@ Shatterstar1998 I'm not sure what you mean by not being able to target your own minions and weapons. From you explanation I thought the Whisper affected your hero and if you targeted your own hero with hydrolance you'd reduce your whisper count by 1. And I don't think that it's too overpowered to deal 1 damage and reduce your whisper. Spending 2 mana to add a decent 1 mana card to your hand isn't overpowered. Compare to 1 mana spells like Holy Smite, dealing 2 damage for 1 mana is perfectly balanced so dealing 1 and having a minor effect isn't nuts. Blood To Ichor deals 1 damage with a situational upside, Arcane Blast deals 2 damage with an upside, and if you're concerned about the versatility making it too strong compare with Living Roots, deal 2 damage or summon 2 1/1 minions. If you don't want to make hydrolance do both 1 damage and reduce your whisper you should at least buff the damage to 2. Also the wording is a bit clunky either way. Maybe something like "Deal 1 damage. If it's a friendly character reduce its whisper by 1 instead." Trying to emulate the phrasing style of cards like Demonheart that do different effects depending on what you target.
Yes, I agree that the wording is a little bit awkward, it will be fixed. I can change the wording to "Deal 1 damage. If it's a character with Whisper, reduce its Whisper by 1".
You are not considering the fact that Whisper effect also will be on minions and weapons, not just spells and both need to be alive (easy with weapons, hard with minions) to activate. And I don't agree with your assessment given that Holy Smite, Living Root and Arcane Blast are excellent card. Would you want to fight with a class that has the Hero Power that reads: Add a Holy Smite to your hand? And cards from their deck that gave out these spells for free or very little cost? Buffing this card would limit the design space and be a nightmare to balance or fight against.
I decided on this because although it no longer makes the hero power flashy (which, in my honest opinion shouldn't be anyway), it synergizes well with the class. A class depending on cards for battle will need this kind of hero power, so I guess the simplest idea is the one that works best?
And if we are required to Justicar our hero powers later on it can become the original?
Also thanks for the feedback on the hero power I was wondering for the longest if it was fair... Are the cards balanced though? I feel like Betrayer is kinda in a sensitive position...
I was away on vacation, but I've got a class idea. Any feedback on flavor, balancing, etc. is much appreciated.
The Alchemist
You have no idea how many times she's accidentally flipped her name backwards.
The Alchemist as a class will rely on effects like that of Crazed Alchemist and Kooky Chemist, as well as "aura" buffs such as those of Dire Wolf Alpha and Stormwind Champion. The reason the Potion spell doesn't allow for killing of 0-attack minions is so it doesn't instantly shut down cards like Doomsayer, which is one of my favorite cards. I may consider adding a minion that allows the Potion spell to do that though.
Example cards:
Notes:
Brew Addict: If you don't know, when you flip a minion, any "aura" buffs become permanent. So if you repeatedly flip this guy, he's a 2/3 -> 4/3 -> 4/5 -> 6/5, etc. I want to put this guy in the basic set, I want feedback on that.
Master of Poisons: Again, abusing the flipping thing from Brew Addict. Also shuts down broken 1-drops nicely and rewards bigger minions.
Invalidated Doomsayer: Insane synergy with aura buffs for a 3 mana 7/7 (take that, Shamans!). It's an Epic because Doomsayer and Validated Doomsayer are both Epics. Very specific, but I am sure this would see play. I may consider making this 4 mana instead, but a 0/7 minion with this text WILL be in my final submission.
Other comments:
Yes, I know. Professor Putricide will be either a Legendary minion, or the alternate hero for this class.
I will probably add positioning related cards like Dire Wolf Alpha for the class. As shown by the Master of Poisons, I will also be following the model of the Karazhan Chess game for positioning-related cards. Overall, the Alchemist is meant to put things that used to only be significant in very niche situations into the spotlight. You'll love my new recipe.
So, I do have a question about the rules now, actually. Is it considered vote manipulation if I direct people to this website and usher them to look at my class, as well as the others created. Perhaps they even go off and create their own if they are into this sort of thing. I was going to link this to a few friends but the thought occurred to me it may be considered 'vote manipulation' as my friends are well...likely to vote mine up on sheer knowledge of who I am instead of on concept alone. Is that an issue here?
So, I do have a question about the rules now, actually. Is it considered vote manipulation if I direct people to this website and usher them to look at my class, as well as the others created. Perhaps they even go off and create their own if they are into this sort of thing. I was going to link this to a few friends but the thought occurred to me it may be considered 'vote manipulation' as my friends are well...likely to vote mine up on sheer knowledge of who I am instead of on concept alone. Is that an issue here?
