Random question time: What is you guys' favorite class other than your own and why?
I like the Champion, I think it was called. The Hero Power is that of an aggressive deck, while the Keyword is that of a control deck. It would be interesting to see that class play out.
That being said, its hard to not like your own class, even without any bias for the competition. You were the one who designed it, of course. It would suit the type of play that you find the most fun. For me, that type is ridiculous things that shouldn't work, but do. The Alchemist has that written all over it, and so do a lot of the decks I put on this site.
Also, as a side-note, a lot of the submissions don't follow the formatting rules. Are they gonna get disqualified? Or are we just gonna put a piece of small text at the bottom of their submissions to poke fun at them like we did in the Keywords WCD?
"The formatting rule was indeed a rule."
Yes, I noted that as well. I think the mods have sent notifications warning them to change it, as some already have, but I don't know what will happen if they don't. I belive there is one that was removed, but I am not sure if it was because it didn't follow the rules or other reasons.
I am trying to find art for my class which has an explorer theme going for it. So things like temple guards, adventurers, and specifically a metal detector. But I can't find any art that is not already in the game, and there really isn't much warcraft art for this stuff. Any one know what my best bet would be?
I am trying to find art for my class which has an explorer theme going for it. So things like temple guards, adventurers, and specifically a metal detector. But I can't find any art that is not already in the game, and there really isn't much warcraft art for this stuff. Any one know what my best bet would be?
General fantasy pictures might help. I love Magic the Gathering, but there's also a ton of general pics that can be found online.
Hey everyone, I'm looking for some help. My last post was immediately buried, and I'm having trouble making a consistent list of interesting cards. I'm trying to decide if I should retool my class, or start over. Thankfully we have another week for submissions!
Below is my current class, the Apothecary.
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 begins with a single cough." - Outbreak
And a few of the other card ideas.
I like the theme, but I'm not sure where to go from here. Many of the cards use either Deathrattle or the Patchwork keyword, neither of which can be in the Basic set. I also fear the Patchwork keyword is too complicated.
My original idea when the competition was announced was for a Chronomancer, and I've started rethinking that class. The new hero power would add a card to your hand called Accelerate. It would cost 0 and make the next card you play cost (1) less. The class's keyword would be Timeless. Timeless does nothing, but is rather a tag that can be added or removed from any card (minion, weapon, and spell) and interact with other effects. The end result would be a class that can ramp well, or replay previous cards. It would be limited in direct damage, but can return cards to its owner's hand or deck. It could also force your opponent to draw Fatigue cards before the game actually enters Fatigue.
Does that idea sound interesting? I think it would give way to more options than limiting myself to just Forsaken Plagues, but I'd like to hear what you think.
Hey everyone, I'm looking for some help. My last post was immediately buried, and I'm having trouble making a consistent list of interesting cards. I'm trying to decide if I should retool my class, or start over. Thankfully we have another week for submissions!
Below is my current class, the Apothecary.
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 begins with a single cough." - Outbreak
And a few of the other card ideas.
I like the theme, but I'm not sure where to go from here. Many of the cards use either Deathrattle or the Patchwork keyword, neither of which can be in the Basic set. I also fear the Patchwork keyword is too complicated.
My original idea when the competition was announced was for a Chronomancer, and I've started rethinking that class. The new hero power would add a card to your hand called Accelerate. It would cost 0 and make the next card you play cost (1) less. The class's keyword would be Timeless. Timeless does nothing, but is rather a tag that can be added or removed from any card (minion, weapon, and spell) and interact with other effects. The end result would be a class that can ramp well, or replay previous cards. It would be limited in direct damage, but can return cards to its owner's hand or deck. It could also force your opponent to draw Fatigue cards before the game actually enters Fatigue.
Does that idea sound interesting? I think it would give way to more options than limiting myself to just Forsaken Plagues, but I'd like to hear what you think.
I don't think the Patchwork keyword is necessarily too complicated, I think it and/or the cards that use it just need to be reworded for more consistency. For example, "Abominable Strength", if I understand your Patchwork keyword correctly, could be instead say: "Patchwork: +3/+3 and Taunt." since the keyword itself already explains that you summon a 1/1 if you don't have a Patchwork.
As far as your class overall goes, you definitely have a flavorful and cohesive them:; the idea of building up your monstrosities as you buff your minions and snowball out of control, with the sort of plague-y cards being removal to keep your opponent off the board.
That said, a time-traveling class personally sounds cooler to me, and it'd make for some interesting control/fatigue decks. If you have the time, I think you should switch gears to making a Chronomancer.
Hey everyone, I'm looking for some help. My last post was immediately buried, and I'm having trouble making a consistent list of interesting cards. I'm trying to decide if I should retool my class, or start over. Thankfully we have another week for submissions!
Below is my current class, the Apothecary.
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 begins with a single cough." - Outbreak
And a few of the other card ideas.
I like the theme, but I'm not sure where to go from here. Many of the cards use either Deathrattle or the Patchwork keyword, neither of which can be in the Basic set. I also fear the Patchwork keyword is too complicated.
My original idea when the competition was announced was for a Chronomancer, and I've started rethinking that class. The new hero power would add a card to your hand called Accelerate. It would cost 0 and make the next card you play cost (1) less. The class's keyword would be Timeless. Timeless does nothing, but is rather a tag that can be added or removed from any card (minion, weapon, and spell) and interact with other effects. The end result would be a class that can ramp well, or replay previous cards. It would be limited in direct damage, but can return cards to its owner's hand or deck. It could also force your opponent to draw Fatigue cards before the game actually enters Fatigue.
Does that idea sound interesting? I think it would give way to more options than limiting myself to just Forsaken Plagues, but I'd like to hear what you think.
I'll give you some feedback in exchange for feedback on my Blood Mage, if you'd be so kind.
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.
About the apothecary. I'm not sure Patchwork needs to be a keyword. I'd just stick to "Give your patchwork BLAH BLAH".
I do see one big problem with your class mechanic. It assumes you'll never have multiple patchworks on the board. What if a patchwork gets flipped back to your hand with a Sap or Youthful Brewmaster? When you next trigger a Patchwork buff, how does it determine which patchwork gets the buff? Do you chose? Is it random? Maybe the patchwork itself has text like "If there is another patchwork in play, destroy it" or something.
I think in general, a class which focusings on making a single big minion is a weak mechanic. Sap is 2 mana. Naturalize is 1 mana. Minion buffs are already a fairly rare and pretty weak mechanic. Even some of the best buffs, like Cold Blood or Blessing of Kings are ussually reserved for killing blow situations. If your opponent can't remove the buffed minion, it's probably game over.
Now I do like the idea that the hero power is a buff. It's difficult to devote deck space to more than one or two cards that provide buffs, given how temporary they tend to be. By making the hero power a buff, it'll make your opponent think twice about burning hard removal spells.
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.
While it's nice that you thought of a way to prevent destroying Reno decks, I still don't like how your basically deny draws. For 2 mana, you can make the start of your opponent's turn absolutely useless. Not to mention how it costs them 2 mana to get rid of it.
I would suggest something different. Have it clog up their hand instead of clogging up their deck. How? Well it could simply cost more to throw away, or have some detrimental effect. For example, "While this is in your hand, adjacent cards cost (1) more. When drawn, draw a card." or, "Deal 2 damage to your hero. When drawn, draw a card." (so that they have to pay health as well as mana to get rid of that hand-clogging card".
Alternatively, if you don't want it to automatically draw a card to replace itself, how about giving Mana Leak a very minor use? That way it's a little "fair". For example, a 2/3-mana card that says "Draw a card." Drawing a Mana Leak means you deny them a draw, but they can choose to spend even more mana to draw the card they were going to under normal circumstances.
I think there are lots of ways to clog your opponent without punishing them too much. Either a small upside if they use the card so the draw denial isn't too severe, or a downside but immediately draws another card when drawn.
Hey, thanks for the feedback. Do you have a class in here? I'll return the favor and tell you what I think.
I've been mulling over your suggestions. Part of the reason I didn't have Mana Leak do anything is that the card text is already pretty full. Granted, that's a lame reason, but a reason none the less.
If Mana Leak went to the hand, then it could ditch all of it's current text and have some kind of effect. I like the idea of increasing the cost of adjacent cards, but it seems a bit complex for a hero power. Still, I might do this version, as it fits the flavor of Mana Leaking perfectly.
One reason I avoided putting a card into the opponent's hand was that it seemed too convenient for Mill decks, which I want my class to support in some way or another (I'm imagining a Blood Mage spell that would destroy all Mana Leaks in your opponents deck and have some effect, allowing you to suddenly switch into a Mill+Fatigue strategy).
I do hear your worries about causing dead draws. But realistically, how many times can you afford to hero power in a match? Especially when your hero power is totally passive and has no immediate effect to the board? If anyone knows of statistics on how often hero powers get used in matches, I'd love to see that data!
I've got a rules/challenge question, specifically about an interaction between Challenge #3 and the no unique token part of the example cards: Are we allowed to have our keyword/unique feature be a spell subtype ala Spare Parts?* Specifically, I'm working on a class whose main gimmick is adding spells to the opponent's hand/deck that have deleterious effects that I'm tentatively calling Scourge cards. My idea was that the Hero Power would add a specific Scourge card to the opponent's hand, but that there would be a bunch of Scourges that other minions or spells would be able to create, and maybe even have Basic Scourges and then higher level/more restricted versions (sort of like how some Shaman cards can refer to "basic totems"). I believe the Mario class from the previous CC did something similar by calling it's spells Power-Ups.
However, I'm not sure if this type of Keyword would violate the no unique tokens clause of the Example Cards restriction, because the Keyword by it's nature would be unique tokens. I think a workaround for this stage would be to say "The hero power makes a specific Scourge card, and there are other Scourges that will be revealed later" but wanted to make sure that would be kosher before I submitted and then got bounced.
If that kind of Keyword isn't allowed, I could always stick with just having those minions/spells/effects add specific/non-token cards, but I don't want to resort to that if there are other options available.
Thanks for your help.
*Apologies if this has already been addressed and answered, I scanned this thread but didn't see any Keywords or discussion that concerned the same point.
I've got a rules/challenge question, specifically about an interaction between Challenge #3 and the no unique token part of the example cards: Are we allowed to have our keyword/unique feature be a spell subtype ala Spare Parts?
I actually anticipated this question! I was looking at existing keywords, and I realized people might want to do stuff like Spare Parts or Jade Golem that represented an assortment of tokens. To be honest, I'm kind of surprised it took this long for this question to come up. To be further honest, I deliberately didn't use them as examples because I didn't want to give folks that idea and I almost just made the third challenge "If you have a unique keyword, it can't represent a particular token or assortment of tokens, a la Jade Golem or Spare Parts."
That said, it is not disallowed. I'm not a fan of the concept, but as long as you don't have a ridiculous number of tokens, I'll allow it.
Be aware of three things, however: 1) The limitation on your Hero Power only being able to produce one unique token is still in place, so you would have to use the workaround where the Hero Power is only capable of producing one specific Scourge card. 2) Because of the image limitations for Phase I that everybody has to follow, you would not be able to show off the other scourge cards now and would need to wait until a future competition Phase where they were more relevant. 3) That future competition Phase would be Phase III. It would not be Phase II because Phase II is the Basic Set, and as laid out in the submission topic preview, Basic cards are not allowed to use class-exclusive keywords.
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.
First off, the class seems well defined -- it knows what it wants to do and the example cards are good, well, examples. I would agree with thebangzats that denying a card draw might actually be too much. I think the idea of it going into their deck is important if you had cards like Bloatmage in mind. I don't have any much better ideas, though. Since it would be more of a problem in the late game where you have more opportunities to push the button and your topdecks are that much more important, I think it would make sense to have it draw a card but still cost some mana. As for the text space: maybe "Draw a card. (Multiple copies of this do not count as "Duplicates.")"?
Other than that, the Phoenix is an interesting way to get information about your opponent's class. It might be able to do with one more health considering the condition is pretty specific, but it's balanced as is. Also, I don't know if it was intentional, but it's not a beast, and IIRC it wasn't in WoW either.
Combustion is a good example of the Siphon keyword being that it's worse than Mind Blast without it, but worth much more with it, like Eviscerate. I don't think there's anything to change here. It's the kind of card that's meant to be used as a finisher, and it would be at that point in the game you could count on it costing 0. Nice.
I think the idea behind Bloatmage is really cool, and a good way to show the class's synergy. However, I think if you're going second, it will always cost 4 if no additional cards have been drawn or the hero power hasn't been used, since you start with 4 cards rather than 3 and draw at the beginning of your turn. It is a very variable condition so 5 might be okay, though I wouldn't say it's unreasonable to cost 6, or possibly lose one stat point somewhere.
Overall, it's a cool class and a good take on the Bloodmage. I like it.
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.
For the wording of the Hero Power: I think you're fine with having "Arcane Missiles" in the explanation. People will get the idea. I like that the token make sense to keep rather than being the same as having a 3 mana hero power with the same effect. Fitting with the theme of the class as well, of course.
Foxfire Spirit kinda jumps out ("What?? A 2-mana 4/5??"), but considering you probably won't be playing it like that on turn two, and your most reliable source of discounts includes spending mana, I think it's fine. Even then, Druids can turn one Chillwind Yeti, so yeah.
Echo Chamber costing 6 gives me a lot of thought. What comes to mind is Lock and Load -- it's only two mana, but you're most likely going to be playing it later in the game to get the most value out of it. That being said, casting a second copy of a spell is a lot more powerful than adding a random hunter card to your hand. I think you probably don't have to worry about it seeing as discounts are part of the class's functionality, so in saving up for that value it will probably end up cheaper anyway, allowing you to cast even more spells.
Spirit Fire is a good example for the keyword, but as an example I think it needs that explanation, because its use is not that obvious. Definitely balanced though. Good job.
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.
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.
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.
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.
First, thanks so much for all the feedback! It was actually really helpful as well. I wouldn't have thought of the little card draw and little healing to inhibit it. For the Constellations, no I didn't plan on making so many of them. I can definitely see how they could be problematic down the line, but with a limited amount, and still a good amount of cards between them, on top of the Hero Power use requirement I think they should be alright for now. I'll keep an eye out for that though.
For Starlight: thanks, that's actually a really good point. I was worried that it would actually be too weak since that's all it does, but it will have to be a design consideration. I was actually thinking of having more around Spell Damage in the class but I'm going to have to think further before.
I thought the wording might be a little off for the repetitive draws, but I don't know what the best wording would be. Would something like "Has +1 damage for each time you've drawn this card" be better? I was going to reprint the card anyway because the comet was ever so slightly off-center and it was killing me.
As for Guiding Light, I think I will keep the Hero in there, because of as Mewdrops said. It was really taken from Darkscale Healer's effect, only scaled up a bit (no pun intended).
On that note, would Guiding Light be okay as a third example? I've had some other ideas in the meantime and I was thinking some thing like this might be a good idea:
I thought it would be good to include a minion in there, and something a little more expensive. I think it gets the idea of the class across alright. My only reservations are that it is fairly simple (easily comparable to Flametongue Totem), also between the concept and trying to find art, I think the flavor got a bit lost -- not sure how it seems to others, though.
Once again, glad to hear the responses and I hope you guys do well with your own!
Hey everyone, I'm looking for some help. My last post was immediately buried, and I'm having trouble making a consistent list of interesting cards. I'm trying to decide if I should retool my class, or start over. Thankfully we have another week for submissions!
Below is my current class, the Apothecary.
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 begins with a single cough." - Outbreak
And a few of the other card ideas.
I like the theme, but I'm not sure where to go from here. Many of the cards use either Deathrattle or the Patchwork keyword, neither of which can be in the Basic set. I also fear the Patchwork keyword is too complicated.
My original idea when the competition was announced was for a Chronomancer, and I've started rethinking that class. The new hero power would add a card to your hand called Accelerate. It would cost 0 and make the next card you play cost (1) less. The class's keyword would be Timeless. Timeless does nothing, but is rather a tag that can be added or removed from any card (minion, weapon, and spell) and interact with other effects. The end result would be a class that can ramp well, or replay previous cards. It would be limited in direct damage, but can return cards to its owner's hand or deck. It could also force your opponent to draw Fatigue cards before the game actually enters Fatigue.
Does that idea sound interesting? I think it would give way to more options than limiting myself to just Forsaken Plagues, but I'd like to hear what you think.
Hello Power of Cheese, I hope my comments will help you finish your class submission, or give you new ideas!
Class Title : The definition of an Apothecary (according to wikipedia) «is one term for a medical professional who formulates and dispenses materia medica to physicians, surgeons and patients.» This profession has been replaced by the modern pharmacist. Do you think it is the title that suits your class the most? Should your class be called the Stitcher, or the Sewer, or something similar to better reflect what it does?
Stitch Together : When your hero power is used, is a 1/1 Patchwork summoned? It's what I deduce, but it isn't specified. Also, did you create the Patchwork token to present with your class submission? Fine hero power, by the way.
Patchwork : The effect is easy to understand. The only problem is that it seems centered around a single strategy; your Patchwork. This will probably limit you in your creation process. All cards with that keyword risk to have the same feel.
Ghastly mutation : Seems good.
Mad Mixologist : If you look at Upgraded Repair Bot and Temple Enforcer, you might note that these cards are not considered that good and are barely played. In that way, the stats or the buff effect could be stronger.
However, I think that this kind of effect does not suit your class. You love the deathrattle mechanic. You want your minions to die. Healing them or increasing their life total is not what your class wants to accomplish. You could find another idea for this card.
Outbreak : Oh, nice method to clear your opponent's board! The wording should be (to follow Betrayal and Cone of Cold) : «Give all enemy minions "Deathrattle : Deal damage to the minions next to it."» Love this card.
Other cards : There are some interesting ideas here that can be developed later. For the moment, you need to define what's your class about. Death and deathrattles are a solid first theme. Maybe you are able to come up with two other themes that could define your class. Like you mentioned, you need something that can appear on basic class cards. So, what are the mechanics that you like? How does your class win?
@OBoily: To quote wowwiki: "An apothecary is a Forsaken witch doctor. Apothecaries are a new sight on the battlefield, and unique to the Forsaken." Given the class should fit into wow lore, it's just fine as it is.
@ZardozSpeaks : Your class concept looks really good. You've put some excellent work there.
Spell Flood : Well made hero power. I like the fact that you take Reno decks into consideration.
Siphon : It's an interesting, versatile and clear mechanic. Also very strong. I just hope that you will balance your cards accordingly. It seems to force your opponent to play cards, even if he doesn't intend to. A deck with Malygos and 2 Spontaneous Combustion would be pretty scary to play against! You could never leave 4 mana open, during late game, for fear of receiving 18 damage out of nowhere!
Should some of your cards with Siphon X cost more than X, so that they can never be free?
Your example cards seem all fine.
A last word : Don't put too much emphasis on the fact that your class may play as a Mill class. It's not a popular deck archetype. Trust me, the last time I participated in the CCC, it was something that was hated about my class.
@OBoily: To quote wowwiki: "An apothecary is a Forsaken witch doctor. Apothecaries are a new sight on the battlefield, and unique to the Forsaken." Given the class should fit into wow lore, it's just fine as it is.
I was unaware of that part of the lore. (Let's say that I'm not familiar with WoW lore at all.) Thank you for the correction.
Thank you @MrPasserby, @ZardozSpeaks, and @OBoily for your assistance! The central theme of buffing and rebuilding a single minion is, unfortunately, rather weak. Making the keyword central to these buffs keeps the class inflexible. I'm thinking of changing to Chronomancer as I've said. This idea is more open ended, and creates much more interesting possibilities. Here are some of my ideas. Again, I'd appreciate any feedback!
The hero power is Invest, seen below. Altogether, the Chronomancer is mainly a combo / ramp / fatigue class that specializes in bouncing minions and reversing or preventing damage.
The keyword is Timeless. It is found on minions and spells (and maybe weapons...I'm still deciding on if I'll use them or not) and can be added or removed. The ability itself does nothing, but instead interacts with other cards.
@ZardozSpeaks: I'm liking your Blood Mage class so far! Siphon is an effect I've been wanting to see, and your implementation is just perfect. Its simple and elegant.
Your Hero Power is interesting. I'm glad you've set it to prevent Reno annihilation, but at the same time adding dead draws to your opponent's deck may be too strong. I like the suggestions made to add a card to your opponent's hand that had some minor but frustrating effect, With this change you'd probably have to rework Bloatmage.
My only big concern is that none of the cards you've posted really feel 'Blood Mage' to me. Mana manipulation, fire, great. That's all that the WC 3 Blood Mage had anyway. But I don't see the 'blood' aspect, unless by 'blood' you mean 'manipulating the mana infused blood of others.' Overall, I like the idea and I'm excited to see where it goes.
@thepowrofcheese : Feel free to ask for our assistance any time.
If you feel that the Chronomancer idea is more open-ended and interesting, then it is a good choice to develop that idea. You should definitely submit a class which you feel has good potential. And which inspires you.
Invest and Borrowed Time : Good hero power.
Timeless : I think that you will run into a problem with this keyword; a lot of cards will need to revolve around this mechanic to make it relevant. If you have minions with Timeless, then you need to include multiple cards that interact with those cards. Otherwise, the effect will be useless and players will feel that their cardpool, from which they build their deck, is limited. But then... cards like Reality Shift don't interact with Timeless-spells, nor Timeless-weapons. So you need to make other cards as well that can interact with those cards. At the end, you will find that you have created a bunch of cards... and that you don't have space left for other mechanics.
To ensure that all themes and mechanics will be equally represented in your class, you could find another keyword.
About the cards : Murozond has a reaaally cool effect. Splinter tw... I mean, Past and Future, Present must give Charge to the summoned minions. Inevitability has good flavor.
One, Regarding the third rule, are we still allowed to use keywords that do break the rule if they are already created? For example, If I wanted to make a class with heavy focus on Deathrattles or Inspires, would that be okay?
Second, (and one I've wanted to know for a while) how do you make card borders for classes that do not actually exist?
One, Regarding the third rule, are we still allowed to use keywords that do break the rule if they are already created? For example, If I wanted to make a class with heavy focus on Deathrattles or Inspires, would that be okay?
Second, (and one I've wanted to know for a while) how do you make card borders for classes that do not actually exist?
There are several premade ones on hearthcards dont know how to make them tho
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Besides the lack of democracies, this doesn't make sense because Hearthstone is meant to represent a duel happening not something like a war. It's like a WoW arena match, where you and your opponent are right next to each other, close enough to shoot each other with arrows and hit each other with axes. How does a politician fit into that? What is it supposed to represent?
I have no Idea what I am doing, help
I am trying to find art for my class which has an explorer theme going for it. So things like temple guards, adventurers, and specifically a metal detector. But I can't find any art that is not already in the game, and there really isn't much warcraft art for this stuff. Any one know what my best bet would be?
"Science isn't about why! Its about why not!"
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
Hey everyone, I'm looking for some help. My last post was immediately buried, and I'm having trouble making a consistent list of interesting cards. I'm trying to decide if I should retool my class, or start over. Thankfully we have another week for submissions!
Below is my current class, the Apothecary.
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 begins with a single cough." - Outbreak
And a few of the other card ideas.
I like the theme, but I'm not sure where to go from here. Many of the cards use either Deathrattle or the Patchwork keyword, neither of which can be in the Basic set. I also fear the Patchwork keyword is too complicated.
My original idea when the competition was announced was for a Chronomancer, and I've started rethinking that class. The new hero power would add a card to your hand called Accelerate. It would cost 0 and make the next card you play cost (1) less. The class's keyword would be Timeless. Timeless does nothing, but is rather a tag that can be added or removed from any card (minion, weapon, and spell) and interact with other effects. The end result would be a class that can ramp well, or replay previous cards. It would be limited in direct damage, but can return cards to its owner's hand or deck. It could also force your opponent to draw Fatigue cards before the game actually enters Fatigue.
Does that idea sound interesting? I think it would give way to more options than limiting myself to just Forsaken Plagues, but I'd like to hear what you think.
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
I don't think the Patchwork keyword is necessarily too complicated, I think it and/or the cards that use it just need to be reworded for more consistency. For example, "Abominable Strength", if I understand your Patchwork keyword correctly, could be instead say: "Patchwork: +3/+3 and Taunt." since the keyword itself already explains that you summon a 1/1 if you don't have a Patchwork.
As far as your class overall goes, you definitely have a flavorful and cohesive them:; the idea of building up your monstrosities as you buff your minions and snowball out of control, with the sort of plague-y cards being removal to keep your opponent off the board.
That said, a time-traveling class personally sounds cooler to me, and it'd make for some interesting control/fatigue decks. If you have the time, I think you should switch gears to making a Chronomancer.
About the apothecary. I'm not sure Patchwork needs to be a keyword. I'd just stick to "Give your patchwork BLAH BLAH".
I do see one big problem with your class mechanic. It assumes you'll never have multiple patchworks on the board. What if a patchwork gets flipped back to your hand with a Sap or Youthful Brewmaster? When you next trigger a Patchwork buff, how does it determine which patchwork gets the buff? Do you chose? Is it random? Maybe the patchwork itself has text like "If there is another patchwork in play, destroy it" or something.
I think in general, a class which focusings on making a single big minion is a weak mechanic. Sap is 2 mana. Naturalize is 1 mana. Minion buffs are already a fairly rare and pretty weak mechanic. Even some of the best buffs, like Cold Blood or Blessing of Kings are ussually reserved for killing blow situations. If your opponent can't remove the buffed minion, it's probably game over.
Now I do like the idea that the hero power is a buff. It's difficult to devote deck space to more than one or two cards that provide buffs, given how temporary they tend to be. By making the hero power a buff, it'll make your opponent think twice about burning hard removal spells.
I've been mulling over your suggestions. Part of the reason I didn't have Mana Leak do anything is that the card text is already pretty full. Granted, that's a lame reason, but a reason none the less.
If Mana Leak went to the hand, then it could ditch all of it's current text and have some kind of effect. I like the idea of increasing the cost of adjacent cards, but it seems a bit complex for a hero power. Still, I might do this version, as it fits the flavor of Mana Leaking perfectly.
One reason I avoided putting a card into the opponent's hand was that it seemed too convenient for Mill decks, which I want my class to support in some way or another (I'm imagining a Blood Mage spell that would destroy all Mana Leaks in your opponents deck and have some effect, allowing you to suddenly switch into a Mill+Fatigue strategy).
I do hear your worries about causing dead draws. But realistically, how many times can you afford to hero power in a match? Especially when your hero power is totally passive and has no immediate effect to the board? If anyone knows of statistics on how often hero powers get used in matches, I'd love to see that data!
I've got a rules/challenge question, specifically about an interaction between Challenge #3 and the no unique token part of the example cards: Are we allowed to have our keyword/unique feature be a spell subtype ala Spare Parts?* Specifically, I'm working on a class whose main gimmick is adding spells to the opponent's hand/deck that have deleterious effects that I'm tentatively calling Scourge cards. My idea was that the Hero Power would add a specific Scourge card to the opponent's hand, but that there would be a bunch of Scourges that other minions or spells would be able to create, and maybe even have Basic Scourges and then higher level/more restricted versions (sort of like how some Shaman cards can refer to "basic totems"). I believe the Mario class from the previous CC did something similar by calling it's spells Power-Ups.
However, I'm not sure if this type of Keyword would violate the no unique tokens clause of the Example Cards restriction, because the Keyword by it's nature would be unique tokens. I think a workaround for this stage would be to say "The hero power makes a specific Scourge card, and there are other Scourges that will be revealed later" but wanted to make sure that would be kosher before I submitted and then got bounced.
If that kind of Keyword isn't allowed, I could always stick with just having those minions/spells/effects add specific/non-token cards, but I don't want to resort to that if there are other options available.
Thanks for your help.
*Apologies if this has already been addressed and answered, I scanned this thread but didn't see any Keywords or discussion that concerned the same point.
I actually anticipated this question! I was looking at existing keywords, and I realized people might want to do stuff like Spare Parts or Jade Golem that represented an assortment of tokens. To be honest, I'm kind of surprised it took this long for this question to come up. To be further honest, I deliberately didn't use them as examples because I didn't want to give folks that idea and I almost just made the third challenge "If you have a unique keyword, it can't represent a particular token or assortment of tokens, a la Jade Golem or Spare Parts."
That said, it is not disallowed. I'm not a fan of the concept, but as long as you don't have a ridiculous number of tokens, I'll allow it.
Be aware of three things, however:
1) The limitation on your Hero Power only being able to produce one unique token is still in place, so you would have to use the workaround where the Hero Power is only capable of producing one specific Scourge card.
2) Because of the image limitations for Phase I that everybody has to follow, you would not be able to show off the other scourge cards now and would need to wait until a future competition Phase where they were more relevant.
3) That future competition Phase would be Phase III. It would not be Phase II because Phase II is the Basic Set, and as laid out in the submission topic preview, Basic cards are not allowed to use class-exclusive keywords.
@OBoily: To quote wowwiki: "An apothecary is a Forsaken witch doctor. Apothecaries are a new sight on the battlefield, and unique to the Forsaken." Given the class should fit into wow lore, it's just fine as it is.
@ZardozSpeaks : Your class concept looks really good. You've put some excellent work there.
Spell Flood : Well made hero power. I like the fact that you take Reno decks into consideration.
Siphon : It's an interesting, versatile and clear mechanic. Also very strong. I just hope that you will balance your cards accordingly. It seems to force your opponent to play cards, even if he doesn't intend to. A deck with Malygos and 2 Spontaneous Combustion would be pretty scary to play against! You could never leave 4 mana open, during late game, for fear of receiving 18 damage out of nowhere!
Should some of your cards with Siphon X cost more than X, so that they can never be free?
Your example cards seem all fine.
A last word : Don't put too much emphasis on the fact that your class may play as a Mill class. It's not a popular deck archetype. Trust me, the last time I participated in the CCC, it was something that was hated about my class.
Thank you @MrPasserby, @ZardozSpeaks, and @OBoily for your assistance! The central theme of buffing and rebuilding a single minion is, unfortunately, rather weak. Making the keyword central to these buffs keeps the class inflexible. I'm thinking of changing to Chronomancer as I've said. This idea is more open ended, and creates much more interesting possibilities. Here are some of my ideas. Again, I'd appreciate any feedback!
The hero power is Invest, seen below. Altogether, the Chronomancer is mainly a combo / ramp / fatigue class that specializes in bouncing minions and reversing or preventing damage.
The keyword is Timeless. It is found on minions and spells (and maybe weapons...I'm still deciding on if I'll use them or not) and can be added or removed. The ability itself does nothing, but instead interacts with other cards.
Some other card ideas below.
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
@ZardozSpeaks: I'm liking your Blood Mage class so far! Siphon is an effect I've been wanting to see, and your implementation is just perfect. Its simple and elegant.
Your Hero Power is interesting. I'm glad you've set it to prevent Reno annihilation, but at the same time adding dead draws to your opponent's deck may be too strong. I like the suggestions made to add a card to your opponent's hand that had some minor but frustrating effect, With this change you'd probably have to rework Bloatmage.
My only big concern is that none of the cards you've posted really feel 'Blood Mage' to me. Mana manipulation, fire, great. That's all that the WC 3 Blood Mage had anyway. But I don't see the 'blood' aspect, unless by 'blood' you mean 'manipulating the mana infused blood of others.' Overall, I like the idea and I'm excited to see where it goes.
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
@thepowrofcheese : Feel free to ask for our assistance any time.
If you feel that the Chronomancer idea is more open-ended and interesting, then it is a good choice to develop that idea. You should definitely submit a class which you feel has good potential. And which inspires you.
Invest and Borrowed Time : Good hero power.
Timeless : I think that you will run into a problem with this keyword; a lot of cards will need to revolve around this mechanic to make it relevant. If you have minions with Timeless, then you need to include multiple cards that interact with those cards. Otherwise, the effect will be useless and players will feel that their cardpool, from which they build their deck, is limited. But then... cards like Reality Shift don't interact with Timeless-spells, nor Timeless-weapons. So you need to make other cards as well that can interact with those cards. At the end, you will find that you have created a bunch of cards... and that you don't have space left for other mechanics.
To ensure that all themes and mechanics will be equally represented in your class, you could find another keyword.
About the cards : Murozond has a reaaally cool effect. Splinter tw... I mean, Past and Future, Present must give Charge to the summoned minions. Inevitability has good flavor.
Two questions:
One, Regarding the third rule, are we still allowed to use keywords that do break the rule if they are already created? For example, If I wanted to make a class with heavy focus on Deathrattles or Inspires, would that be okay?
Second, (and one I've wanted to know for a while) how do you make card borders for classes that do not actually exist?
Thank you Kanye,
Very Cool.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition