an actual Warcraft class with this theme, I would definitely say it should be that. Unfortunately there isn't. This is probably better designed than Shaman, to be honest.
I have a few criticisms, though. I'm a little bit concerned about the wording on Tunneling Construct and Cave-In. For one, Tunneling Construct should describe what the Cave-In card does, at least a little bit. Something like "Shuffle a Cave-In into both player's decks that destroys non-attacking minions when drawn." Cave-In should have its wording moved around a little bit. Like "At the end of the turn that this card is drawn, destroy any friendly minions that didn't attack." That just brings it more in line with the card text of other cards currently in the game.
Armordillo is probably too strong. Compare it to Floating Watcher: It costs less (so it can start receiving its bonus earlier) and it also has an additional effect, so it's better by itself when you don't use your hero power/armour cards. I think it should probably either not have the Taunt Aftershock or it should start with 1 less attack.
Great class idea. More cards would be nice, to get a better idea of its potential, but I really do think this is the best custom class I've seen. It always seems like other people overcomplicate the hero power, but this one's good: Particularly since it is useful for another class (say, if acquired by Sir Finley Mrgglton), so it fits the game even better than you might first think.
Some of these ideas could probably be translated pretty well into a Monk.
Thanks for the feedback! I agree, the Tunneling Construct and Cave-In wording are iffy. The Tunneling Construct though is like that on purpose, I checked and the only cards shuffled that state what do they do, are the one that do something simple: Iron Juggernaut, Beneath the Grounds, Ancient Shade. On the other hand, Elise Starseeker has the same wording, it doesn't explain what the Map to the Golden Monkey does. I went with that idea. Now that you talk about Cave-In, I agree it could be better worded: "When you draw this, at the end of your turn destroy any friendly minion that didn't attack. Draw a card." Or something like that. Oh well, back to the workshop :p
I would compare Armordillo to Crowd Favorite rather than Floating Watcher. Floating Watcher gets twice the bonus from its effect, while Crowd Favorite gets +1/+1. Since Crowd Favorite has underpar stats for the cost (by being neutral), I believe I can get away with the Aftershock effect. One of the versions was a 3/3 that only gained Health though, so I may consider the change.
And yeah, I drew some inspiration of a Monk-like class, barely using Armor (Armor as in gear, not the resource of HS) and hitting hard with his fists. Plus I believed the Geomancer (or Earthbender, if you're one of those...) would be a really cool addition to Hearthstone.
earthen adapt, and earthshaper legend are REALLY cool ideas IMO
the 1/3 minion that gives 3 armor seems a bit OP for 1 cost though. compared to leper 3 stats plus 2 dmg
this would be 4 stat and 3 heal essentially
also compared to little robo guy, also 3 stats and 1 attack, hp, taunt etc worth about 1 point value.
I quickly went through them these aren't all my thoughts but overall I really like the class alot, the color, the art, the abilities, very nice.
Thanks! Stone Pup isn't too far from cost really. Compare it to Voidwalker, it has the same stats, plus 1 from Taunt. Now consider Bash: 3 Armor is around 1 point of stats, so you could say it has the same stats distribution as Voidwalker.
Added the Alternative Hero. In the next few days I'll be adding both heroes' emotes, as well as the flavor text of the cards (and may balance a few around).
Sup people. As I promised, I finished my class, updated with TGT and LOE sets. I've been working round the clock for the past few days (not really), to deliver to you my greatest work yet (barely decent).
First of all, a quick(ie) introduction about the class for those who haven't been following the competition (SHAME ON YOU).
Alt Hero
A summoning gone wrong, an earth golem made by an apprentice geomancer became sentient . Now, going by the name of Crystallis, it has made his own mission to collect the tears of aggro decks.
The class revolves around sturdy minions, Armor interaction and controlling the board. The keyword of the class is Aftershock. It works as a reverse Combo: for the Aftershock effect to trigger, you have to play a card AFTER the card with Aftershock. It has to be on the same turn, and it triggers only once.
Up next I'll get the sets in order, with some explanations on each card.
Basic Set
Iron Knuckle: nothing fancy here. The Iron Knuckle is what Light's Justice aspires to be.
Diamond Fist: this weapon will be your Fiery War Axe and Truesilver Champion.
Earthen Favor: this card will enable the Geomancer for all the crazy Armor gain to come.
Tremor: standard AoE, but with a twist. For each damage dealt, you will gain 1 Armor. Sweet, huh? It means that Divine Shields will be the bane of your existence and Spell Damage will make you a walking Armory.
Crystallize: it's the same as Power Word: Shield, but different. But still the same. It works wonders as an enabler for the next card.
Erosion: THE premium removal of the class. If the minion's Attack<Health, it goes night-night.
Shatter: the duck is this? Lose Armor? NEEEEEXT. But before you leave, let me explain the reasoning. Although the class doesn't stack Armor as steady as Garrosh (because 2>1, duh), you will have several ways of doing it through spells, minions and weapons, and with Earthen Favor, you could amass a duckload of Armor in a single turn. This helps prevent the abuse (and makes me the bee's knees because never-seen-before interactions). It's been made to target only minions on purpose, because this, combined with Spell Damage, will hit for 2 a pop, making it a potential Pyroblast (and that's a big no-no). And yes, if you're wondering, if you have only 2 Armor, you'll do only 2 damage.
Stoneshield Colossus: your everyday Fire Elemental, with less fire and more earth. Gives an ongoing +2 Health to all your minions, making them harder to clear. The main way of doing SMOrc damage will be through weapons and minions, so you need them to stick for awhile for that to happen.
Guardian Golem: like Chillwind Yeti, but with 100% more Taunt.
Stone Pup: standard 1-drop. Don't expect him to roll over though, he may cause an avalanche.
Classic Set
Adamant Resolve: massive Armor gain for the mana cost, but you lose ALL of it in your next turn. Even the one you gain outside this card. Combo piece for a few of the other spells.
Dust to Dust: why on Earth would you want to kill your own minions? The same reason you Shield Slam or Shadow Word: Death your own Sylvanas Windrunner. Plus 6 Armor! VALUE.
Landslide Avatar: this guy went through a few changes, but everyone ended up OP, so I had to change the effect. The original was a dynamic effect like Lightspawn, but with Health and your Armor instead. It proved to be broken, along with several mods I tried as well. But I believe the new effect, captures the essence of the class pretty well: fuck bitches, get money... Errr, lose Armor, do something. Yeah, I totally meant to say that. Losing Armor includes taking face damage, so careful when going SMOrc with this guy on the board.
Sandstorm: prime example of the Aftershock mechanic. The card on its own is an overcosted Consecration (without the face damage!). But if you trigger the Aftershock, your hero becomes untargetable until your next turn. You can even roleplay it and dress like The Rock in The Scorpion King (added flavor for the Illidan look-alike).
Sand Dweller: simple 2 drop with a simple Aftershock. Played alone, it's an average 2 drop, when played with the mechanic, well... that's another story.
Telluric Currents: here's where the temporary Armor comes into play. Strong AoE buff, the Aftershock helps you trade really good against your opponent.
Animate Stone: works like Feral Spirit, it gets you 2 glorified Shieldbearer. If you trigger the Aftershock, they get the Elusive effect like Faerie Dragon.
Clay Golem: IT'S NOT Grim Patron! This guy, instead of summoning another one, it makes an exact copy. This mean that if you deal 1 damage to it, it will summon a 4/2. Works really good with Health buffs (which the class has a lot).
Earthen Adept: simple effect, your weapon remains active during your opponent's turn, meaning that any minion or herothat goes face WILL get damaged by it (it doesn't lose Durability, just like a friendly minion hitting you with Misdirection).
Seismic Sense: balanced around Arcane Intellect. On its own, it's a terrible card draw, if you happen to trigger the Aftershock, you get it again like Headcrack. You still need to pay 3 mana again for the draw. I'm giving the class weak card draw on purpose, because of the combo potential it has.
Skittish Scorpion: ah... this guy. THIS guy. Seriously, this guy. Weaker stats than Dire Wolf Alpha, but on the other hand, the effect is arguably stronger than Lassie there. If you trigger the Aftershock, it gets Stealthed for a turn, for added skittish-ness.
Living Armor: I know, it looks like a piece of crap. Why would you want to lose all your Armor just to heal for the same? it's pretty much a waste... unless you played Adamant Resolve earlier. Strict combo-oriented card.
Mole Claws: HYAAA! I mean... yeah, this is what the Geomancer is all about: controling the board. On its own, it's a really bad weapon (ME NO SMORC?) but if you trigger the Aftershock, you can kill that Emperor Thaurissan hiding behind the Annoy-o-Tron. Goldshire Footman indirect nerf.
Shockwave: gives your hero the "Cleave" effect like Foe Reaper 4000 until the end of your turn. Nothing to explain here. Helps a lot for board control.
Gaius the Earthshaper: paging Dr. 10, please Dr. 10 report to the rekt ward ASAP. I tried to make the body and the arms linked somehow (because FLAVOR), but it ended up being either OP or UP, so I settled for this version. Strong body on it's own (if it's somehow summoned), plus the arms play as the Sword and Board of Gaius. Both Hands are easy to remove (for a 10 drop) and the body isn't threatening for such a big drop (see Kel'Thuzad).
Naxxramas Set
Gravedigger: what classifies as an Armor card, you may wonder. Any card that has written "Armor" somewhere in their text? No. In this case, the cards considered are those that, somehow, give you Armor. And yes, it includes cards from the other classes. Here, let me save you the trouble of googling (hearthpwning?) them: Claw, Bite, Bash, Shield Block, Armorsmith, Shieldmaiden, Ice Barrier. The class cards included are: Stone Pup, Tremor, Diamond Fist, Adamant Resolve, Dust to Dust, Fury of the Earth and Arkos Stonehand.
Goblins vs Gnomes Set
Armorer Enthusiast: the not-mandatory-but-still-funny Ogre card of the set. It has the Zombie Chow treatment: strong stats with a downside effect. Simple effect, if you gain Armor with this guy in play, there's a 50% chance you won't gain it, but your opponent will, so be careful!
Scrapbot: mandatory early Mech for the class. Interacts like Landslide Avatar (whenever you lose Armor, deal 1 damage to a random enemy), but instead of doing damage, it adds a Spare Part to your hand. Little guy is all about recycling. Remember, taking face damage IS considered losing Armor, not only when you use the class cards that say so.
Rocket Hammer: the weapon of the set, it comes with Mech synergy. It seems weak, but in a Mech deck it becomes somewhat of a free ping, better yet if you trigger the Aftershock. Keep it away from fire though, it may combust and explode.
Obsidian Spikes: the one and only, the magnificent... direct damage of the class! Yes, it's the only direct damage the class has so far. On its own, it's an overcosted Holy Smite, but trigger the Aftershock and it becomes the redheaded stepchild of Swipe. It felt necessary to add at the very least 1 direct damage spell for the class... Warriors have Mortal Strike and Bash after all.
Quicksand: reverse Savage Roar incoming. Meant to give you some breathing room if you're facing a board swarmed with enemy minions. Bear in mind, it doesn't affect your opponent's weapon, as well as minions newly played (for example, a minion with Charge won't be affected, because it was played AFTER). Because huck funters.
Blunt Force Drill: what the flying duck is this card? Yeah, I know, the text is weird at first sight, but it's really intuitive actually. It's meant to work as Trample of MTG: after the minion dealt damage (to a minion, really, because if you do excess damage to your opponent you won anyway), the "overkill" damage will go to a random enemy. For example: your Stormwind Champion attacks (and kills) a Sen'jin Shieldmasta, 6 Attack - 5 Health = 1 excess damage goes to a random enemy (face or minion). If that damage WAS overkill as well, it won't trigger again, just the first attack. See? It definitely didn't need a paragraph worth of explanations.
Quicksilver Anomaly: meant to work wonders in a Mech deck, it's a cheaper (but conditional) Faceless Manipulator. It works just the same, only you can target Mechs (yours and your opponent's). Anything to do with the guy from Terminator 2 is pure coincidence.
The Lone Wanderer: BEFORE Y'ALL START SCREAMIN' "OP" LEMME TELL YA SOMETHIN': Immune minions CAN'T be Taunted. Yep, that's right, just like when you give a Stealth minion Taunt, it doesn't work. A 5/5 for 7 is preeeeeetty bad, but as long as you have Armor, he becomes the ultimate removal tool. And remember, unlike Warrior, the Geomancer can't stack a duckload of Armor, and if they do, it's a combo play using Earthen Favor (double your Armor gain this turn), plus the class revolves around LOSING Armor to do stuff.
Blackrock Mountain Set
Molten Offering: the second card of BRM, it interacts with dead minions just like several cards from BRM (likes to listen to My Chemical Romance too!). Of course, you would need to play this AFTER trading, and includes your opponent's minions.
Ironhide Worm: OK stats for the mana Cost, but the real charm comes from its effect. If you Darkbomb this guy, it will take 2 damage from it, making him a badass motherducker. On the other hand, it CAN be pinged, the damage can't be reduce to 0. I know, that would make Secret Pallys assume a fetal position and cry in a corner, but that's not the idea.
The Grand Tournament Set
Champion of Gaius: mandatory knight/gladiator/jouster guy of the set. Boulderfist Ogre stats, but with the added half Fiery War Axe as a deathrattle.
Rockbender: the duck is this? Yes, it seems weird at first glance, but let me explain: you trigger your Hero Power, you gain Armor, you lose Armor, but you gain a "buff" in Health, just like the minions. This means that you're effectively bumping your max Health. Reno Jackson just became aroused by this card.
Fury of the Earth: Casino Geomancer meta inc. It's like Shield Block, if you win the joust, you could potentially win more Armor. If you lose, at least you cycle a card, yay!
Armordillo: OK.
Granite Elemental: same effect as the Ironhide Worm from the BRM set, I liked it so much that I made a smaller version. I definetily did not run out of ideas.
Scorched Earth: the flavor text is "the name Salty Earth wasn't that appealing". Loatheb-like effect, if you trigger the Aftershock, all enemy cards cost 1 more.
Weighted Gloves: it seems like a better Deadly Poison, but the second part of the card states that, when you attack with said weapon, you'll lose 2 Durability instead of 1.
Walking Mountain: I had this idea for quite some time (since the conception of the class pretty much). Probably broken AF, but I wanted to implement it (and still be playable if a class with no Armor gain gets this card somehow). FYI: it counts each time you gain Armor, not the number of Armor gained. If you gain 3 Armor, it drops the Cost by 1, not 3.
Arkos Stonehand: well... yeah, I went full Northshire on this one. Your hero getting taunt means that your minions without taunt won't be targetable by your opponent's minions (SMOrcs rejoice!). But, on the other hand, ANY damage done by your minions, nets you Armor. If you Elven Archer someone, you get that 1 Armor from the battlecry. It's in BGH range AND has low health on purpose, because the effect probably is just OP. Then again, I'm not competing anymore, so who cares! (I do care, please tell me if it's broken so I can balance it).
League of Explorers Set
Tunneling Construct: the Cave-In works like most of the "when drawn" cards, but what does the effect mean? It means that any of your minions that don't attack this turn (don't """move"""), will get destroyed, because they failed to escape the crumbling cave. It applies to minions that just came into play, so if you draw this, better not play any minions without charge. This forces both players to attack, even if they don't want to (for example, there's a taunt in play and you have to trade everything in).
Rockpaw Wolf: if you lose Armor, you add a Stone Pup to your hand (the basic card).
Gem Enchanter: the Aftershock is quite simple: if you trigger the Aftershock with an epic card, you discover an epic card. If it's basic, common, rare or legendary: same deal.
Well, that's the whole class. Building this thread has been my most productive time at work by far. Hope you guys enjoy it, and please, if you have any suggestions, comments or whatever, save them, I don't want to hear them.
Siras Terra, the Geomancer
This should have been in the finals.
Gotta agree with Zerwa. I like this one better than 3/4 of the finalists so far
Yea this was so good shuld have been in the finals, props on card art realy like it.
KEEP CALM AND PLAY CONTROL
Well... I've been thinking about the reason I like this a lot. It's actually because the Geomancer is mostly vanilla. No token-spam, no wall-of-text mechanics, a class mechanic inspired by an existing mechanic, and all this while all cards seem perfectly fair. Well, most of them, at least. So your class looks like it was designed by Blizzard developers. The sane ones.
Tbh I've said this before, but this class needs at least an honorable mention. This is literally one of the few classes out of all of the Phase IV contestants that could have actually seen sensible play in Hearthstone. I'm going to stop right there before I go on a rant, but overall, your class is pretty neat. It's clever and simple, which is what most card designers should strive for. Obviously it's not perfect, but the flavor and the balance are all there. Kudos for not starting a rage thread about the Fan Creation community.
Better luck on the next class competition (whenever it comes)!
BTW, although I love the idea of the honorable mention, it wouldn't be fair for the rest of the people that didn't make it past Phase IV... I understand getting a title for being a finalist, but semifinalist feels like pushing it :p
Siras Terra, the Geomancer
Dude, this is sick. I think my favorite is the gem enchanter, but I only think I like it because Aftershock is such a cool concept.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
If there was an actual Warcraft class with this theme, I would definitely say it should be that. Unfortunately there isn't. This is probably better designed than Shaman, to be honest.
I have a few criticisms, though. I'm a little bit concerned about the wording on Tunneling Construct and Cave-In. For one, Tunneling Construct should describe what the Cave-In card does, at least a little bit. Something like "Shuffle a Cave-In into both player's decks that destroys non-attacking minions when drawn." Cave-In should have its wording moved around a little bit. Like "At the end of the turn that this card is drawn, destroy any friendly minions that didn't attack." That just brings it more in line with the card text of other cards currently in the game.
Armordillo is probably too strong. Compare it to Floating Watcher: It costs less (so it can start receiving its bonus earlier) and it also has an additional effect, so it's better by itself when you don't use your hero power/armour cards. I think it should probably either not have the Taunt Aftershock or it should start with 1 less attack.
Great class idea. More cards would be nice, to get a better idea of its potential, but I really do think this is the best custom class I've seen. It always seems like other people overcomplicate the hero power, but this one's good: Particularly since it is useful for another class (say, if acquired by Sir Finley Mrgglton), so it fits the game even better than you might first think.
Some of these ideas could probably be translated pretty well into a Monk.
Siras Terra, the Geomancer
Welp, I made a legendary that gives your hero taunt and the brawl has the same mechanic now. Talk about timing lol.
Siras Terra, the Geomancer
earthen adapt, and earthshaper legend are REALLY cool ideas IMO
the 1/3 minion that gives 3 armor seems a bit OP for 1 cost though. compared to leper 3 stats plus 2 dmg
this would be 4 stat and 3 heal essentially
also compared to little robo guy, also 3 stats and 1 attack, hp, taunt etc worth about 1 point value.
I quickly went through them these aren't all my thoughts but overall I really like the class alot, the color, the art, the abilities, very nice.
Siras Terra, the Geomancer
Added the Alternative Hero. In the next few days I'll be adding both heroes' emotes, as well as the flavor text of the cards (and may balance a few around).
Siras Terra, the Geomancer
I just saw the Flash episode with the Geomancer, haha i remembered u :p
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