1) No, I don't think that's a problem. Getting more people to vote for you isn't vote manipulation, it's how voting works. People do it within the site itself by putting banners in their signatures, "advertising" in the discussion topic, advocating for and defending their entries when poll topics come around, and so on. I hope whoever you're introducing the competition to also sees some other classes they like to vote for as well, and maybe they can even stick around and enter something too. They still have over a week to come up with something!
2) We've had this happen before. During the first CCC, somebody posted one of the finalists on Reddit, resulting in more people voting in the final poll. Granted, the advertised class did win, but the class was perfectly deserving and the win was actually a tie with another class who didn't advertise at all and wasn't even a particularly active member.
3) Even if we were against it, we don't technically have any mechanism to stop you. I mean, if it turns out it's just you making multiple Hearthpwn accounts, we can detect that super easily, and it will of course result in disqualification and further sanctions, but actually getting your friends from real life or another site or whatever to come check out the competition is fine.
So, update on my entry. I'll add a minion to show people the difference between minion / weapon and spells:
Keyword:
Whisper effect of a card activated after it is PLAYED (meaning that effects like Deathlord or Yogg-Saron, Hope's End won't activate it).
Whisper counter will decrease by 1 at the start of your turn.
Unless otherwise noted, Whisper effect is optional and can only be activated once per effect.
When a character is able to activate their Whisper effect, they will glow yellow like Combo cards.
When you click on a character, they will show how many turn left to wait before the Whisper effect can be activated.
Minions and Weapon need to exist on the field to activate the effect. Spells, however, always activated their Whisper effect with a new mechanic: the spell, after being casted, will be "stored" into your hero according to their casting order!
Note that activating Whisper effect does NOT counted as casting a spell but the spell Whisper's effect will interact with Spell Damage.
Here's an example of all those in motion. Saying you summon a minion:
\
And casting a spell:
After casting and activating Frozen Lance's first effect, the Whisper effect will be "stored" into your Hero:
When you hover a mouse over the effects, they will show these cards, at the end of the turn cast, the next turn and the turns onward, respectively:
When the third card is available, your Hero will glow yellow and you can cast the effect at anytime and it got buffed by Spell Damage.
If you hover your mouse over your minion, assuming it survived, will show these card at the turn it summon and the next turn onward, respectively:
When the second card is available, the minion will glow yellow and you can activate it at anytime (but remember that the minion will lose Stealth!).
The Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his life one day is changed forever when the True Horde led by Garrosh attacked, not only killed and corrupted many of his friends and creatures in his home, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across, considering them nothing more than savage beasts.
The cards:
As a Waterspeaker, you also seek to hear and control the element. However, unlike those Shaman overachiever, you hear the art of the water along with the creatures that live in them and achieve absolute control over those domain. By waiting for the water to align, you will use their power to turn the tide of the battle.
With Whisper is a slow keywords, this class will need careful planning and stalling tools to survive! Frozen Lance demonstrate this flavor for the class with many stall / heal / board clear / removal / 1-for-2 or sticky under-stated minions.
However, with enough water, you can turn them into a tsunami! Lady Vashj along with your Hero Power will help you cast many spells at once and combine with your combo pieces to sweep away your opponent.
As a member of the Jinyu, a race that came from the Murloc lived near the Eternal Blossom, you don't stray as far from your root as you think. Murlocs synergy is a core part of your strategy. However, like Murl-volve, the cards you have available will be more beneficial playing control / combo rather than a rush deck.
Strategy:
Because of the slow but powerful nature of your Keywords, you will have many dynamic decision making that came from playing, set up and predicting your opponent move. Will you activate your effect right away to survive or wait in order to extract value? Remember that Whisper minions and weapons are still vulnerable to board clear and removal!
Your Murloc synergy might make it tempting to play a rush deck, but your class draw mechanic is mostly lacking, delayed draw or add a pretty useless card for aggro decks to your hand as well as the lack of an active card. You can never really run an effective rush or aggro deck for this class's core cards. This might be mitigated in later expansions and neutral cards but this class will be more beneficial running combo, token or control decks. And control Murloc decks aren't impossible if Anyfin Can Happen Paladin is anything to go by.
On the contrary, your class has excellent combo tools through smart playing and casting of Hydroblast and class spell cards. Spell synergy like Spell Damage, Gadgetzan Auctioneer, Violet Teacher, Yogg-Saron, Hope's End etc. along with Mana Reduction like Emperor Thaurissan will open up an interesting playstyle to your deck.
The lack of buff in your deck meaning that you'll need to know the best time to leave a minion you control alive or to extract their Whisper value. On the other hand, Weapon removal and Spells counter are rare enough in the game that you'll more often than not allows to make riskier moves regarding these cards in both playing and deck building.
Alternate cards that can be swapped in:
Jinyu Champion can be swapped in for Frozen Lance
River Crab can be swapped in for Lady Vashj
Deep Sea Murloc and Staff of the Jinyu can be swapped in for Murl-volve.
What do you mean with crushing reno decks? You mean designing an OP Reno deck, or countering Reno decks? And yeah Slime is already a token which is summoned by Blood To Ichor and Mire Keeper
The minute you shuffle in two of your hero power tokens, Reno is dead. Kazakus is dead. My word, I just played a game against a Reno Mage and I got Weasel Tunneler off of Maelstrom Portal. Then I N'Zothed it and he forgot about and dropped his Kazakus.
Well, now I really like my deck. Considering that Reno decks are controlling the top tier of the meta, it's only fair to have a strong counter against them (though they don't really NEED Reno to win)
Er, somehow, I don't feel like paying 4 mana should ruin half a deck. And do keep in mind, don't create a class based on the modern meta. You have to think when reno was first released. Was he a huge part of the meta? Not really. Had this class already existed, then renolock would have never become a thing, and consequently the current renolock and renomage also would have never become a thing. One hero power shouldn't dictate half a meta.
And honestly, I don't even mind reno decks, they're control-based, after all. Control warrior is back on the rise since Jade Druid is declining and control shaman is actually somewhat playable, too.
Alright well let's take another look at this. All of the current Reno decks have 3 minions that follow the ruleset. Of those 3, only 2 are played in Warlock, 2/3 in mage, 3 in priest. Now the hero power is certainly a hard counter to them, but these decks can still save the cards for the late game to get their value. I know it's a bit screwy, but those cards will eventually rotate out and there will be a new meta. Now would my deck be OP against Reno styled decks? Yes. I didn't realize that when I made the deck, however this Reno style may not always be around in the future so I believe it's a viable reason to keep the Hero Power as is.
Unless, you'd think this would be a better Hero Power: "Give target minion -1 attack." I'd give it some chemical name and it would thematically fit with a control oriented class.
What do you mean with crushing reno decks? You mean designing an OP Reno deck, or countering Reno decks? And yeah Slime is already a token which is summoned by Blood To Ichor and Mire Keeper
The minute you shuffle in two of your hero power tokens, Reno is dead. Kazakus is dead. My word, I just played a game against a Reno Mage and I got Weasel Tunneler off of Maelstrom Portal. Then I N'Zothed it and he forgot about and dropped his Kazakus.
Well, now I really like my deck. Considering that Reno decks are controlling the top tier of the meta, it's only fair to have a strong counter against them (though they don't really NEED Reno to win)
Er, somehow, I don't feel like paying 4 mana should ruin half a deck. And do keep in mind, don't create a class based on the modern meta. You have to think when reno was first released. Was he a huge part of the meta? Not really. Had this class already existed, then renolock would have never become a thing, and consequently the current renolock and renomage also would have never become a thing. One hero power shouldn't dictate half a meta.
And honestly, I don't even mind reno decks, they're control-based, after all. Control warrior is back on the rise since Jade Druid is declining and control shaman is actually somewhat playable, too.
Alright well let's take another look at this. All of the current Reno decks have 3 minions that follow the ruleset. Of those 3, only 2 are played in Warlock, 2/3 in mage, 3 in priest. Now the hero power is certainly a hard counter to them, but these decks can still save the cards for the late game to get their value. I know it's a bit screwy, but those cards will eventually rotate out and there will be a new meta. Now would my deck be OP against Reno styled decks? Yes. I didn't realize that when I made the deck, however this Reno style may not always be around in the future so I believe it's a viable reason to keep the Hero Power as is.
Unless, you'd think this would be a better Hero Power: "Give target minion -1 attack." I'd give it some chemical name and it would thematically fit with a control oriented class.
I think there's a good compromise here. You can design your cards and class as control oriented and aggro-unfriendly so it make Reno decks fare a bit better in the meta with so many aggro decks.
Some decks counter others, that's obvious, but your hero power counters it in such a way that it just functions as an almost guarenteed victory against them, regardless of what your actual deck is. I mean, let's say Reno got updated to say "Battlecry: If your deck contains no duplicates and your opponent isn't a priest, restore your hero to full life." How do you think people would react to that? That said, although I say "regardless of what your deck is", the second problem is that your hero power is useless for any deck that won't be going for a long game, unless you get lucky. Many of the classes in the game have hero powers that provide less value for certain decks, like, a control hunter wouldn't really need his Steady Shot and an aggro warrior doesn't really care for his armor up, but they're never terrible. And having less decks that can really fit your hero isn't a good thing, in my opinion, because it removes diversity from the class.
Therefore, I think the second hero power might be better. Of course it's your choice, but those are just my thoughts.
Seeing as I git no feedback just posting the keyword and some example cards I guess Ill have to post the whole class.
At first the Hero Power seens very random but it is the deck manipulation i talked sbout in the previous post here is an example of how thr Hero Power can be used. This is an example of a mini Combi that can be accomplished using he basic minions in my class.
Next comes the unique keyword and the cards assosciated with it:
So the Luck mechanic is like a Ragnaros having 2 targets without punishing too hard if he misses. Weighted coins are an example of how this effect can be rigged.
Feedback plz. If you have any specific questions pls ask.
I really like your class and the RNG controllable aspect seems... decent if hard to balance. I'm just worried that you won't have enough card space to show off all of your cards and idea (you only have 3 cards as example)
I was away on vacation, but I've got a class idea. Any feedback on flavor, balancing, etc. is much appreciated.
The Alchemist
You have no idea how many times she's accidentally flipped her name backwards.
The Alchemist as a class will rely on effects like that of Crazed Alchemist and Kooky Chemist, as well as "aura" buffs such as those of Dire Wolf Alpha and Stormwind Champion. The reason the Potion spell doesn't allow for killing of 0-attack minions is so it doesn't instantly shut down cards like Doomsayer, which is one of my favorite cards. I may consider adding a minion that allows the Potion spell to do that though.
Example cards:
Notes:
Brew Addict: If you don't know, when you flip a minion, any "aura" buffs become permanent. So if you repeatedly flip this guy, he's a 2/3 -> 4/3 -> 4/5 -> 6/5, etc. I want to put this guy in the basic set, I want feedback on that.
Master of Poisons: Again, abusing the flipping thing from Brew Addict. Also shuts down broken 1-drops nicely and rewards bigger minions.
Invalidated Doomsayer: Insane synergy with aura buffs for a 3 mana 7/7 (take that, Shamans!). It's an Epic because Doomsayer and Validated Doomsayer are both Epics. Very specific, but I am sure this would see play. I may consider making this 4 mana instead, but a 0/7 minion with this text WILL be in my final submission.
Other comments:
Yes, I know. Professor Putricide will be either a Legendary minion, or the alternate hero for this class.
I will probably add positioning related cards like Dire Wolf Alpha for the class. As shown by the Master of Poisons, I will also be following the model of the Karazhan Chess game for positioning-related cards. Overall, the Alchemist is meant to put things that used to only be significant in very niche situations into the spotlight. You'll love my new recipe.
I really love your idea but the wording in Brew Addict is confusing. +1/1 to who? Your other minions? Himself? The enemy? And in what condition (Battlecry, Deathrattle, Aura?) If it's just purely a 2 mana 2/3 I say it is too UP because all the class cards with that stats line do something else that don't rely on the Hero Power. At best it's just a 3 mana 4/3 that require you to spend 2 mana last turn.
If I may weigh in on this whole Reno counter discussion. There may be a way around this that keeps the spirit of the theme of your power? What if the Hero Power were: "Curse 3 random cards in your opponent's deck. When drawn, you summon a 1/1 Void Lurker or add X unique spell token to your hand or whatever." or something like that. That way, the only token being produced is the summoned minion or added card or whatever. Nothing is actually being shuffled into your opponent's deck; you're just adding an enchantment to some random cards already in it, just like how, say, The Mistcaller, can apply effects to cards in a deck. The visual could be that when your opponent draw a "Cursed" card, its card back glows purple and does whatever thing. Idk, just throwing out an idea.
So, update on my entry. I'll add a minion to show people the difference between minion / weapon and spells:
Keyword:
Whisper effect of a card activated after it is PLAYED (meaning that effects like Deathlord or Yogg-Saron, Hope's End won't activate it).
Whisper counter will decrease by 1 at the start of your turn.
Unless otherwise noted, Whisper effect is optional and can only be activated once per effect.
When a character is able to activate their Whisper effect, they will glow yellow like Combo cards.
When you click on a character, they will show how many turn left to wait before the Whisper effect can be activated.
Minions and Weapon need to exist on the field to activate the effect. Spells, however, always activated their Whisper effect with a new mechanic: the spell, after being casted, will be "stored" into your hero according to their casting order!
Note that activating Whisper effect does NOT counted as casting a spell but the spell Whisper's effect will interact with Spell Damage.
Here's an example of all those in motion. Saying you summon a minion:
\
And casting a spell:
After casting and activating the second card's first effect, the Whisper effect will be "stored" into your Hero:
When you hover a mouse over the effects, they will show these cards, at the end of the turn cast, the next turn and the turns onward, respectively:
When the third card is available, your Hero will glow yellow and you can cast the effect at anytime and it got buffed by Spell Damage.
If you hover your mouse over your minion, assuming it survived, will show these card at the turn it summon and the next turn onward, respectively:
When the second card is available, it will glow yellow and you can activate it (but remember that the minion will lose Stealth).
The Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his life one day is changed forever when the True Horde led by Garrosh attacked, not only killed and corrupted many of his friends and creatures in his home, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across, considering them nothing more than savage beasts.
The cards:
As a Waterspeaker, you also seek to hear and control the element. However, unlike those Shaman overachiever, you hear the art of the water along with the creatures that live in them and achieve absolute control over those domain. By waiting for the water to align, you will use their power to turn the tide of the battle.
With Whisper is a slow keywords, this class will need careful planning and stalling tools to survive! Frozen Lance demonstrate this flavor for the class with many stall / heal / board clear / removal / 1-for-2 or sticky minions.
However, with enough water, you can turn them into a tsunami! Lady Vashj along with your Hero Power will help you cast many spells at once and combine with your combo pieces to sweep away your opponent.
As a member of the Jinyu, a race that came from the Murloc lived near the Eternal Blossom, you don't stray as far from your root as you think. Murlocs synergy is a core part of your strategy. However, like Murl-volve, the cards you have available will be more beneficial playing control / combo rather than a rush deck.
Strategy:
Because of the slow but powerful nature of your Keywords, you will have many dynamic decision making that came from playing, set up and predicting your opponent move. Will you activate your effect right away to survive or wait in order to extract value? Remember that Whisper minions and weapons are still vulnerable to board clear and removal!
Your Murloc synergy might make it tempting to play a rush deck, but your class draw mechanic is mostly lacking, delayed draw or add a pretty useless card for aggro decks to your hand as well as the lack of an active card. You can never really run an effective rush or aggro deck for this class's core cards. This might be mitigated in later expansions and neutral cards but this class will be more beneficial running combo, token or control decks. And control Murloc decks aren't impossible if Anyfin Can Happen Paladin is anything to go by.
On the contrary, your class has excellent combo tools through smart playing and casting of Hydroblast and class spell cards. Spell synergy like Spell Damage, Gadgetzan Auctioneer, Violet Teacher, Yogg-Saron, Hope's End etc. alond with Mana Reduction like Emperor Thaurissan will open up an interesting playstyle to your deck.
The lack of buff in your deck meaning that you'll need to know the best time to leave a minion you control alive or to extract their Whisper value. On the other hand, Weapon removal and Spells counter are rare enough in the game that you'll more often than not allows to make riskier moves regarding these cards in both playing and deck building.
Alternate cards that can be swapped in:
Jinyu Champion can be swapped in for Frozen Lance
River Crab can be swapped in for Lady Vashj
Deep Sea Murloc and Staff of the Jinyu can be swapped in for Murl-volve.
I see that your class is coming together well. Good work! Let's see if we can improve it further.
About the keyword Whisper
Now, I understand how your keyword works and that is an interesting mechanic. However, you will probably encounter various problems:
For the keyword to be relevant on a minion, your minion needs to survive long enough in order for the effect to activate. In that respect, every minion should have Whisper (1). Whisper (2) (or higher values) would be hard to achieve. Your minion could be easily killed by a spell or another minion. It will become harder to balance the Whisper effect properly. The effects will need to be stronger and will feel swingy.
A weapon is meant to be used, while the Whisper effect incites you to wait. These two lines of play are contradictory. Even if the keyword can appear on a weapon, it will feel weird most of the time.
Spells do not remain in play after they are played. However, you still need to keep track of the Whisper value. Then, you need to "store" the spell as you say. This introduces a lot of complexity. Hearthstone is a game that is meant to be user-friendly and accessible. As such, all its mechanic are homogenized. Weirder mechanics are sparse and kept at higher rarities (like Nozdormu).
Stored spells would be hard to implement in game. Not technically, but from a design stand point. If you have multiple stored Whisper effects, they will be cramped somewhere on the screen. It will be worse on small handheld screens.
So, Whisper is cool, but it needs to be implemented differently. It needs to:
Remain an effect that is delayed.
Offer versatility.
Use an already established game mechanic; cards.
Be easy to track.
Work similarly for every card type.
In that sense, here is the solution that I propose. You're free to use it, if you want. I hope you can appreciate the reasoning process, and if it can inspire you, that's for the best :
The keyword is Flow :
Flow (X): Card name.
At the start of your turn, while the Flow card is in your hand, reduce its Flow value by 1. Then, if its Flow value equals 0, transform it into another card.
I chose the word flow, beceause your class is the Waterspeaker and it seems thematic. Also, a flow shows a constant evolution. If you look at the points I stated earlier, you will see that this mechanic is simple, versatile and interesting. Here is an example card :
The cards produce an already existing card (because of a competition rule, which says that cards submitted in the first phase only can't produce additional tokens). However, you could have cards that transform from one form back to another. These cards could appear at higher rarities. For example : «Card A : Flow X : Card B. Do something» and «Card B : Flow X : Card A Do something else.»
This mechanic would incite you to choose when to play the card and would introduce challenging decisions and interesting gameplay.
Note that Thawing Glacier has a weak effect for its cost, which is compensated for by its versatility. Sometimes you will need the extra point of damage, sometimes you will prefer the 2-mana spell. Also, if it appears in your opening hand, it will become a card that you can use on your second turn, which feels nice.
And here is how Hydrolance could look :
Since the transformation effect doesn't target a card, I paired it with an effect that doesn't have a target too. I believe that a life restoration effect fits your control-style class. The extra point of health distinguishes your hero power from the Priest's.
I chose to just transform all the cards in your hand, because it is simplier to understand and apply.
Your hero power becomes : "Add a Stream card to your hand".
Brew Addict has +1/+1 to himself as an aura. I thought I made that clear in the explanation, but it might be good to clarify it on the card. And I have considered making him 0/1 with "Has +2/+2", does that sound better? Also, could he be in the basic set?
All Damage is just like spell damage, except that it works with all type of damage. any damage that is dealt at all, from attacks, to spells, to abilities like knife juggler.
The Eject Keyword is there to let you know that although your hero is replaced, when the new hero dies, it is replaced with the old one. You don't lose the game. And on top of that, when your hero ejects from the Exoskeleton, that is when the eject ability triggers.
If these are still difficult to understand, let me know.
BLADE Sniper : The wording should be "Destroy a 2-cost or less minion." to be consistent with other HS cards. (Look at Desert Camel or Big Game Hunter for similar wordings.) Also, don't you find the effect to be too powerful? I would strictly prefer this card over Elven Archer, for example.
Overdrive : That's easy to understand. But the card is too strong. For example, Savage Roar gives a +2 temporary Attack buff for the same cost. In your case, your minions already receive +1 Attack (which is technically mostly equivalent) over two turns. Your spell damage is also buffed. AND your opponent's minions, spells and weapons are weaker. Over two turns (yours and his)! That's insanely good! You shoule revise the card's cost.
X-S9001 : Seems really cool to play.
Just to be sure, how do you plan to implement your hero into Wow's lore? Wow is not a futuristic universe, but a fantasist one. The Competition first design challenge states that your hero must «believably fit into the Warcraft universe».
@Shatterstar1998 Ya thats is the only thing holding me back at the moment. I am thinking of Showing Murloc Mascot as the example card for the new Keyword, Weighted Coin to show the controllable aspect and Cowardly Reserve with a brief explanation of how here will be cards that can forcefully put cards to the bottom of your deck. Thoughts?
This hero power is quite slow but has a powerful effect should you drag the game on long enough and there would be certain cards that could beef up the whelps into bigger threats like 3/3s. Anyway you may be wondering how practically having no hero power early on would mean you survive early on versus aggressive decks, well he simply uses the classes other main focus armor! For example take a look at these cards that focus on stalling the game out and gaining armor and benefiting from having said armor.
Dragon Flight: A slow card that can offer a lot of value should you start draw the Whelps it shuffles in.
Herald, Iron-Skinned Dragon: A key card in the class offering a maximum of 40 health from the start of the game slowing aggressive decks by forcing them to go through 10 more health allowing your hero power and some cards like Dragon Flight to affect the match and hopefully win the board for you.
Smokewhite Drake: A card that nicely fits with Herald as should you keep your armor early you can draw a card and put a good 3 drop on the board.
Anyway that was my idea for the class and although it seems kinda weak do realize that I have alot of ideas that would benefit from things like having a certain number of whelps in the deck or having a certain amount of armor like the Snowwhite Drake. Anyway thoughts on the class?
A small thing that I think might be a good idea is to make the name of the Whelp more unique, even if just by adding a word in front (like Black Whelp or Master's Whelp or something) just because there are already Whelps in the game.
I think Dragon Flight could cost less. Right now it costs the same as Beneath the Grounds only you get 2/2's instead of 4/4's. There is a difference in being able to control your card draw, but I don't know if it's worth so much. You could probably even add "Draw a card" at the end and keep it at 3. Just an idea.
I do really like the idea of Heralth. It's a good way to compensate for the early game and fits with the classes theme. It's giving me trouble though. If it were a battlecry, it would have to cost much more, but being from the start of the game is a significant difference. I think it's okay as it is right now, but it's tricky to evaluate so it might be something to consider.
Smokewhite Dragon is pretty cool. There aren't that many cards that have your amount of armor, so it looks like a neat mechanic to define the class. The balance is really close. It might be fine as is, but I'm doing a lot of thinking on the evaluation and I believe the armor requirement could be less.
Alright, hopefully I finally got a good and proper Hero Power designed.
If need be, I can remove the "taunt" part of the Void Portal, since it is quite anti-aggro already.
In my opinion, you should take taunt off and make it a 0/2, similar to Shaman totems. This also makes Mage, Druid and Rogue Hero Powers less good against it, and it makes 1 and 2 attack minions unable to kill it (like most 1-drops are. screw 1-drops). Also, Attack is usually capitalized when referring to the Attack stat of a minion, and enemy minion's needs the possessive apostrophe. EDIT: Taunt should also be capitalized.
Also, a review on my Alchemist Class would be greatly appreciated. I'm mostly set with the cards, I just need some balancing suggestions.
Here's my class and example cards:
Name: Storyteller
Fate keyword explanation: All fate effects happen to the minion before it's battlecry.
Some themes: Fates, Fate synergy, spells that summon minions, removal and AoE that's strong, but can be played around to make it weaker.
Just putting this here for feedback, I'll write more when I submit this. Here's some extra cards
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I was away on vacation, but I've got a class idea. Any feedback on flavor, balancing, etc. is much appreciated.
The Alchemist
You have no idea how many times she's accidentally flipped her name backwards.
The Alchemist as a class will rely on effects like that of Crazed Alchemist and Kooky Chemist, as well as "aura" buffs such as those of Dire Wolf Alpha and Stormwind Champion. The reason the Potion spell doesn't allow for killing of 0-attack minions is so it doesn't instantly shut down cards like Doomsayer, which is one of my favorite cards. I may consider adding a minion that allows the Potion spell to do that though.
Example cards:
Notes:
Brew Addict: If you don't know, when you flip a minion, any "aura" buffs become permanent. So if you repeatedly flip this guy, he's a 2/3 -> 4/3 -> 4/5 -> 6/5, etc. I want to put this guy in the basic set, I want feedback on that.
Master of Poisons: Again, abusing the flipping thing from Brew Addict. Also shuts down broken 1-drops nicely and rewards bigger minions.
Invalidated Doomsayer: Insane synergy with aura buffs for a 3 mana 7/7 (take that, Shamans!). It's an Epic because Doomsayer and Validated Doomsayer are both Epics. Very specific, but I am sure this would see play. I may consider making this 4 mana instead, but a 0/7 minion with this text WILL be in my final submission.
Other comments:
Yes, I know. Professor Putricide will be either a Legendary minion, or the alternate hero for this class.
I will probably add positioning related cards like Dire Wolf Alpha for the class. As shown by the Master of Poisons, I will also be following the model of the Karazhan Chess game for positioning-related cards. Overall, the Alchemist is meant to put things that used to only be significant in very niche situations into the spotlight. You'll love my new recipe.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
So, I do have a question about the rules now, actually. Is it considered vote manipulation if I direct people to this website and usher them to look at my class, as well as the others created. Perhaps they even go off and create their own if they are into this sort of thing. I was going to link this to a few friends but the thought occurred to me it may be considered 'vote manipulation' as my friends are well...likely to vote mine up on sheer knowledge of who I am instead of on concept alone. Is that an issue here?
So, update on my entry. I'll add a minion to show people the difference between minion / weapon and spells:
Keyword:
\
And casting a spell:
After casting and activating Frozen Lance's first effect, the Whisper effect will be "stored" into your Hero:
When you hover a mouse over the effects, they will show these cards, at the end of the turn cast, the next turn and the turns onward, respectively:
When the third card is available, your Hero will glow yellow and you can cast the effect at anytime and it got buffed by Spell Damage.
