Wow this thread blew up fast. I'm loving a lot of the ideas! I wanted to show off my class one more time before I submit, and see what people thought. Thank you so much for the feedback so far!
My class is the Apothecary! He specializes in constructing minions, buffing and debuffing, and general minion combat. His Hero Power allows him to construct single Patchwork, or improve it if he has one. The keyword Patchwork allows him to buff his growing monster, or quickly create a new one if the previous one fell! Both are worded to synergize with one another, but would still work if you change your hero power or steal these cards with a different class.
Here are the cards I'm planning to submit.
"Wait, it did that? To a ghoul? ...Sprinkle some of it in the next Patchwork slime." - Ghastly Mutation "He's mad because someone keeps drinking his potions!" - Mad Mixologist "Every epidemic starts with a cough." - Outbreak
And a few of the other card ideas.
Keep up the good work everyone! And thank you again for your feedback!
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
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.
Okay so I made some changes to the cards similar to what you said and also ended up making a few other cards to further show the initial archetype I came up with.
Stone Whelp: Just a name change nothing else.
Dragon's Flight: Although I changed it I think I believe it might be to strong due to how many cards it enables. (Although even I didn't actually know that's what I would make it as I made these just today.)
Rapid Growth: A key card in turning the hero power into something even better although it is very slow but can really win in control match ups and would be key in a hero power focused deck.
Forge Drake: A very defensive card that although is understated with enough whelps can offer up to 14 armor in one card. (This may be to strong but I don't want to change it into something like the Armored Wyvern so I'm open to ideas.)
Armored Wyvern: Good early game card to get some Whelps onto the field. (and I guess drawing a card at the same time.)
Claws: Technically a 1 mana War Axe but you wont get it until generally until around turn 4 where it isn't as important as say on turn 2.
And on the matter of Smokewhite Drake I based the armor requirement by asking myself "How many classes can effectively deal 3 damage in two turns" and I think 7 is good enough since later on you'll be getting alot of armor and draw through other better cards I have planned should I advance further in the competition.
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...
The cards are certainly not balanced. The hero power is now quite a bit more balanced, though I'd have to say you should be cautious with cards like Gadgetzan and Questing Adventurer, because they'd certainly be interested. The issue with the cards however is that you're undervalueing card advantage and overvalueing the cards in your deck. Unless every game you plan on going to fatigue, a 5 mana 7/7 stealth with an effect which doesn't mean anything is slightly busted. The thing is, removing a card from your deck, ANY random card, it doesn't really mean much, because if it gets rid of a huge combo piece and causes you problems, you were just as likely to never draw the card. And besides, it has an equal chance of getting rid of a useless 1-drop that would be too unimpactful later in the game. Meanwhile, your other card is a 3 mana 2/2 that adds a card to your hand as a battlecry. That card will be a random card but likely a strong one because your opponents aren't exactly going to be running Hemet's. That's pretty balanced, I think that part's fine. The part I'm not so fine with is the fact it can suddenly become an exceptional minion for its cost, whilst still having a potent card gaining effect, especially since most cards in a deck are usually minions.
This isn't because the core of the class is unbalanced. In fact, I really like the concept. I like pirates, and I want Hearthstone to focus on it's themes of plundering and looting, rather than just the killing people part, which was ultimately just to serve the goals of plundering and looting anyway. I think the class has definately done pirating proud in terms of flavour and originality, and if you could get the cards to a balanced state I think this could be really good.
Just a suggestion, with the definition of Snach, it says that it takes a card matching the criteria. I think it's best if Soul Stealer dropped the secondary effect that it currently has, and specifies the snatching of a minion, and then you could make it a 2/3.
Oh and assembles actually fairly well balanced. Could be an inferior Force of Nature, or you could get a 2/2 Ysera, Sylvanus and Cairn. High risk, high reward, fits in with the theme of the deck, I like it.
Feedback appreciated! Thought I'd post this here before making my submission post. I'm especially interested in the wording of the keyword and hero power/token. Also, if I'm breaking any rules or format stuff, let me know.
