I have a question about keywords. Last time, keywords weren't allowed in the Basic set. Is that going to be true this time, as well? With the way I'm designing my class, my keyword is going to be on a large number of the cards, so I may want to redesign the class if we have this restriction.
My idea is a Worgen class that switches back between human and worgen form:
So, you switch back and forth between these hero powers when you use them, and a lot of class cards have extra effects based on which form you're in. I worded it this way because replacing your hero power would mean you could immediately use the next one. You can still only use one hero power per turn. I have a question, though, about the rules. I want the Hero Portrait to switch back and forth between these two:
That would make it easy to remember which form you were in. But, does this count as another original token? I figured it would be okay since it's purely cosmetic and hero portraits weren't listed in the rules. It just changes what your hero looks like. Different portraits doesn't affect the game in any way. If this would break the rules, I can always just take out the second portrait and always use the first one. That loses some flavor, though.
I have concerns regarding the bolded line when you were discussing those mechanics. While having cards that tag along with your Hero Power is a good idea, but this would would restrict other classes from using your class cards mechanics. For the most part, HS cards are able to be used by all classes (Combo, Overload, Choose One), with some exceptions, and with the amount of ways you can obtain cards that are used by other classes, I feel that considering whether your class cards can be used by other classes is a big deal.
This issue popped up quite a fair bit during the Phase 1 to Phase 2 discussions for the 2nd Class Creation Competition as well, and I believe that a number of Phase 2 participants had to modify their Hero Power/mechanics as well.
I have a question about keywords. Last time, keywords weren't allowed in the Basic set. Is that going to be true this time, as well? With the way I'm designing my class, my keyword is going to be on a large number of the cards, so I may want to redesign the class if we have this restriction.
From the Phase 2 Guidelines in the Submissions Topic -
Just as Choose One, Combo, and Overload do not appear on any Basic cards, neither may any of your class's unique keywords appear on any of its Basic cards.
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class where things are better the more they cost . Or some kind of Mana Manipulator kind of class.
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class where things are better the more they cost . Or some kind of Mana Manipulator kind of class.
No offense but Why would I ever run the spell in your concept? It's dead in hand generally and only affects your class cards. It's a fairly dead draw. Maybe if it made the card cost 1 more, it might be good, but it doesn't fulfill much.
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class * where things are better the more they cost * . Or some kind of Mana Manipulator kind of class.
I like where you are going with this but i have a question regarding the spells.Would the aoe damage spells also benefit from such bonuses.
Eg. If it costs 3 mana or less it is a 2 dmg aoe otherwise its a 4dmg aoe
Just my two cents. I'm not really supportive of the second rule, the one token hero power thing. One could easily just add a spell to your hand that would do the exact same thing as the Hero Power would have done, and doing this just adds needless complexity and a bit of restriction from cards like Mana Addict, Violet Teacher, and Gadgetzan Auctioneer. (I'm guilty of doing this, in fact.)
So my idea a ramp / buff class that focuses on a single minion. Multiple cards would buff a 'Prototype', a specific 1/1 minion that the player may only control one of. Like Jade Golems, it will have a keyword: Prototype.
Let's say you cast a spell that reads: "Give your Prototype +2/+2." If you have a Prototype minion already, it gets +2/+2. Simple. If you don't have one, then summon a 1/1 Prototype and give it +2/+2. If you have more than one (Duplicate, Faceless Manipulator), give one of them the buff at random.
My only concern is there are two routes I could go. I could obviously make this a mech themed hero. I also had the idea to make it a Forsaken / Scourge themed hero, where the Prototype is an Abomination being pieced together. This might be thematically more interesting. I'm still looking into ideas and other themes to explore. Let me know what you think!
Hey, guys! I saw this, and after thinking of some options (like a titan class, or a trickster), the thing that finally got me was this:
The Hexer
Representing hexers from all Azeroth, a mysterious troll, some argue that he is one of the dreaded Dark Prophets from the Zandalari, and that he was disciple of Zul himself. After the Cataclysm brought Zandalar under the sea, Hakaali searched for a way to restore Zandalar's former glory. Time will tell if he'll succeed... but in Hearthstone has proven to be hard to take down.