If you hover your mouse over your minion, assuming it survived, will show these card at the turn it summon and the next turn onward, respectively:
When the second card is available, the minion will glow yellow and you can activate it at anytime (but remember that the minion will lose Stealth!).
The Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his life one day is changed forever when the True Horde led by Garrosh attacked, not only killed and corrupted many of his friends and creatures in his home, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across, considering them nothing more than savage beasts.
The cards:
As a Waterspeaker, you also seek to hear and control the element. However, unlike those Shaman overachiever, you hear the art of the water along with the creatures that live in them and achieve absolute control over those domain. By waiting for the water to align, you will use their power to turn the tide of the battle.
Strategy:
Alternate cards that can be swapped in:
Jinyu Champion can be swapped in for Frozen Lance
River Crab can be swapped in for Lady Vashj
Deep Sea Murloc and Staff of the Jinyu can be swapped in for Murl-volve.
Edit: Add "instead" at the end of Hydrolance.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
RedneckBudha
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Some decks counter others, that's obvious, but your hero power counters it in such a way that it just functions as an almost guarenteed victory against them, regardless of what your actual deck is. I mean, let's say Reno got updated to say "Battlecry: If your deck contains no duplicates and your opponent isn't a priest, restore your hero to full life." How do you think people would react to that? That said, although I say "regardless of what your deck is", the second problem is that your hero power is useless for any deck that won't be going for a long game, unless you get lucky. Many of the classes in the game have hero powers that provide less value for certain decks, like, a control hunter wouldn't really need his Steady Shot and an aggro warrior doesn't really care for his armor up, but they're never terrible. And having less decks that can really fit your hero isn't a good thing, in my opinion, because it removes diversity from the class.
Therefore, I think the second hero power might be better. Of course it's your choice, but those are just my thoughts.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
About the keyword Whisper
So, Whisper is cool, but it needs to be implemented differently. It needs to:
In that sense, here is the solution that I propose. You're free to use it, if you want. I hope you can appreciate the reasoning process, and if it can inspire you, that's for the best :
The keyword is Flow :
Flow (X): Card name.
At the start of your turn, while the Flow card is in your hand, reduce its Flow value by 1. Then, if its Flow value equals 0, transform it into another card.
I chose the word flow, beceause your class is the Waterspeaker and it seems thematic. Also, a flow shows a constant evolution. If you look at the points I stated earlier, you will see that this mechanic is simple, versatile and interesting. Here is an example card :
The cards produce an already existing card (because of a competition rule, which says that cards submitted in the first phase only can't produce additional tokens). However, you could have cards that transform from one form back to another. These cards could appear at higher rarities. For example : «Card A : Flow X : Card B. Do something» and «Card B : Flow X : Card A Do something else.»
This mechanic would incite you to choose when to play the card and would introduce challenging decisions and interesting gameplay.
Note that Thawing Glacier has a weak effect for its cost, which is compensated for by its versatility. Sometimes you will need the extra point of damage, sometimes you will prefer the 2-mana spell. Also, if it appears in your opening hand, it will become a card that you can use on your second turn, which feels nice.
And here is how Hydrolance could look :
Since the transformation effect doesn't target a card, I paired it with an effect that doesn't have a target too. I believe that a life restoration effect fits your control-style class. The extra point of health distinguishes your hero power from the Priest's.
I chose to just transform all the cards in your hand, because it is simplier to understand and apply.
Your hero power becomes : "Add a Stream card to your hand".
Brew Addict has +1/+1 to himself as an aura. I thought I made that clear in the explanation, but it might be good to clarify it on the card. And I have considered making him 0/1 with "Has +2/+2", does that sound better? Also, could he be in the basic set?
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
@Shatterstar1998 Ya thats is the only thing holding me back at the moment. I am thinking of Showing Murloc Mascot as the example card for the new Keyword, Weighted Coin to show the controllable aspect and Cowardly Reserve with a brief explanation of how here will be cards that can forcefully put cards to the bottom of your deck. Thoughts?
Thank you Kanye,
Very Cool.
Ah there you are. I've been meaning to suggest: shouldn't Murloc Mascot be a Murloc? I think you forgot to put the Murloc tag in :P
Also, a review on my Alchemist would be greatly appreciated, you can find a copy of it at the bottom of Shatterstar1998's post.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Alright, hopefully I finally got a good and proper Hero Power designed.
If need be, I can remove the "taunt" part of the Void Portal, since it is quite anti-aggro already.
RedneckBudha
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed