No longer a problem. reloaded page after 5 mins, no longer spam.
{Original Post: I posted My entry pretty fast after the competition went up, and my entry was listed as spam. I'm not sure why. I want to edit it so some more of the info is inside a spoiler, but I cant edit it either. Please help.}
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!
I posted My entry pretty fast after the competition went up, and my entry was listed as spam. I'm not sure why. I want to edit it so some more of the info is inside a spoiler, but I cant edit it either. Please help.
I already caught it and fixed it! =D
Not sure why it did that, I'm so sorry, but it should be fine now, and I'm reporting the malfunction to the higher ups.
So I've decided to rework my original class concept. I want to create a class that is composed of royal splendor, military power, and legendary magics. Kingly grandeur and enigmatic sorcery are the themes here, giving us... the SORCERER-KING, lol. I just need help deciding which cards I want to showcase:
(Edit: wrong rarity, meant to be common, will fix)(Edit: no token cards allowed in the example cards, will use a different card)
Theodore's an old man who's seen a lot of things and heard a lot of tales and stories. Nowadays he mostly spends his days telling stories to anyone who wants to hear them. He's also a powerful magician, capable of creating characters and locations for his stories out of thin air.
This is what the keyword "Fate" means. Works well with things that summon minions, like his hero power. In my examples, there's 2 cards with the keyword in them. Book of the World is a fairly simple card, just a decent buff for the next minion you summon. With your hero power you can make a 3 mana 1/6 Taunt, which isn't too good but also isn't terrible. Fate Keeper has synergy with Fate cards and lets them activate on multiple summons. Really good in a combo with something that summons multiple minions.
Saga of AWESOME is a board clear that summons a minion that does another smaller board clear. Lots of value, most slow decks would want to play this.
I'm planning on making this class be based around buffs, minion summoning, Fate synergy and probably a slower playstyle.
Prosper : This is a good showcase card if you explain the combo potential. I believe that is it meant as a way to draw a bunch of cards for few mana, play some Warp Charges and do some pretty combo-y stuff in one turn. The flavour of the card is also good. It tells a story about your kingdom.
Volley : Good, simple AoE. Works well with your hero power. It's a card that we expect and as such, could be kept for a further phase.
Etheral Elite : Nice card. Excellent name. Shows the spell damage synergy. The wording should be "Taunt. Battlecry: Gain +1/+1 for each point of friendly Spell Damage." I believe it's a good card to present. Maybe the stats should be changed to 3/4, because the card is already on-par with Sen'jin Shieldmasta.
Herald of flames : I prefer to present Ethereal Elite. But the card is still cool.
The People's Champion : I love the card, but I think it's better to keep your Legendary as a surprise for another phase.
So I'm looking for some help or feedback with a general idea I have so far:
The idea is that it would prevent you from fatigue, though its weakness in the early game may be too much of a downside. I don't know if the cards you get should have some effect, or if the hero power should have another effect alongside putting the card in your deck.
Additionally, I'm struggling with what kind of class this would fit in. I was thinking maybe something along the lines of a grave keeper, some kind of wise man / fortune teller, or something to do with the Emerald Dream / Green Dragonflight, though these may be too close to existing classes.
I'm really liking a lot of these ideas so far. I'll give more feedback tonight when I'm able. Here's one minion idea I had for my Apothecary class. The idea was to be a reverse Goblin Blastmage, handing out +1 Health buffs randomly among friendly minions. It's an effect I'll probably use a few times with the class. Does the wording make sense?
I intended the Spell Damage synergy on Ethereal Elite to NOT be a battlecry, but maybe it functions better that way anyways. Thanks!
In that case, you could write "Whenever you play a card with Spell Damage, gain +1/+1 (this turn)."
With "Has +1/+1 for each friendly point of Spell Damage", the Attack buff is fine, but the Health buff can give weird results. What happens if your minion has 1 Health left and a friendly minion with Spell Damage dies?
1) How do i make things Bold in Hearthcards ive been wanting to know for a while
2) Ill take that into consideration when choosing my 3 cards as I can see why that'd be a problem. The reason i decided to first reveal 3 Quest reward cards is to show how they would work in Each of the card types (Spell Minion Weapon) as that is a requirement for he keyword I belive.
PS: Ty for feedback
When you want to write something in bold (or Italicize), look next to the panel where you write the card's effect. There are three letters: B, I, P.
B is for bold. I for Italicize. P for previsualizing the text (can help you in making a text as short and simple as possible).
So I'm looking for some help or feedback with a general idea I have so far:
The idea is that it would prevent you from fatigue, though its weakness in the early game may be too much of a downside. I don't know if the cards you get should have some effect, or if the hero power should have another effect alongside putting the card in your deck.
Additionally, I'm struggling with what kind of class this would fit in. I was thinking maybe something along the lines of a grave keeper, some kind of wise man / fortune teller, or something to do with the Emerald Dream / Green Dragonflight, though these may be too close to existing classes.
Any input is welcome, thanks!
Hello freddoccino, the idea to shuffle a card into your deck is good. (I too work on a similar concept.) However, as you mention, the hero power is too weak. Fatigue happens during the late game, if it happens at all. And the hero power does nothing the turn it is played. So, you are right to want an upgrade to your hero power. Here are some examples :
"Shuffle a bad card into your deck. Draw a card" : You draw a card, but you encumber your deck with bad stuff. It feels like a greedy, or agressive hero power.
"Shuffle a better than usual card into your deck" : This is the approach I use. The card you shuffle into your deck is underpriced for what it does. It will be drawn later, but it will be better.
"Shuffle a card into your deck. Heal 2 Health to your hero." : The restored Health lets you survive long enough to actually draw the card. The two effects fit well together.
Hey guys, could someone give me some feedback on my class? I belive I´m not quite sure about what cards to showcase, but I want to be pretty straightforward, what card should I showcase for the 3rd Spot?
Although you already submitted your class, I promised I'd at least take a look at it, so here are my comments on your example cards:
Your cards are simple, true, but they do represent the class well. Forward Scout seems fine and so does Reckless Conscription though it could very well screw you over in a couple of games. Call it in is fine, but I just feel like you're always going to be able to play it since you'll have a 0 mana 1/1 ready at almost any time. So, it just essentially just becomes a 3-mana Consecration. Of course, you have to pay the 2 mana prior, but still. I still think it's fine as it is, though.
As for me, I'm pretty much done my basic set. (Hopefully I won't get destroyed by the following set of rules) I love how the Ninja turned out. I wanted it to be a fun class, yet underneath all the shenanigans and puns, it means business. I won't do any large card explanations as I'm a little pressed for time.
Before I go any further I just want to see if there are any glaring holes in this idea:
The Marksman
Fire is essentially the hunter hero power with the steamwheedle sniper effect. To balance this the Marksman must expend mana to reload the rifle.
The Marksman will also have access to the collectible card Ammo
which is not necessary to be able to reload but does make it cheaper to do so. There will also be cards that either require ammo to gain additional effects such as battlecries, spell effects or weapon effects. These effects will be triggered if you hold enough ammo in hand and the Ammo cards equal to the requirement will be discarded. You will not have a choice so if you have enough ammo and play a card that uses that amount of ammo it will automatically use the effect and spend the ammo. If you do not have enough ammo you will play the card without the effect and lose no ammo. This way you can use your Ammo cards tactically to either save for added effects or use your Hero Power more frequently/efficiently. Some cards will give you ammo either by battlecry/deathrattle etc. In effect Ammo is the unique class mechanic but does not use a keyword.
Please let me know what you think and any suggestions you have.
Hey guys, could someone give me some feedback on my class? I belive I´m not quite sure about what cards to showcase, but I want to be pretty straightforward, what card should I showcase for the 3rd Spot?
Please guys, I belive I´ll really need it at least for now, its the last proggress before I submit it to the competition.
Hello Larry, here is some advice to let you finish your submission :
First of all, your hero is concept is really cool. It feels fresh and dynamic! The hero power fits your class well.
There is a slight error, I think, in your core keyword description : "Do something TO trigger the Report. If you do, get the Pay."
In-Cover Reporter : Good card. You should change the artwork, however, as it looks pixelated.
Scene Illuminator : Looks good.
For the third card, I would definitely go with Mysterious Disappearance. The first two cards show a first aspect of your class. The last card will show what you expect to do with your keyword, and it presents your creative talent as well. You can also explain how the AoE card and this one go well together.
I would modify the card, however. The name is mispelled, it should be "Mysterious Disappearance". And the card is too strong for its cost. An empty board is not unusual after some trades. Also, at the start of the game, again a control opponent, the board tends to be empty. As such, the card gives an enormous reward! You may look at Unstable Portal for card balance. A card with "...it costs (5) less" for 3 mana would be fine. The reward is slightly better than the one you receive with Unstable Portal, but you need to accomplish something (that is not too difficult).
So, continue the good work and I wish you to do well during the competition!
I do like Salvage, however, by the sole purpose of HS's disconnect system being really bad, it will not show you anything on the History Bar if it resets. I would prefer it if there's a set limit, such as perhaps the last 5 cards being played or something like that.
That is a very true point. The issue i'm having now is that I currently can think of no good substitute for this, as memorizing the last 5 actions done should be a no go since there are other points of the match you should be paying more attention to. A work-around i'm pondering is to edit the mechanic (since also playing a Salvage minion T1 will prevent you from getting a card), by changing it to Scavenge: Copy a random card that was not added to either player's deck and add it to your hand.
This way you are guaranteed a card, and for another twist, you can never get the same card twice (although what are the odds?)
Unfortunately this would change the way the mechanic works entirely so really if anyone has a suggestion on how to fix this issue I'd be grateful.
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First time that I don´t rush lolThe joke is you.
No longer a problem. reloaded page after 5 mins, no longer spam.
{Original Post: I posted My entry pretty fast after the competition went up, and my entry was listed as spam. I'm not sure why. I want to edit it so some more of the info is inside a spoiler, but I cant edit it either. Please help.}
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!
THE SORCERER-KING: LORD RHEMUS I
So I've decided to rework my original class concept. I want to create a class that is composed of royal splendor, military power, and legendary magics. Kingly grandeur and enigmatic sorcery are the themes here, giving us... the SORCERER-KING, lol. I just need help deciding which cards I want to showcase:
Here's my current idea and cards
(Edit: wrong rarity, meant to be common, will fix)(Edit: no token cards allowed in the example cards, will use a different card)
Theodore's an old man who's seen a lot of things and heard a lot of tales and stories. Nowadays he mostly spends his days telling stories to anyone who wants to hear them. He's also a powerful magician, capable of creating characters and locations for his stories out of thin air.
This is what the keyword "Fate" means. Works well with things that summon minions, like his hero power. In my examples, there's 2 cards with the keyword in them. Book of the World is a fairly simple card, just a decent buff for the next minion you summon. With your hero power you can make a 3 mana 1/6 Taunt, which isn't too good but also isn't terrible. Fate Keeper has synergy with Fate cards and lets them activate on multiple summons. Really good in a combo with something that summons multiple minions.
Saga of AWESOME is a board clear that summons a minion that does another smaller board clear. Lots of value, most slow decks would want to play this.
I'm planning on making this class be based around buffs, minion summoning, Fate synergy and probably a slower playstyle.
@ercjlee101 : Looking good so far.
Prosper : This is a good showcase card if you explain the combo potential. I believe that is it meant as a way to draw a bunch of cards for few mana, play some Warp Charges and do some pretty combo-y stuff in one turn. The flavour of the card is also good. It tells a story about your kingdom.
Volley : Good, simple AoE. Works well with your hero power. It's a card that we expect and as such, could be kept for a further phase.
Etheral Elite : Nice card. Excellent name. Shows the spell damage synergy. The wording should be "Taunt. Battlecry: Gain +1/+1 for each point of friendly Spell Damage." I believe it's a good card to present. Maybe the stats should be changed to 3/4, because the card is already on-par with Sen'jin Shieldmasta.
Herald of flames : I prefer to present Ethereal Elite. But the card is still cool.
The People's Champion : I love the card, but I think it's better to keep your Legendary as a surprise for another phase.
Hey guys,
So I'm looking for some help or feedback with a general idea I have so far:
The idea is that it would prevent you from fatigue, though its weakness in the early game may be too much of a downside. I don't know if the cards you get should have some effect, or if the hero power should have another effect alongside putting the card in your deck.
Additionally, I'm struggling with what kind of class this would fit in. I was thinking maybe something along the lines of a grave keeper, some kind of wise man / fortune teller, or something to do with the Emerald Dream / Green Dragonflight, though these may be too close to existing classes.
Any input is welcome, thanks!
I'm really liking a lot of these ideas so far. I'll give more feedback tonight when I'm able. Here's one minion idea I had for my Apothecary class. The idea was to be a reverse Goblin Blastmage, handing out +1 Health buffs randomly among friendly minions. It's an effect I'll probably use a few times with the class. Does the wording make sense?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
@OBoily
I intended the Spell Damage synergy on Ethereal Elite to NOT be a battlecry, but maybe it functions better that way anyways. Thanks!
In that case, you could write "Whenever you play a card with Spell Damage, gain +1/+1 (this turn)."
With "Has +1/+1 for each friendly point of Spell Damage", the Attack buff is fine, but the Health buff can give weird results. What happens if your minion has 1 Health left and a friendly minion with Spell Damage dies?
Click to see my Hearthstone projects:
Hey guys, could someone give me some feedback on my class? I belive I´m not quite sure about what cards to showcase, but I want to be pretty straightforward, what card should I showcase for the 3rd Spot?
The link for the page of the class is here
Please guys, I belive I´ll really need it at least for now, its the last proggress before I submit it to the competition.
The joke is you.
Could do with some feedback. See page 12.
Check out my custom concept: Forests of Kalimdor
(missing one last card :P)
Before I go any further I just want to see if there are any glaring holes in this idea:
The Marksman
Fire is essentially the hunter hero power with the steamwheedle sniper effect. To balance this the Marksman must expend mana to reload the rifle.
The Marksman will also have access to the collectible card Ammo
which is not necessary to be able to reload but does make it cheaper to do so. There will also be cards that either require ammo to gain additional effects such as battlecries, spell effects or weapon effects. These effects will be triggered if you hold enough ammo in hand and the Ammo cards equal to the requirement will be discarded. You will not have a choice so if you have enough ammo and play a card that uses that amount of ammo it will automatically use the effect and spend the ammo. If you do not have enough ammo you will play the card without the effect and lose no ammo. This way you can use your Ammo cards tactically to either save for added effects or use your Hero Power more frequently/efficiently. Some cards will give you ammo either by battlecry/deathrattle etc. In effect Ammo is the unique class mechanic but does not use a keyword.
Please let me know what you think and any suggestions you have.