"The die is cast!"
Hexers are known for all sorts of rituals, many of them of obscure nature, aiming at empowering their allies and break their foes. Many hexers can summon servants, wich they give life to with fragments of souls (sometimes even their own ones).
As you might have noticed, this is pretty much like mixing paladin and old rogue's hero power. Why does it just not summon more Voodoo Figurines? Well, Voodoo Figurines are much more effective when you can keep them controlled, if you try to sustain lots of them at the same time, you might lose control over them (or run out of soul fragments). That being said, it's much easier to empower these things so they become war golems on their own right.
And why would I want to play this hero? Well there are some reasons. 1: Many trolls. Trolls are cool. 2: Voodoo Figurines provide a variety of advantages if you can get good management. Just take this cards as examples:
Hexed Murloc: Trolls might be an important part of the Hexer's arsenal, but not all has to revolve about them. As an example, this murloc wich, although very weak on its own, can grow really scary with a good Voodoo Figurine on board.
Voodoo Ritualist: Another different use you can give to your Voodoo Figurines. In this case, the minion can constantly cheat death by draining Voodoo Figurines. Stats are low because otherwise this would be beyond broken in arena. That being said, a 4 mana 4/4 is still fair on it's own.
Sacrifice: Highly demanded removal, and also a good way to buff a Voodoo Figurine. Or was it all going to be hero power?
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class * where things are better the more they cost * . Or some kind of Mana Manipulator kind of class.
I like where you are going with this but i have a question regarding the spells.Would the aoe damage spells also benefit from such bonuses.
Eg. If it costs 3 mana or less it is a 2 dmg aoe otherwise its a 4dmg aoe
Yeah. I was actually think I was actually thinking of something exactly like that.
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class where things are better the more they cost . Or some kind of Mana Manipulator kind of class.
No offense but Why would I ever run the spell in your concept? It's dead in hand generally and only affects your class cards. It's a fairly dead draw. Maybe if it made the card cost 1 more, it might be good, but it doesn't fulfill much.
The idea I had was to have some kind of activator that easily allowed you to get off the effects. I also planed on making cards that did damage equal to their cost or healed equal to their cost or summoned a random minion equal to their cost etc. so having a higher cost would be valuable. Although I do see what you mean about it probably being too weak. I thinking making the next card cost only 1 more is a bit too op. 0 mana for gain 3 mana crystals and make the next card you play cost 1 more is basically innervate and innervate is a little nuts especially when having high costs makes cards in this class better. Maybe making the card cost 2 more would be a little more balanced? That way it's pretty much the coin but with an upside.
Just my two cents. I'm not really supportive of the second rule, the one token hero power thing. One could easily just add a spell to your hand that would do the exact same thing as the Hero Power would have done, and doing this just adds needless complexity and a bit of restriction from cards like Mana Addict, Violet Teacher, and Gadgetzan Auctioneer. (I'm guilty of doing this, in fact.)
Also more importantly for many concepts me and McF4rtson have gone over, a lot aren't massively shifted from just being a normal class concept with a (0) mana spell for a hero power. Between that and the first challenge it's not extremely class defining right now. I think the third challenge does a good job of changing certain concepts, I'm not entirely sure the first two will. While it does change certain parts of concepts it isn't as integral as might have been expected. However the second challenge has put some interesting concepts into rotation (2 mana shadowbolt and double hero powers Specifically) so while I don't think it was a net failure I'm wondering how much of these concepts will be massively effected by these challenges.
In terms of the general idea it isnt too bad but wouldnt it make it hard for the opponent to contol tbe board as from what you are saying the "protoype" seems to bypass something like snipe unless the prototype would also be part of your heropower
Alrighty, so this competition feels pretty strong. I've had an idea kicking around for awhile and I think it finally applies here. Without ado...
I'm here to ask if that seems balanced to you guys. For the record, much of the class's removal is designed to give your hero more attack and more "On kill" effects. While my class doesn't have a keyword, the "On-kill" effect will appear on both minions and spells. So the attack on your hero can stack up, so no real Heroic Strike cards.
Hmm... +1 attack by itself is very weak as hero power (think of Fireblast and Shapeshift). So this has to be used constantly on removing things to become good, wich is fair. The rest of the comment was pretty hard to understand, but if effects depending on killing enemies are going to be core of the class, you'll have to get some balance between pure damage dealing stuff to take advantage of your "On-kill" effects, and enough "On-kill" good enough effects to make the mechanic something that marks the identity of the class.
I like the concept of Hexer a lot at first I thought it seemed really similar to Jade Golems but I like the idea of things like Voodoo Ritualist although I think it would be a little more clear if it had something like "Deathrattle: Destroy a friendly Voodoo Figurine, resummon this minion."
In terms of the general idea it isnt too bad but wouldnt it make it hard for the opponent to contol tbe board as from what you are saying the "protoype" seems to bypass something like snipe unless the prototype would also be part of your heropower
One of the class' strengths would be the ease of having minions on the field. If their Prototype is dealt with, they should have a few cards that can create a new one. If it isn't, it'll just keep getting bigger! However, other minions could be targeted by Snipe or other cards. In addition, the class would be very board focused, and wouldn't have many tools to attack opponents directly, like Druid.
@Mvon - Love the idea, but the hero power feels like a straight buff from Paladin's Hero Power. My suggestion is such that you can only have one figurine up at any point of time, and you can only upgrade that one figurine.
So my idea a ramp / buff class that focuses on a single minion. Multiple cards would buff a 'Prototype', a specific 1/1 minion that the player may only control one of. Like Jade Golems, it will have a keyword: Prototype.
Let's say you cast a spell that reads: "Give your Prototype +2/+2." If you have a Prototype minion already, it gets +2/+2. Simple. If you don't have one, then summon a 1/1 Prototype and give it +2/+2. If you have more than one (Duplicate, Faceless Manipulator), give one of them the buff at random.
My only concern is there are two routes I could go. I could obviously make this a mech themed hero. I also had the idea to make it a Forsaken / Scourge themed hero, where the Prototype is an Abomination being pieced together. This might be thematically more interesting. I'm still looking into ideas and other themes to explore. Let me know what you think!
That's actually quite interesting. I'm leaning more towards the Forsaken/Scourge type of hero since, as you said, it's thematically more interesting not to mention it also has a really nice flavor to it. Themes you might want to include in your class is giving some minions the 'Prototype' keyword, and effects that trigger if one or more Prototypes have a certain amount of attack/health (think Twin Emperor Vek'lor and Ancient Shieldbearer with C'Thun).
Alrighty, so this competition feels pretty strong. I've had an idea kicking around for awhile and I think it finally applies here. Without ado...
I'm here to ask if that seems balanced to you guys. For the record, much of the class's removal is designed to give your hero more attack and more "On kill" effects. While my class doesn't have a keyword, the "On-kill" effect will appear on both minions and spells. So the attack on your hero can stack up, so no real Heroic Strike cards.
Hmm... +1 attack by itself is very weak as hero power (think of Fireblast and Shapeshift). So this has to be used constantly on removing things to become good, wich is fair. The rest of the comment was pretty hard to understand, but if effects depending on killing enemies are going to be core of the class, you'll have to get some balance between pure damage dealing stuff to take advantage of your "On-kill" effects, and enough "On-kill" good enough effects to make the mechanic something that marks the identity of the class.
Well, a lot of the buff spells also have on-kill effects. Example...
Play this card in combo with the HP and now your hero has 3 attack. Kill a minion and you restore 3 health to your hero and summon a 1/1. Basically the more effects you stack on, the more attack. But putting them into one attack on one turn is kind of a waste, so you have to decide which buffs you want to play for their kill effects.
Also, I'm a big fan of the Hexer concept you're working on. I think you made need seperate ways to summon figurines for some of the effects however, seeing as some effects destroy it (The 4/4) while some need it alive to be really effective (The destoy and murloc). I'm interested to see where you go with this at least.
I have a question about keywords. Last time, keywords weren't allowed in the Basic set. Is that going to be true this time, as well? With the way I'm designing my class, my keyword is going to be on a large number of the cards, so I may want to redesign the class if we have this restriction.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So here's a barebones concept of the class I'm thinking of. The idea is to have a bunch of cards that synergize with being overcosted. I'm still debating on the flavor of the class but I'm leaning towards either a posh Noble/Lord type class where things are better the more they cost . Or some kind of Mana Manipulator kind of class.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Thank you Kanye,
Very Cool.
Just my two cents. I'm not really supportive of the second rule, the one token hero power thing. One could easily just add a spell to your hand that would do the exact same thing as the Hero Power would have done, and doing this just adds needless complexity and a bit of restriction from cards like Mana Addict, Violet Teacher, and Gadgetzan Auctioneer. (I'm guilty of doing this, in fact.)
So my idea a ramp / buff class that focuses on a single minion. Multiple cards would buff a 'Prototype', a specific 1/1 minion that the player may only control one of. Like Jade Golems, it will have a keyword: Prototype.
Let's say you cast a spell that reads: "Give your Prototype +2/+2." If you have a Prototype minion already, it gets +2/+2. Simple. If you don't have one, then summon a 1/1 Prototype and give it +2/+2. If you have more than one (Duplicate, Faceless Manipulator), give one of them the buff at random.
My only concern is there are two routes I could go. I could obviously make this a mech themed hero. I also had the idea to make it a Forsaken / Scourge themed hero, where the Prototype is an Abomination being pieced together. This might be thematically more interesting. I'm still looking into ideas and other themes to explore. Let me know 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
Edit: idk how to delete comments posted this by accident
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Hey, guys! I saw this, and after thinking of some options (like a titan class, or a trickster), the thing that finally got me was this:
The Hexer
Representing hexers from all Azeroth, a mysterious troll, some argue that he is one of the dreaded Dark Prophets from the Zandalari, and that he was disciple of Zul himself. After the Cataclysm brought Zandalar under the sea, Hakaali searched for a way to restore Zandalar's former glory. Time will tell if he'll succeed... but in Hearthstone has proven to be hard to take down.
"The die is cast!"
Hexers are known for all sorts of rituals, many of them of obscure nature, aiming at empowering their allies and break their foes. Many hexers can summon servants, wich they give life to with fragments of souls (sometimes even their own ones).
As you might have noticed, this is pretty much like mixing paladin and old rogue's hero power. Why does it just not summon more Voodoo Figurines? Well, Voodoo Figurines are much more effective when you can keep them controlled, if you try to sustain lots of them at the same time, you might lose control over them (or run out of soul fragments). That being said, it's much easier to empower these things so they become war golems on their own right.
And why would I want to play this hero? Well there are some reasons. 1: Many trolls. Trolls are cool. 2: Voodoo Figurines provide a variety of advantages if you can get good management. Just take this cards as examples:
Hexed Murloc: Trolls might be an important part of the Hexer's arsenal, but not all has to revolve about them. As an example, this murloc wich, although very weak on its own, can grow really scary with a good Voodoo Figurine on board.
Voodoo Ritualist: Another different use you can give to your Voodoo Figurines. In this case, the minion can constantly cheat death by draining Voodoo Figurines. Stats are low because otherwise this would be beyond broken in arena. That being said, a 4 mana 4/4 is still fair on it's own.
Sacrifice: Highly demanded removal, and also a good way to buff a Voodoo Figurine. Or was it all going to be hero power?
Click to see my Hearthstone projects:
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
In terms of the general idea it isnt too bad but wouldnt it make it hard for the opponent to contol tbe board as from what you are saying the "protoype" seems to bypass something like snipe unless the prototype would also be part of your heropower
Thank you Kanye,
Very Cool.
Click to see my Hearthstone projects:
I like the concept of Hexer a lot at first I thought it seemed really similar to Jade Golems but I like the idea of things like Voodoo Ritualist although I think it would be a little more clear if it had something like "Deathrattle: Destroy a friendly Voodoo Figurine, resummon this minion."
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
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
@Mvon - Love the idea, but the hero power feels like a straight buff from Paladin's Hero Power. My suggestion is such that you can only have one figurine up at any point of time, and you can only upgrade that one figurine.
First and biggest question? How would Justicar affect this hero power?
Click to see my Hearthstone projects: