Okay, after much thought, I think I have decided on what my example cards are going to be. I haven't figured out what I'm going to do for my portrait exactly, but here's everything I've got for my class so far:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
These cards represent several of these themes:
Beast Within: This is an example of a Worgen removal card. While there will be direct damage, one of the themes is increasing your hero's attack, representing Howe's vicious Worgen side. This is also an example of a card using the Worgen keyword. If played in human form, this card is inefficient, while it has great value while played in Worgen form.
Howe's Steward: While some cards will be like Beast Within, there will be others like this one that have both the Human and Worgen keywords. This are inefficient, but more versatile. The two choices you have represent the aggressive theme of Worgen and the supportive theme of Human. Human-themed cards will also do things like buff your minions and support them in other ways.
Winter Has Come: This is an example of both an Alterac-themed card (my original Worgen character is from Alterac if you didn't read the lore) and the theme of interacting with class minions. In this case, the class interaction represents the hardiness of your units.
And there are a ton more cards I made in the Spoiler below. Let me know if you think I chose poorly for my example cards.
Okay, after much thought, I think I have decided on what my example cards are going to be. I haven't figured out what I'm going to do for my portrait exactly, but here's everything I've got for my class so far:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
These cards represent several of these themes:
Beast Within: This is an example of a Worgen removal card. While there will be direct damage, one of the themes is increasing your hero's attack, representing Howe's vicious Worgen side. This is also an example of a card using the Worgen keyword. If played in human form, this card is inefficient, while it has great value while played in Worgen form.
Howe's Steward: While some cards will be like Beast Within, there will be others like this one that have both the Human and Worgen keywords. This are inefficient, but more versatile. The two choices you have represent the aggressive theme of Worgen and the supportive theme of Human. Human-themed cards will also do things like buff your minions and support them in other ways.
Winter Has Come: This is an example of both an Alterac-themed card (my original Worgen character is from Alterac if you didn't read the lore) and the theme of interacting with class minions. In this case, the class interaction represents the hardiness of your units.
And there are a ton more cards I made in the Spoiler below. Let me know if you think I chose poorly for my example cards.
Test Basic Set:
Really like your class. I think it has the potential to make it quite far in this competition. Just a few ideas/tips from my hand (I haven't read all earlier comments on your class, I might say something you already know):
1. You might want to put a Battlecry on a minion with the Human/Worgen keyword(s). As for Howe's Steward, I think that's unplayable without it being a Battlecry. (I think Howe's Steward is unbalanced as well btw, its UP imo. Compare it to Stormpike Commando and Jinyu Waterspeaker).
2. Overall opinion about all the cards, I think there is a lot of text (apart form the basic set). You might want to try and keep it more simple at times.
3. Winter has come might read 'Deal 3 damage to all non-Worgen minions' or 'Deal 3 damage to all minions except from the Worgen class'. Seems more understandable to me, but I think your option is viable too.
4. Lord Darius Crowley's text seems weird because you wrote in your intro your class starts in Worgen form from the start.
5. Be careful not to make too many cards in advance (I see your basic set is already finished), you might get screwed by any future challenges.
Thanks for the feedback. Here's a few things to clear up:
1. Human/Worgen on a minion acts like Combo or Choose One, where it activates when it comes into play. Is that the source of the confusion? How UP do you think Howe's Steward is? I think it would be too powerful at, say, 3/3, compared to Disciple of C'Thun. But maybe 2/3?
3. I worded it like this because I want to avoid confusion between the name of the Worgen class and the Worgen keyword. Also, when I word the card like this, it doesn't suck if another class gets a hold of it.
4. You start the game with the Worgen Hero Power, which means you start in human form. Using the Worgen Hero Power represents transforming into a Worgen, so you were a Human before. I'll try to make that clearer if/when I introduce the Darius Crowley effect.
5. I've already made too many cards for Classic, even. Some of these will have to be cut or pushed back to later sets, even without Asylum screwing me over.
Okay, after much thought, I think I have decided on what my example cards are going to be. I haven't figured out what I'm going to do for my portrait exactly, but here's everything I've got for my class so far:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
These cards represent several of these themes:
Beast Within: This is an example of a Worgen removal card. While there will be direct damage, one of the themes is increasing your hero's attack, representing Howe's vicious Worgen side. This is also an example of a card using the Worgen keyword. If played in human form, this card is inefficient, while it has great value while played in Worgen form.
Howe's Steward: While some cards will be like Beast Within, there will be others like this one that have both the Human and Worgen keywords. This are inefficient, but more versatile. The two choices you have represent the aggressive theme of Worgen and the supportive theme of Human. Human-themed cards will also do things like buff your minions and support them in other ways.
Winter Has Come: This is an example of both an Alterac-themed card (my original Worgen character is from Alterac if you didn't read the lore) and the theme of interacting with class minions. In this case, the class interaction represents the hardiness of your units.
And there are a ton more cards I made in the Spoiler below. Let me know if you think I chose poorly for my example cards.
Test Basic Set:
I've no idea whether your hero power suits the competition, but I think your example cards are not fancy enough - especially Winter Has Come. The rule says that you're not required to include your example cards at phase I in the following phases, and I feel that you may try making something more creative: things like what we usually submit in WCD. This is a competition where all things are decided by upvotes and polls, and only by making attractive-at-first-glance cards can you win.
Not here to contribute to the discussion, I just wanted to say a big THANKS to the Fan Creations mod team for the remarkable passion they put in organising those competitions. I took part in all competitions during Season 1 & 2, as well as in the first CCC. Then my enthusiasm faded away, but this CCC has reawakened it.
I don't think I'm ready yet for a whole CCC, as my inspiration needs some warming up again, but I'll try my best.
I've no idea whether your hero power suits the competition, but I think your example cards are not fancy enough - especially Winter Has Come. The rule says that you're not required to include your example cards at phase I in the following phases, and I feel that you may try making something more creative: things like what we usually submit in WCD. This is a competition where all things are decided by upvotes and polls, and only by making attractive-at-first-glance cards can you win.
Which is more or less why all these competitions are jokes, but yes.
@SgtFailure, The Operative seems like an interesting class and the cards seem balanced. I really like Chronogun Operative, as it works in a lot of different types of decks. Control or midrange can shuffle big drops back into their deck if they draw them too early and combo can try draw into their useful cards if they have something they dont need in their hand. How does the UI work when you play it and does it work if your hand is empty?
Also, there's a little typo on the play style part. At the start of the third paragraph, you call the class The Operator instead of The Operative.
Ok, since my big question was answered I guess it's time to try and get some initial feed back on my class.
The Sapper Class
Not all heroes want to fight on the front lines, especially the smart ones. Sappers, for instance, know that the best win is one you secure before there even is a front line. This is a class about controlling the conditions of the battle and stymieing your opponent's forward movement while developing the large artillery you'll need to end the fight once and for all.
The Sapper's main tool is subterfuge, and their hero power and unique Keyword is a prime example of this mindset:
Like the evil cousin of Spare Parts, Scourge cards are a special class of spells that will have negative effects for the user and represent the machinations of the Sapper's plans. Usually the Sapper will give their opponent Scourges, but they can also be applied to the Sapper as an extra cost or drawback to their spells or minions. Much like the Shaman's totems, there will be a set of four basic Scourge cards (Sabotaged! being one of the four) but also specialized Scourges created by individual minions or spells.
Example Cards
Rixmix Boomwizzle: As befits a class who wants to load up their opponent's hand with obstructionist cards, some cards in the Sapper class will benefit from your opponent's hand size. Sometimes this will be an extra effect if your opponent has a certain set number of cards in hand (usually at least 6 or more, taking after the example of Goblin Sapper), but other times the effect will trigger or benefit off of how many cards your opponent currently has in hand, as we see here with Rixmix.
Lock Down: This card represents a core theme of the class, "Neutralization but not removal." One of the big reasons the Sapper wants to make it harder for the opponent to play stuff is that it won't have access to a lot of the normal types of removal. Destroy effects, even conditional removal ala Priest, will be rare, and direct damage from spells will be even harder to come by. While some Scourges might assist, like some that force the opponent to choose a minion of their own to destroy, those will inherently not be direct. Instead, the Sapper will rely on effects to neutralize the effects of minions when they make it to the board, as we see with Lock Down. The minion is still there and would still retain any auras, Deathrattles, end of turn abilities, etc., but at least it can't strike. We might also see "soft neutralization" like removing minions ability to go face, or reductions in Attack, etc.
Mind Control Gas: Fairly straightforward, but another Secret class! As you can see, the Sapper's secrets will be the first to cost (4). This means we'll see effects that can conditionally recreate the effects of 6-Cost cards, like this Secret turning minions into Sylvanas-alikes, as well as new effects outside the range of Mage's 3-Cost Secrets.
I like the general idea of a control based class but Im not sure you need to make Scourge a keyword. Even if you decide to do so dont pur it on spells to kep the consistent pattern Blizzard has. Rixmix is too powrrful in my opinion as it punishes control decks and is very under powered agains rush decks who will be likely living off topdecks by turn 5. I feel addind something like up to a maximum of 3 would fix this problem but that is only a wuick solution which I thought of in 10s. The rest seems fine.
Ok, since my big question was answered I guess it's time to try and get some initial feed back on my class.
The Sapper Class
Not all heroes want to fight on the front lines, especially the smart ones. Sappers, for instance, know that the best win is one you secure before there even is a front line. This is a class about controlling the conditions of the battle and stymieing your opponent's forward movement while developing the large artillery you'll need to end the fight once and for all.
The Sapper's main tool is subterfuge, and their hero power and unique Keyword is a prime example of this mindset:
Like the evil cousin of Spare Parts, Scourge cards are a special class of spells that will have negative effects for the user and represent the machinations of the Sapper's plans. Usually the Sapper will give their opponent Scourges, but they can also be applied to the Sapper as an extra cost or drawback to their spells or minions. Much like the Shaman's totems, there will be a set of four basic Scourge cards (Sabotaged! being one of the four) but also specialized Scourges created by individual minions or spells.
Example Cards
Rixmix Boomwizzle: As befits a class who wants to load up their opponent's hand with obstructionist cards, some cards in the Sapper class will benefit from your opponent's hand size. Sometimes this will be an extra effect if your opponent has a certain set number of cards in hand (usually at least 6 or more, taking after the example of Goblin Sapper), but other times the effect will trigger or benefit off of how many cards your opponent currently has in hand, as we see here with Rixmix.
Lock Down: This card represents a core theme of the class, "Neutralization but not removal." One of the big reasons the Sapper wants to make it harder for the opponent to play stuff is that it won't have access to a lot of the normal types of removal. Destroy effects, even conditional removal ala Priest, will be rare, and direct damage from spells will be even harder to come by. While some Scourges might assist, like some that force the opponent to choose a minion of their own to destroy, those will inherently not be direct. Instead, the Sapper will rely on effects to neutralize the effects of minions when they make it to the board, as we see with Lock Down. The minion is still there and would still retain any auras, Deathrattles, end of turn abilities, etc., but at least it can't strike. We might also see "soft neutralization" like removing minions ability to go face, or reductions in Attack, etc.
Mind Control Gas: Fairly straightforward, but another Secret class! As you can see, the Sapper's secrets will be the first to cost (4). This means we'll see effects that can conditionally recreate the effects of 6-Cost cards, like this Secret turning minions into Sylvanas-alikes, as well as new effects outside the range of Mage's 3-Cost Secrets.
Thanks in advance for any feedback.
While not the first to come up with that hero power idea, I still would like to see who will execute it better. First, do you think it's adequately balanced? Drawing your opponent a card is a big downside. I'd honestly rather have Sabotaged! cost mana so they'd have to waste some to get rid of the effect. Not saying it's better, I'm just saying I would've preferred it.
Hero powers are fine, but your cards are trouble. Does Rixmix's effect clog the deck up too much? It seems like drawing Sabotaged! does not automatically replace itself like Ambush! or Burrowing Mine. Lock Down is way way way way too expensive. Sure in some situations you shut your opponent down, but an Emperor Thaurissan sure still needs to get destroyed, so does Ragnaros and a bunch of others. "Can't Attack" is just one of those things that can either be uber powerful or absolute trash. Can you explain why you said your 4-mana Secrets should have 6-mana equivalent effects? Shouldn't it be 5-mana effects? e.g. a 2-mana Bear Trap = a 3-mana Ironfur Grizzly. Not to keen on Mind Control Gas for the same reason as Lock Down. It can be really good or absolute trash. Look at how rarely Mirror Image is being played. While it has the potential to steal big minions, you're likely going to get garbage, and 3-mana is not worth the chance of whiffing.
Hey everyone I had already started making a class but I need some help with making it fit the challenges (this is the right place to ask this right lol) it's called the Fel-Sworn and it is based on the WoW class of that same name (A very small sub-class of Warlock with only 2 confirmed people with the class) the whole basis of this class is 1. Demons, 2. Positioning and 3. Your opponents turn (secrets being the most obvious example). This class also aims to have 0 RNG (apart from draw RNG of course) and has it's own keyword Corruption:
I have some example cards I would like to show you guys so you can understand what I'm going for, but I need help redesigning the hero power to fit this theme.
Current hero and hero power that I need to change.
Just some examples showing off each theme.
Make sure to read all the rules before you submit this. One of the challenges for this phase is to design an original character who isn't in WoW or Hearthstone, so you can't use Gurtogg. Also, check the rules on card formatting and constrain their width to 250 pixels.
I like the general idea of a control based class but Im not sure you need to make Scourge a keyword. Even if you decide to do so dont pur it on spells to kep the consistent pattern Blizzard has. Rixmix is too powrrful in my opinion as it punishes control decks and is very under powered agains rush decks who will be likely living off topdecks by turn 5. I feel addind something like up to a maximum of 3 would fix this problem but that is only a wuick solution which I thought of in 10s. The rest seems fine.
Thanks for the feedback! As to the keyword, I want to try to make it similar to a 'totem' classification for spells, so that I can have other cards that replace Scourges, count them, etc. The only other way I can think of to accomplish the same effect is always referring to "Cards added by the Sapper" but that's a bit wordy. Alternative suggestions are welcome.
For Rixmix, I think those concerns are a feature not a bug, in that it's not intended to be applicable equally in all matchups. As to power concerns, most cards that add Scourges will be directly to hand but I thought one Legendary should be able to affect/disrupt draws. One thing I could use more thoughts on is a "average number of cards in opponent's hand" number to keep in mind. For instance, in BRM I've seen the average number of "minions killed this turn" to be set around 2-3 so that cards should be overcosted by about that much with that assumption. I'm not sure where to peg that for my ideas. Maybe 4-6?
First, do you think it's adequately balanced? Drawing your opponent a card is a big downside. I'd honestly rather have Sabotaged! cost mana so they'd have to waste some to get rid of the effect. Not saying it's better, I'm just saying I would've preferred it.
I might be biased, but I think it's pretty balanced? I think a big part is that the drawback is in putting the control solely in the hands of the opponent. The cost increase and "opponent's hand size matter" aspects are nudges, but you can't force the situation beyond a certain point. Plus the fact that it's a spell means that some classes would be willing to give up a card to trigger Wyrms, Auctioneers, etc. As an aside, currently one of the basic Scourges I have shortlisted is a (1) cost card that's just meant to burn off mana, although I'm toying between that and just giving the Sapper a Coin.
Does Rixmix's effect clog the deck up too much? It seems like drawing Sabotaged! does not automatically replace itself like Ambush! or Burrowing Mine.
Correct on the Sabotaged! not replacing itself, intent is to clog up the deck akin to a bunch of Weasel Tunneler. As of now it's the only card in the class capable of clogging up the deck, which is because I thought it'd be a good Legendary effect. See above re: my concerns about how to weight the base effect, also considering making it a flat amount of cards added.
Lock Down is way way way way too expensive. Sure in some situations you shut your opponent down, but an Emperor Thaurissan sure still needs to get destroyed, so does Ragnaros and a bunch of others. "Can't Attack" is just one of those things that can either be uber powerful or absolute trash.
Heh, I actually have a version that's (4) because I thought I'd get grief for making it too cheap! My costing is based around the closest analog I could think of, Humilty. But I think the "can't handle cards that are best destroyed" is a bug, since one of the weaknesses of the class will be dealing with those kinds of cards with just spells.
Does anyone else think that (3) is too expensive? One of my other ideas was for it to be reshuffled into your deck if your opponent had 6 or more cards in hand, but I thought that would be too complicated/wordy for a Basic card.
Can you explain why you said your 4-mana Secrets should have 6-mana equivalent effects? Shouldn't it be 5-mana effects? e.g. a 2-mana Bear Trap = a 3-mana Ironfur Grizzly. Not to keen on Mind Control Gas for the same reason as Lock Down. It can be really good or absolute trash. Look at how rarely Mirror Image is being played. While it has the potential to steal big minions, you're likely going to get garbage, and 3-mana is not worth the chance of whiffing.
I guess I was being too general, but I was thinking of how Explosive Trap compares to Consecration, or Vaporize v.Assassinate. As to the underpowered aspect, I think that's just an inherent aspect of Secrets, no?
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?
If it's not a new, class-exclusive keyword, then I don't care. =) Be aware, though, that many keywords are not allowed in your basic set and also that keywords are, with few exception, generally not allowed before the expansions in which they were introduced.
I can't believe it's still going to be another week. I'm so pumped for this CCC!
Glad you're pumped! And I know the First Phase submission window is super long, but I wanted to make sure there was enough time for word to get out about it and stuff. For a competition that necessarily last a couple of months just because of the amount of work required, it'd be a shame to have so short a submission window that, by the time some folks found out about it, submissions were closed. =P
I've no idea whether your hero power suits the competition, but I think your example cards are not fancy enough - especially Winter Has Come. The rule says that you're not required to include your example cards at phase I in the following phases, and I feel that you may try making something more creative: things like what we usually submit in WCD. This is a competition where all things are decided by upvotes and polls, and only by making attractive-at-first-glance cards can you win.
Which is more or less why all these competitions are jokes, but yes.
Well first, I'm not really clear on what Corruption is or how it's any different from just a Secret. You might want to have one of your example cards use it so you can show off and explain its actual function.
Second, if what you're looking for is ideas on how to adapt your hero power, I could suggest... (2) Hero Power "Add an Arching Smash to your hand." [Arching Smash] (1) Spell "Deal 1 damage to a minion and the minions next to it."
I totally forgot about why I even came here amongst all the brainwracking I was doing with all of your great ideas. Anyway, I've been conceptualising my class over the past few days and I would be delighted to hear your feedback. Presenting...
The King!
Boetius, King of Fireheart, a large kingdom on a small landmass off to the East of the Eastern Kingdoms. Pledges himself to the Alliance, and a good friend to Varian Wrynn.On his remote island, he can't fight The Horde, but his resentment for them grows each passing day. On his own, he prepares his forces for the day his forces storm Orgrimmar.
Hero Power!
As you can quite clearly see, my hero power, and subsequently, my keyword, is based off of giving minions a small buff... While increasing the cards rarity. Which, I know, it sounds weird to make raritie's actually important but think of it as a second Tribe. First, you have what the minion is, like, a pirate or a beast, and then you have it's social class. Of course, having a hero based off rarity sounds like it could be pay to win, but for starters, you can only promote a minion until it's a legendary, then no promotions can be given to it further. So, if you want to maximize promotions, common minions are where it's at. On top of this, there will be cards that interact specifically with epics or legendaries, BUT, to get the value you need to absolutely fill your deck to the brim with that rarity of cards (Or use promotions well) and filling your deck to the top with epics or legendaries might SOUND good, but of course, you really start to limit your choice of cards. Especially with epics almost always being situational and legendaries can only be one of's. And besides, in this class, ANYONE can be a legendary as long as they have heart and spirit!Anyway, I'll show you a couple cards now to demonstrate some of the uses and some of the many types of decks that can be built, using card rarities as a big part of it.
Alright, so here's the thing, common minions, in this deck, aren't necessarily just "Minions which are boring", they're peasants, farmers and farmers who are used to form a militia. Which is where the common deck will come from, aptly titled as Militia or Peasant King. If you don't really get what a militia is, a militia is a force of troops, all of which will just be the regular citizens with little to no combat training, being used to defend their village or city, because people living in villages with no guards around want to not die just as much as you do. Squad Leader is one of the best representatives of this playstyle. Basically, the deck plays a bunch of small, taunt minion and heals and stuff until turn 10, in which case it starts to swarm the board with peasants and beat the hell out of the opponents with them. It's like defensive zoo. A lot of the cards will refuel your hand with random commons whilst you set up defenses, random, because you want to focus on stats rather than the generated cards value early on, and because militia's aren't made out of your own specialised selection of troops, they're made out of whoever's living in that village at that time. Oh, and also, giving new players the option of playing a budget control deck that functions with only like, one legendary, it sounds good to me.
Personal Trainer's a rare card. The rare cards will not have their own deck, they are basically going to be little independant powerhouse minions that will try to help out the other deck types as well. For example, this guy is like a Houndmaster, but instead of training up a dog or bear, he can offer his training to anyone who doesn't already know everything he knows. In other words, using this on a squad leader will promote it into a rare then into an epic, which procs its ability twice, may I add, and then doesn't have anything more to teach it. However, if you try to give your buddy Ragnaros a little training exercise (Not that you would actually ever want to do that) he won't do anything. Rag already knows his stuff. And you CERTAINLY can't expect something as skillful and strong as a Weasel Tunneler to learn anything from him, could you? This makes him a good card for common decks, but also for epic decks, as long as they run a few commons and rares as well as epics, because cards like the next one along.
Spear of Champions, suitably named, uh... Confusingly statted. I'll get to that part later though. For now all you need to know is that this card turns a high class noble into a Legendary minion while giving it a little buff. This thing also triggers on itself, making it go 3/3, 4/3, 4/2, 4/1. Or, if it triggers on something else first, maybe 3/3, 3/2, 4/2, 4/1. It is random after all. And it needs to actually kill a minion to get those buffs, and they can only go to epics, so if you're running just the weapon when it comes to epics, you'll be disappointed. Oh yeah, and of course this will be a weapons class, Boetius ain't a coward. Anyway, the stats are something I DEFINATELY want feedback on, Originally it was going to be a 5/2, but that would be run in every deck regardless of epic count, so I want you guys to help me come up with stats for it.
Also, I have made like, 3 concepts for legendaries. I'll go show you them now.
Ergeth is bad outside of a 30 Legendary deck, and in one, he tries to make the deck viable by acting as a twisting nether on legs, this is unlikely to succeed however, because 30 Legendary decks aren't very good as is, and they won't do much better in a class whose hero power does nothing to them.
Nilleuda allows the common decks to have a big, late game card to generate lots of value while refunding all commons played after her with more commons, and playing peasants onto the board. Think of it as an Illidan Auctioneer. Speaking of Auctioneer, there aren't enough cheap spells for it to work, even with the hero power, just wanted to clarify.
Finally, Lucy, Castle Mage allows you to get bigger and better spells, though with the random element will require some careful usage of spells to guarentee value out of the battlecry. Also, you can use Brann and make a legendary spell!... Not that that means much outside of one or two cards I might make in future.
Anyway, I'd appreciate it if you could give me feedback, tell me if some of my designs are completely overpowered, tell me if some of them are just stupid, and tell me which legendary is the best idea.
Good potential here.
First and foremost, I think Promote should just give +1/+1. People tend to underestimate the power of Spell Power, and having one easily accessed through a hero power, especially one where you can hoard it and basically promote a Wisp into Malygos? No.
However, I think the rarity mechanic is amazing. Personal Trainer would be my favorite, as it's a lot more complex that meets the eye. I would change it to "Promote to Legendary" and nerf its stats to it pretty much becomes "Give +3/+3 to Common cards, +2/+2 to Rare, +1/+1 to Epic". It's a very minor nitpick though, feel free to ignore it.
Squad Leader would benefit from a smaller effect + a bigger body. 3-mana 1/2 baseline hurts my eyes.
Spear of Champions' effect is fine, but remember how Blizzard has fucked up every new weapon since Naxx and why. You're not going to kill anything with a 3 Attack weapon on turn 6. Keep it cheap, like a 3-mana 3/2. Also, does this proc on minions on the board or in hand? This should be made clear. I know you mentioned how it can proc on itself, but I still think it's a weird weapon. Keep things simple. The whole "3/3, 4/3, 4/2, 4/1" thing is needlessly complicated. (e.g. 3-mana 2/2 weapon. Whenever you kill a minion with this weapon, Promote a random friendly minion.)
There's a lot of design space for rarity-based buffs. e.g. A weapon that says "If this weapon is an Epic or better, it has +X Attack."
The spell promote effect only triggers when a spell is promoted, I think you misread, it says give a minion/weapon +1/+1 OR a spell +1 Damage. Promote giving spell damage would be a little insane yeah.
And with the Personal Trainer, I don't want it to promote all the way to legendary, I want him to be a viable pick in epic quality decks.
Oh and trust me, the stat baseline of Squad Leader hurts my eyes as well. The way I wanted Peasant King to work would be to absolutely swarm the board with taunts, but my biggest problem with this is you have to keep the leader in your hand to make sure you can get a couple of promotions off, else the card is utter garbage, which, against aggro, isn't ideal. How about making him a 3/3 Taunt with the effect but only spawns one guy? Or maybe if I remove taunt from it and make it a 1/3, causing it to actually be protected by the militia, increasing
it's survivability.
I do want the Spear of Champions to be a bigger card, I think ideally Epic King should be more midrange. A 3 mana weapon is something I'm not sure about. I'm personally not seeing where you could get the implication that it would trigger for the hand though, like, if it said give a random friendly minion +1/+1 you'd see it as being an on board effect, right? The issue stems from the fact that it needs to kill something to work, and it shouldn't really have too much attack, else it could be too strong because it provides a buff to itself, in addition, it should have more than 1 durability because that would mean the effect would only ever be able to hit one minion, which doesn't make it a bad card but in that case it's kinda just a regular weapon with a tiny buff attached to it, when I want the weapon to have that be one of it's stronger points. So, how about I remove the kill requirement? That would make it more consistent at least. Then I could make it a 5 mana 4/2 or something, and even though it won't be able to consistently kill something from there, it can at least reliably trigger the effect.
Oh and also, just so I have someone's opinion about it, which legendary would you say is the most ideal there? And how do you put a quote in a spoiler?
I'm currently trying to reply to TheBangZats, but my posts keep getting marked as spam as soon as I post them. I haven't posted in over 24 hours now, so I most certainly am not posting too rapidly... Have I done something wrong that I don't know of?
Hello again everyone, I have decided on some example cards and would appreciate feedback. Also reworded Corruption.
It's a bit wordy so if you have another way to word it let me know :)
Fel Acid Breath: This card is from the Basic set and highlights the positioning aspect of this class, one of the classes main themes (as shown in the Hero Power) is positioning, both from you and your opponent which encourages more skill based games. What this card boasts is a slightly weaker Flamestrike that has a condition that will usually punish aggro decks or mid-range players who badly position their minions or add excessive amounts of minions to the board.
Satyr Sword: This is a weapon that I had made for the WoToG expansion, the meaning behind it is that you attack a minion, it lives, you end your turn, you can then attack with that minion at the start of your opponents turn (Corruption triggers after any start of turn effects). The idea by presenting this card is that it will show off that the class is a Weapon class and also showcase one of the more dynamic uses of Corruption.
The Fel and the Furious: This is a card that I had made for the GvG set, the card showcases that the Fel-Sworn is one of the Secret classes, but it also showcases how the class is a Demon class, and also shows another similar dynamic use for the Corruption keyword. So what it does is when your opponent plays a Mech or Demon, it pauses their turn and allows you to attack with it, if it does not die the opponent will still be able to attack with it (as indicated by the before).
I'm not into your Corruption mechanic. Typically, you can't take actions during an opponent's turn. It's their turn after all. It also gets confusing as to when you take the action during their turn. Can you interrupt at any point? That could really mess up combos and play. Your opponent would probably just sit there, doing nothing, until you took your interrupting action. If it isn't at any point, if it creates specific points in their turn when you act... what's the point? It might as well just happen at the end or beginning of your turn. I'd seriously reconsider this mechanic and just try to use Secrets if possible. As it's written, I have no clue how your cards are supposed to work. Maybe it'd be clearer if I saw in the play... but that will never happen unfortunately.
Hello again everyone, I have decided on some example cards and would appreciate feedback. Also reworded Corruption.
It's a bit wordy so if you have another way to word it let me know :)
Fel Acid Breath: This card is from the Basic set and highlights the positioning aspect of this class, one of the classes main themes (as shown in the Hero Power) is positioning, both from you and your opponent which encourages more skill based games. What this card boasts is a slightly weaker Flamestrike that has a condition that will usually punish aggro decks or mid-range players who badly position their minions or add excessive amounts of minions to the board.
Satyr Sword: This is a weapon that I had made for the WoToG expansion, the meaning behind it is that you attack a minion, it lives, you end your turn, you can then attack with that minion at the start of your opponents turn (Corruption triggers after any start of turn effects). The idea by presenting this card is that it will show off that the class is a Weapon class and also showcase one of the more dynamic uses of Corruption.
The Fel and the Furious: This is a card that I had made for the GvG set, the card showcases that the Fel-Sworn is one of the Secret classes, but it also showcases how the class is a Demon class, and also shows another similar dynamic use for the Corruption keyword. So what it does is when your opponent plays a Mech or Demon, it pauses their turn and allows you to attack with it, if it does not die the opponent will still be able to attack with it (as indicated by the before).
I'm also not a fan of the Corruption effect. Stealing control of a minion is a powerful effect. The weapon is OP (compare with Shadow Madness) and the Fel and Furious is just... bad. (How many people play mechs in standard? And what about nonWarlocks?) Allowibg you to steal a minion and have it attack its friends... during your opponent's turn... that's complicated and extremely hard to balance. Beyond this stealing effect, I'm not sure what differentiates your hero from a warlock.
And finally, the first card won't work since we can't select multiple targets with one spell.
Okay, after much thought, I think I have decided on what my example cards are going to be. I haven't figured out what I'm going to do for my portrait exactly, but here's everything I've got for my class so far:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
These cards represent several of these themes:
Beast Within: This is an example of a Worgen removal card. While there will be direct damage, one of the themes is increasing your hero's attack, representing Howe's vicious Worgen side. This is also an example of a card using the Worgen keyword. If played in human form, this card is inefficient, while it has great value while played in Worgen form.
Howe's Steward: While some cards will be like Beast Within, there will be others like this one that have both the Human and Worgen keywords. This are inefficient, but more versatile. The two choices you have represent the aggressive theme of Worgen and the supportive theme of Human. Human-themed cards will also do things like buff your minions and support them in other ways.
Winter Has Come: This is an example of both an Alterac-themed card (my original Worgen character is from Alterac if you didn't read the lore) and the theme of interacting with class minions. In this case, the class interaction represents the hardiness of your units.
And there are a ton more cards I made in the Spoiler below. Let me know if you think I chose poorly for my example cards.
Test Basic Set:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
THERE IS NO GAME.
Hello guys!
Not here to contribute to the discussion, I just wanted to say a big THANKS to the Fan Creations mod team for the remarkable passion they put in organising those competitions. I took part in all competitions during Season 1 & 2, as well as in the first CCC. Then my enthusiasm faded away, but this CCC has reawakened it.
I don't think I'm ready yet for a whole CCC, as my inspiration needs some warming up again, but I'll try my best.
Good luck to everyone!
My custom classes : /// / My Card Factory!
I can't believe it's still going to be another week. I'm so pumped for this CCC!
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
@SgtFailure, The Operative seems like an interesting class and the cards seem balanced. I really like Chronogun Operative, as it works in a lot of different types of decks. Control or midrange can shuffle big drops back into their deck if they draw them too early and combo can try draw into their useful cards if they have something they dont need in their hand. How does the UI work when you play it and does it work if your hand is empty?
Also, there's a little typo on the play style part. At the start of the third paragraph, you call the class The Operator instead of The Operative.
Ok, since my big question was answered I guess it's time to try and get some initial feed back on my class.
The Sapper Class
Not all heroes want to fight on the front lines, especially the smart ones. Sappers, for instance, know that the best win is one you secure before there even is a front line. This is a class about controlling the conditions of the battle and stymieing your opponent's forward movement while developing the large artillery you'll need to end the fight once and for all.
The Sapper's main tool is subterfuge, and their hero power and unique Keyword is a prime example of this mindset:
Like the evil cousin of Spare Parts, Scourge cards are a special class of spells that will have negative effects for the user and represent the machinations of the Sapper's plans. Usually the Sapper will give their opponent Scourges, but they can also be applied to the Sapper as an extra cost or drawback to their spells or minions. Much like the Shaman's totems, there will be a set of four basic Scourge cards (Sabotaged! being one of the four) but also specialized Scourges created by individual minions or spells.
Example Cards
Rixmix Boomwizzle: As befits a class who wants to load up their opponent's hand with obstructionist cards, some cards in the Sapper class will benefit from your opponent's hand size. Sometimes this will be an extra effect if your opponent has a certain set number of cards in hand (usually at least 6 or more, taking after the example of Goblin Sapper), but other times the effect will trigger or benefit off of how many cards your opponent currently has in hand, as we see here with Rixmix.
Lock Down: This card represents a core theme of the class, "Neutralization but not removal." One of the big reasons the Sapper wants to make it harder for the opponent to play stuff is that it won't have access to a lot of the normal types of removal. Destroy effects, even conditional removal ala Priest, will be rare, and direct damage from spells will be even harder to come by. While some Scourges might assist, like some that force the opponent to choose a minion of their own to destroy, those will inherently not be direct. Instead, the Sapper will rely on effects to neutralize the effects of minions when they make it to the board, as we see with Lock Down. The minion is still there and would still retain any auras, Deathrattles, end of turn abilities, etc., but at least it can't strike. We might also see "soft neutralization" like removing minions ability to go face, or reductions in Attack, etc.
Mind Control Gas: Fairly straightforward, but another Secret class! As you can see, the Sapper's secrets will be the first to cost (4). This means we'll see effects that can conditionally recreate the effects of 6-Cost cards, like this Secret turning minions into Sylvanas-alikes, as well as new effects outside the range of Mage's 3-Cost Secrets.
Thanks in advance for any feedback.
I like the general idea of a control based class but Im not sure you need to make Scourge a keyword. Even if you decide to do so dont pur it on spells to kep the consistent pattern Blizzard has. Rixmix is too powrrful in my opinion as it punishes control decks and is very under powered agains rush decks who will be likely living off topdecks by turn 5. I feel addind something like up to a maximum of 3 would fix this problem but that is only a wuick solution which I thought of in 10s. The rest seems fine.
Thank you Kanye,
Very Cool.
While not the first to come up with that hero power idea, I still would like to see who will execute it better.
First, do you think it's adequately balanced? Drawing your opponent a card is a big downside. I'd honestly rather have Sabotaged! cost mana so they'd have to waste some to get rid of the effect. Not saying it's better, I'm just saying I would've preferred it.
Hero powers are fine, but your cards are trouble.
Does Rixmix's effect clog the deck up too much? It seems like drawing Sabotaged! does not automatically replace itself like Ambush! or Burrowing Mine.
Lock Down is way way way way too expensive. Sure in some situations you shut your opponent down, but an Emperor Thaurissan sure still needs to get destroyed, so does Ragnaros and a bunch of others. "Can't Attack" is just one of those things that can either be uber powerful or absolute trash.
Can you explain why you said your 4-mana Secrets should have 6-mana equivalent effects? Shouldn't it be 5-mana effects? e.g. a 2-mana Bear Trap = a 3-mana Ironfur Grizzly. Not to keen on Mind Control Gas for the same reason as Lock Down. It can be really good or absolute trash. Look at how rarely Mirror Image is being played. While it has the potential to steal big minions, you're likely going to get garbage, and 3-mana is not worth the chance of whiffing.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Hearthstone doesn't allow multi-targeting. Just FYI.
Be aware, though, that many keywords are not allowed in your basic set and also that keywords are, with few exception, generally not allowed before the expansions in which they were introduced.
(2) Hero Power "Add an Arching Smash to your hand."
[Arching Smash] (1) Spell "Deal 1 damage to a minion and the minions next to it."
I'm currently trying to reply to TheBangZats, but my posts keep getting marked as spam as soon as I post them. I haven't posted in over 24 hours now, so I most certainly am not posting too rapidly... Have I done something wrong that I don't know of?
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
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