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, that it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, but also many Naga, Fel Orcs and Satyr's have turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
MANA FLOOD EXPLAINED: Mana Leak is a 2 cost spell that does nothing. By filling your opponent's deck, and possibly their hand, with this nearly useless card, you reduce the consistency of their deck. While this power starts off weak, with each additional use, your opponent becomes increasingly likely to have dead draws. This lack of consistency will help disrupt nearly any deck archetype, but will punish combo and control decks the hardest. Mana flood will at times help your opponent curve out, and reduce your chances of suing Siphon cards (see below). In late game attrition situations where your foes hand size is small, continually drawing Mana Leaks can end the game. Mana Leaks do not count as duplicates, to ensure that you cannot instantly disable Reno decks.
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
EXAMPLE CARDS
Arcane Phoenix: This card has obvious synergy with Mana Flood. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle. Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword. Hungry Bloatmage: This card also has obvious synergy with Mana Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Mana Flood them, or let them draw down.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Now, I really like the concept of the deck, you get big discounts, you draw loads of cards and you can chain draft cards together until you get benefits which make those already good cards insane.
I think Eliminate the competition is well balanced, Rocket Fuel Tech is genius, it's a slightly stronger gnomish inventor that gives you much more "Fuel" if you use your drafts well, geniunely quite balanced. That said I think Pit Stop might be a little too good, it gives you 3 cards for 1, which is about 4.5 mana's worth, which is of course, quite good, and it provides just between a holy light and healing touch, which, logically speaking would put that at about 2.5, and then it drafts. The draft might push it over the edge here, because it's obviously quite a strong effect. Of course, this class looks like it won't be very good for aggro so if you have enough health missing to get the value out of that heal, you're likely going to trigger that effect. Again, I think it could be a little strong, but that isn't my main issue.
My biggest problem with it is the fact that Gadgetzan Auctioneer exists. And Gadgetzan Auctioneer, plus about 4-5 Thaurissans going off in your hand at once, all of which trigger the auctioneer... That might just literally win you the game. Miracle rogue is powerful because it has two preps in the deck and a plethora of cheap spells, allowing you to rapidly cycle. Miracle "Racer" (Is that what you're gonna call it?) would only need the hero power, and all their spells suddenly cost 0, allowing you to immediately cycle through the entire deck, and use every spell on the opponents face and bring charge minions, who will get discounted as well, to kill your opponent unless it's a control warrior in full Havel's. Keep in mind, since the Drafting discounts the other Chase cards, this can happen on turn 7, or even turn 6 with the coin.
If you don't like the sound of that I suggest slightly reworking the mechanic a little bit, or making sure the class doesn't have too many spells that can target face.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
Design a Hero Power that instantly let you win against Control decks is really bad design. I'll probably nerf the Starlight card so that they won't completely wreck control decks
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
Neat hero power! I like this, it'd be crazy to play against my Blood Mage class. My only concern is the Constelation keyword and the Wild format. How many Constellation effects do you intend to include in your set? As each expansion releases, the strength of a 30 card deck with constellation on all of them (or 29 and reno) gets bigger and bigger. Granted that means 30 turns and 30 uses of your hero power... but it seems unlikely that any other class could survive a 30 card vs 60 card attrition match, unless it was facing an OTK combo deck or aggro rush deck. My only suggestion here would be give your class nearly zero card draw. Also, I like that many of your cards are encouraging the player to include 2 (eventually 3) copies. I would not want to encourage reno decks with these mechanics.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Like another user mentioned, your Draft Mechanic could allow a Super Miracle situation where you play through nearly your entire deck. My suggestion would be to have Draft only apply to Minions or only apply to Spells or only apply to cards in your hand when the draft card is played. Applying to all cards played in a turn seems easy to abuse. Limiting the number of spells in your class would be key, but as we've seen from Hunter and Paladin lately, minion heavy classes do not seem to play well.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Now, I really like the concept of the deck, you get big discounts, you draw loads of cards and you can chain draft cards together until you get benefits which make those already good cards insane.
I think Eliminate the competition is well balanced, Rocket Fuel Tech is genius, it's a slightly stronger gnomish inventor that gives you much more "Fuel" if you use your drafts well, geniunely quite balanced. That said I think Pit Stop might be a little too good, it gives you 3 cards for 1, which is about 4.5 mana's worth, which is of course, quite good, and it provides just between a holy light and healing touch, which, logically speaking would put that at about 2.5, and then it drafts. The draft might push it over the edge here, because it's obviously quite a strong effect. Of course, this class looks like it won't be very good for aggro so if you have enough health missing to get the value out of that heal, you're likely going to trigger that effect. Again, I think it could be a little strong, but that isn't my main issue.
My biggest problem with it is the fact that Gadgetzan Auctioneer exists. And Gadgetzan Auctioneer, plus about 4-5 Thaurissans going off in your hand at once, all of which trigger the auctioneer... That might just literally win you the game. Miracle rogue is powerful because it has two preps in the deck and a plethora of cheap spells, allowing you to rapidly cycle. Miracle "Racer" (Is that what you're gonna call it?) would only need the hero power, and all their spells suddenly cost 0, allowing you to immediately cycle through the entire deck, and use every spell on the opponents face and bring charge minions, who will get discounted as well, to kill your opponent unless it's a control warrior in full Havel's. Keep in mind, since the Drafting discounts the other Chase cards, this can happen on turn 7, or even turn 6 with the coin.
If you don't like the sound of that I suggest slightly reworking the mechanic a little bit, or making sure the class doesn't have too many spells that can target face.
I know that Drafting, and Gadgetzan is definitely an issue, and I didn't plan to make any exploitable minion buffs or face damage spells. That isn't the say it will have none of those things. who knows what will happen by the end of the design process, but I plan to be very careful with how I place things. Comebacks to me aren't about combo'ing off to win. I want to really explore tempo more than anything. HS is really imbalanced with it atm. Going second is generally massive disadvantage and I want to see if I can overcome that without being too good going first, or being ahead.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I know that Drafting, and Gadgetzan is definitely an issue,
Heh... I think this whole competition is coming down to one of two things: How to make token minions not suck or how to make sure there isn't Gadgetzan abuse.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them. Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common. For your example cards, I think Comet Burst is great for showing off both Constellation and the repetitive draw concept and Navigate is also good for showing off that you can so simpler mechanics that don't rely on keyword gimmicks or something.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them.
Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common.
Priest is OK in that regard because it has healing from its hero power. This class, on the other hand, doesn't, so for it to make a viable control deck it needs healing. If Guiding Light hit just minions, it would just be an almost 100% worse Circle of Healing, at least I think. There's rarely a time where healing just your minions is worth 2 mana more than healing all minions, because if you're trading, you generally want to be killing the minion you're trading into.
I was originally also planning a stargazer class, but the challenges destroyed it XD. Like Asylum, I do like it a lot, especially the little flavour text on your token.
My stuff, if anyone has feedback:
The Medium
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions.
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them.
Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common.
Priest is OK in that regard because it has healing from its hero power. This class, on the other hand, doesn't.
Uh, are we looking at the same hero power?
You're right, though, that Guiding Light would then be worse Circle of Healing. Okay, Guiding Light could be fine as long as there aren't too many other hero-healing options.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them.
Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common.
Priest is OK in that regard because it has healing from its hero power. This class, on the other hand, doesn't.
Uh, are we looking at the same hero power?
Sorry, I'm an idiot, my memory sucks, and I'm multitasking right now - a deadly combination. Ignore what I said XD.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them.
Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common.
Priest is OK in that regard because it has healing from its hero power. This class, on the other hand, doesn't, so for it to make a viable control deck it needs healing. If Guiding Light hit just minions, it would just be an almost 100% worse Circle of Healing, at least I think. There's rarely a time where healing just your minions is worth 2 mana more than healing all minions, because if you're trading, you generally want to be killing the minion you're trading into.
I was originally also planning a stargazer class, but the challenges destroyed it XD. Like Asylum, I do like it a lot, especially the little flavour text on your token.
My stuff, if anyone has feedback:
The Medium
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions.
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Art is just amazing. I honestly still prefer the wording of Guidance to be "Do it three times" or "Repeat three times" just to make it slightly clearer that it's not doing it to the exact same card three times, but eehhhh, you're probably sick of hearing different opinions on it all the time xD
What do you think about wording Foxfire Spirit like so, "Battlecry: If this minion costs (2) or less, do X". It feels consistent with the rest of HS's wording style. Echo Chamber feels so expensive, but probably justified in a class that reduces cost. However, the synergy with Guidance might get out of hand. Consider changing Echo Chamber to only apply to the next spell? Or even next X spells? Otherwise you can end up in a scenario of 0-cost burn spells all going face for double damage, becoming a force scarier and less interactive than Freeze Mage since you can't stop the cost reductions. Spirit Fire is nice, though not very exciting as a showcase. I suppose it does demonstrate Ethereal.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Like another user mentioned, your Draft Mechanic could allow a Super Miracle situation where you play through nearly your entire deck. My suggestion would be to have Draft only apply to Minions or only apply to Spells or only apply to cards in your hand when the draft card is played. Applying to all cards played in a turn seems easy to abuse. Limiting the number of spells in your class would be key, but as we've seen from Hunter and Paladin lately, minion heavy classes do not seem to play well.
Draft only affects card currently in your hand, just like Emperor Thaurissan. So it doesn't somehow make your deck free, just reduces what's in your hand at the time. And if you're stocking up on Chase cards that's just real card that can't fit into your hand.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Like another user mentioned, your Draft Mechanic could allow a Super Miracle situation where you play through nearly your entire deck. My suggestion would be to have Draft only apply to Minions or only apply to Spells or only apply to cards in your hand when the draft card is played. Applying to all cards played in a turn seems easy to abuse. Limiting the number of spells in your class would be key, but as we've seen from Hunter and Paladin lately, minion heavy classes do not seem to play well.
Draft only affects card currently in your hand, just like Emperor Thaurissan. So it doesn't somehow make your deck free, just reduces what's in your hand at the time. And if you're stocking up on Chase cards that's just real card that can't fit into your hand.
While I agree with what you say, it's still a lot of value. Emperor Thaurissan's effect is on a Legendary for a reason. Too many discounts = too much value. There's no way for your opponent to stop you from Drafting, whereas you can kill a Thaurissan before it procs again.
True, the more Chases you hoard, the fewer cards you actually discount, but even 1-2 Chases is a lot of discounts. It also closes you out of a lot of design space as you always have to be careful when thinking about card costs. Cheap burn spells = potential super burst. Imagine the kind of Miracle deck this class makes. My suggestion is to only allow one Draft effect active at a time. i.e. you can't stack them.
Again, Emperor Thaurissan's effect is on a Legendary. Yours is a keyword AND a hero power. Think about that for a sec.
The problem I see with Chase being a card is cards like Gatzetzan Auctioneer as imagine this Turn 6 with coin and you have 3 drafts. Auctioneer coin draft draft draft draft and likely something else as you now have a 3 mana discount. Turns like that are massive and unlike other classes you have unlimited turn like that for example Rogue has a similar turn with preps but he cna only do it once.
The reason Im saying this is because I had the same problem but i had to try find a compromise aka it was too broken and i think so is yours.
The way I made mine is by making it used once a turn to remove the broken effect that wasnt even close to as broken as yours with Auctionner. Now the only problem would be Giant and Twighlight Drake but that is not a problem asfor me if I use my Backhand Trick I dont lose a card so the Giant and Drake would cost the same when i use it.
So as someone told me before you should add a drawback to your effect and since my solution doesnt work with your example card I suggest you can add some sort of drawback or maybe make it an alternating HeroPower? like Changing Gears ---> Chase for one turn.
PS: IF You want to see my full concept click the link below.
The problem I see with Chase being a card is cards like Gatzetzan Auctioneer as imagine this Turn 6 with coin and you have 3 drafts. Auctioneer coin draft draft draft draft and likely something else as you now have a 3 mana discount. Turns like that are massive and unlike other classes you have unlimited turn like that for example Rogue has a similar turn with preps but he cna only do it once.
The reason Im saying this is because I had the same problem but i had to try find a compromise aka it was too broken and i think so is yours.
The way I made mine is by making it used once a turn to remove the broken effect that wasnt even close to as broken as yours with Auctionner. Now the only problem would be Giant and Twighlight Drake but that is not a problem asfor me if I use my Backhand Trick I dont lose a card so the Giant and Drake would cost the same when i use it.
So as someone told me before you should add a drawback to your effect and since my solution doesnt work with your example card I suggest you can add some sort of drawback or maybe make it an alternating HeroPower? like Changing Gears ---> Chase for one turn.
PS: IF You want to see my full concept click the link below.
However the HeroPower Idea would drastically nerf the effect so Idk
Rollback Post to RevisionRollBack
Thank you Kanye,
Very Cool.
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Wow this thread blew up fast. I'm loving a lot of the ideas! I wanted to show off my class one more time before I submit, and see what people thought. Thank you so much for the feedback so far!
My class is the Apothecary! He specializes in constructing minions, buffing and debuffing, and general minion combat. His Hero Power allows him to construct single Patchwork, or improve it if he has one. The keyword Patchwork allows him to buff his growing monster, or quickly create a new one if the previous one fell! Both are worded to synergize with one another, but would still work if you change your hero power or steal these cards with a different class.
Here are the cards I'm planning to submit.
"Wait, it did that? To a ghoul? ...Sprinkle some of it in the next Patchwork slime." - Ghastly Mutation
"He's mad because someone keeps drinking his potions!" - Mad Mixologist
"Every epidemic starts with a cough." - Outbreak
And a few of the other card ideas.
Keep up the good work everyone! And thank you again for your feedback!
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
Alright, my class is The Stargazer!
Who are Stargazers?
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Feedback appreciated! Thought I'd post this here before making my submission post. I'm especially interested in the wording of the keyword and hero power/token. Also, if I'm breaking any rules or format stuff, let me know.
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, that it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, but also many Naga, Fel Orcs and Satyr's have turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
MANA FLOOD EXPLAINED: Mana Leak is a 2 cost spell that does nothing. By filling your opponent's deck, and possibly their hand, with this nearly useless card, you reduce the consistency of their deck. While this power starts off weak, with each additional use, your opponent becomes increasingly likely to have dead draws. This lack of consistency will help disrupt nearly any deck archetype, but will punish combo and control decks the hardest. Mana flood will at times help your opponent curve out, and reduce your chances of suing Siphon cards (see below). In late game attrition situations where your foes hand size is small, continually drawing Mana Leaks can end the game. Mana Leaks do not count as duplicates, to ensure that you cannot instantly disable Reno decks.
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
EXAMPLE CARDS
Arcane Phoenix: This card has obvious synergy with Mana Flood. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle.
Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword.
Hungry Bloatmage: This card also has obvious synergy with Mana Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Mana Flood them, or let them draw down.
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:
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The Medium
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child
(hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now
(I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions.
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Art is just amazing. I honestly still prefer the wording of Guidance to be "Do it three times" or "Repeat three times" just to make it slightly clearer that it's not doing it to the exact same card three times, but eehhhh, you're probably sick of hearing different opinions on it all the time xD
What do you think about wording Foxfire Spirit like so, "Battlecry: If this minion costs (2) or less, do X". It feels consistent with the rest of HS's wording style. Echo Chamber feels so expensive, but probably justified in a class that reduces cost. However, the synergy with Guidance might get out of hand. Consider changing Echo Chamber to only apply to the next spell? Or even next X spells? Otherwise you can end up in a scenario of 0-cost burn spells all going face for double damage, becoming a force scarier and less interactive than Freeze Mage since you can't stop the cost reductions. Spirit Fire is nice, though not very exciting as a showcase. I suppose it does demonstrate Ethereal.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
True, the more Chases you hoard, the fewer cards you actually discount, but even 1-2 Chases is a lot of discounts. It also closes you out of a lot of design space as you always have to be careful when thinking about card costs. Cheap burn spells = potential super burst. Imagine the kind of Miracle deck this class makes. My suggestion is to only allow one Draft effect active at a time. i.e. you can't stack them.
Again, Emperor Thaurissan's effect is on a Legendary. Yours is a keyword AND a hero power. Think about that for a sec.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
The problem I see with Chase being a card is cards like Gatzetzan Auctioneer as imagine this Turn 6 with coin and you have 3 drafts. Auctioneer coin draft draft draft draft and likely something else as you now have a 3 mana discount. Turns like that are massive and unlike other classes you have unlimited turn like that for example Rogue has a similar turn with preps but he cna only do it once.
The reason Im saying this is because I had the same problem but i had to try find a compromise aka it was too broken and i think so is yours.
The way I made mine is by making it used once a turn to remove the broken effect that wasnt even close to as broken as yours with Auctionner. Now the only problem would be Giant and Twighlight Drake but that is not a problem asfor me if I use my Backhand Trick I dont lose a card so the Giant and Drake would cost the same when i use it.
So as someone told me before you should add a drawback to your effect and since my solution doesnt work with your example card I suggest you can add some sort of drawback or maybe make it an alternating HeroPower? like Changing Gears ---> Chase for one turn.
PS: IF You want to see my full concept click the link below.
Thank you Kanye,
Very Cool.
Thank you Kanye,
Very Cool.