Speaking of challenges I hate, I'm really not digging this keyword requirement. It works for some people's classes, but it feels more restrictive to me than anything -- forcing people to think of and define their new mechanics into keywords can take simple and neat ideas and make go in awkward directions.
In general this idea of like -- "Oh, I'm going to really mess people's ideas and visions up in the future, mwahahaha!" doesn't jive well with me at all. If someone has an idea in mind, I'd think the requirements posed for people should be more about inspiring people via necessity rather than simply preventing them from expressing the ideas they have in mind. Of course, this is only my silly take on things.
Does anybody have an idea that might work as a keyword for my class? I'd like something simple, similar to Combo or Choose One, that fits in somewhat with the identity I've already developed.
Hmm... it looks like your class is going to interact with spells quite frequently - you could try keywording the effect 'Whenever you cast a spell', or maybe you could try working in 'Can't be targeted by spells or Hero Powers' and keywording that? I don't have any ideas for completely original keywords right now.
Speaking of challenges I hate, I'm really not digging this keyword requirement. It works for some people's classes, but it feels more restrictive to me than anything -- forcing people to think of and define their new mechanics into keywords can take simple and neat ideas and make go in awkward directions.
In general this idea of like -- "Oh, I'm going to really mess people's ideas and visions up in the future, mwahahaha!" doesn't jive well with me at all. If someone has an idea in mind, I'd think the requirements posed for people should be more about inspiring people via necessity rather than simply preventing them from expressing the ideas they have in mind. Of course, this is only my silly take on things.
Does anybody have an idea that might work as a keyword for my class? I'd like something simple, similar to Combo or Choose One, that fits in somewhat with the identity I've already developed.
From experience, people love new keywords. It is very much in your interest to include one if you want to do well in the contest. The challenge is more helping you out than constraining you.
The keyword challenge might make things a bit interesting. Some classes will probably suffer from having to force a keyword into it, but there will probably be cool stuff as well.
My class will probably be Commander/Champion, based on warfare, commanding a battle and stuff like that. Will have things like weapon synergy, minion buffs and positioning based effects. Like the new keyword ”Formation”, which will indicate an effect thats active if the minion has a friendly minion on both sides of it. For example a minion with ”Formation: +2 Attack” would have +2 attack if between friendly minions.
If a nice idea. I'd love to see a buff-support class. Formation is a neat, I'll be it a little clunky, mechanic. It appears this class would be an aggro one, which I'm not much of a fan of, but that's okay. You could think about some Aura effects or effects depending on number of minions too, so there you go. Not much else I can say. It's pretty nice
Everybody already started building their classes while I'm not even sure what I want to submit. Crap...
Dont worry, ur not alone :) I have an idea, but thats about as far as i am right now :D
My concern was mostly about the fact that later propositions usually don't get commented on during big comps :/
Yeah, that is true ... and also some ideas might be already taken. That said i guess me and HenryXLII r gonna work on basically the same class, so that should be fun :D Im interested to see our approach, if we go in a same direction or totally different :D
Im now trying to get a better idea as to how to structure a wholesome class from just an expert set for it to make sense so i can build upon that :)
So, class ready, hard concept ready (tries to not mess up), and not just Common/Rares, done! The... umm.... before Bounty Hunter, now MERCENARY!!
The Mercenary
Mercenaries, you contract them, they'll do the job for you, one of those money-hunters is Quarnassio, everyone (without mind) respects Quarnassio, he leads everyone for loot, and help the others to set their targets with ease. The Mercenary focus heavily on single-minion removal, and striking with brute force, however, the Mercenaries might have special powers, but they don't resist THAT much, and numbers obliterate even the most powerfull mercenaries, not even Quarnassio has such precision!
The Mercenary has a lot of capabilities! But he isn't capable to do them alone:
The Mercenary might not have many Marking cards, but he is going to get a LOT on Classic set, and over time, to clarify who is the raider here!
New Keyword:Tome. This shows up like a secret but visible to both players. They are buffs to your hero that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell Heavy, tomes, for the rest of the turn style effects, some self damage with lots of cards that deal damage multiple times (maybe), multiplet tribe synergies to further boost archetypes made possible by the hero power.
Well, this is a little bit awkward for me since I only have 3/5 card sets with a card in them needed. I suppose I might as well post everything I have as of now.
TIME TRAVELER
(shoutout to Cogito who inadvertently predicted this was my idea)
The Time Traveler class, represented by [insert name here], is a class focused on, well time. The Hero Power for the class is Glimpse featuring a unique mechanic (for Hearthstone that is) and one that really plays into how the class works. You get to look at the top 2 cards of your deck and you get to change their order around as you please, allowing you to strategize further around your deck and allow you to draw better. It's also extremely useful for the class exclusive keyword, Quick-Time. Quick-Time effects are bonus effects that activate if you play the card on the same turn you receive it, either by drawing it or generating it. As long as it gets there somehow and you play it, it counts. In other classes, this would be very top-deck heavy and luck focused, but Time Traveler has ways to work around and manipulate this, namely their Hero Power helps tremendously with this.
Here are all of the cards I have so far:
Basic
Explanations:
Future Sight is essentially a beefed up Hero Power for 1 less mana (but it does also cost a card). It's an extremely useful tool to further strategize and plan ahead for future draws and for Quick-Time effects. It also allows you to increase your odds of finding an answer should you need one.
Rift Elemental is a simple card to show off the Quick-Time mechanic. As a 1 mana 1/3 Elemental, it's already decent as is but with a Quick-Time trigger, you can play a 3/3 Elemental for 1 Mana which is precisely what Quick-Time is meant to be, a bonus. Unlike Combo for Rogues where cards like SI:7 Agent and Vilespine Slayer are reliant on their Combo effects to works, Quick-Time cards are meant to be fine enough to play by itself and give you an added bonus for triggering the effect. Inherently useful for early board presence and Elemental synergy. Time Traveler is planned to be one of the main Elemental classes for Elemental synergies (along with Mage, Shaman and to a lesser extent, Priest).
Accelerate Time is your basic (literally) draw spell. You draw and it gives you a power-spike if you play the card. Thanks to deck order manipulation from Glimpse and Future Sight, you can easily use this to draw an important card and change the game in your favor or trigger a Quick-Time effect.
Crossfire Bolts is an idea I had for the class: Cards that have multiple chosen targets. I don't see a reason why this shouldn't be in the game. Reception of this idea was mixed, so this is mostly in the side.
Sandstorm is your basic (yeah, I made that joke again. Wanna fight me tough guy?) board clear that gives you a Consecration without the face damage upon playing it normally and gives you a one-sided Hellfire (again, without the face damage) if you play it when you get it. It also plays into an aesthetical theme with the class: Sand. Sand is the elemental of time after all.
Rift Blast is a more expensive damage option that has a mechanic found on a few other cards here, interacting with your opponent's timer. Your opponent can't think too long about their game or they may get hit with a free 5 damage.
Classic
Explanations:
Future Sight plays into the time theme a lot, as well as the sand theme. The Battlecry gives off the Nozdormu effect for your opponent for a single turn. Now Nozdormu is infamous because you can use it to skip turns and your opponent won't really have all the time they should. Not with this though. Since the effect starts on their next turn, you can't abuse this in any way to skip their turn or anything. It's always 15 seconds for them and get a fair turn. If they had already planned out a draft for their turn, this can be just a 3 mana 3/4 with no ability.
??? goes along the them or deck order manipulation and knowing the top cards of your deck. Because of Glimpse and Future Sight, you can change your deck around and essentially be able to choose whether this has Windfury or Taunt. Even if you don't see into your deck, you still have a 50/50 for Windfury or Taunt and now you know the card type of the top cards of your deck.
Path to Nowhere is a card that plays into the time theme. You destroy a minion for a single one of your turns and your opponent's, then on your next turn the minion is brought back. Can be very useful for temporarily clearing out minions so you can focus on others, go face or draw for answers. In weird cases, you could also use this on your own minions to trigger their Deathrattles and it also protects them from your opponent. Next turn, you'll get a full-statted copy of the minions.
Parallel Dimensions goes well for the theme of time, but also is very useful for Quick-Time effects since you can shuffle cards you already drew before back in the deck and draw new cards which can then be used to trigger the Quick-Time effects this turn. If you have a hand full of expensive or situational cards when you don't need them, you can toss them back and get a better hand for right now.
Timewalker is another card, like Rift Blast that uses the effect of your opponent's time. It copies the effect of Rift Blast and uses it a bit differently. It's a Taunt minion that gains more Attack the longer your opponent takes on their turn. Don't watch the clock. Do what it does: Keep moving forward. There would be a clock icon at the top-right of the card that counts your opponent's time on their most recent turn so you'd know the amount of Attack you gain.
Temporal Golem is an idea I don't expect to go very far. It's really stupid, but I love it. It's a 2 mana 2/2 Elemental with a really abstract ability. For every time your opponent started the rope, it gets +4/+4. It kind of punishes people who rope, but it also synergizes with Vault Keeper.
Black Hole plays into the more astral side of Time Traveler by creating... well, a black hole. Normally it would be a Twisting Nether, but activating the Quick-Time effect only makes it destroy enemy minions while keeping your own alive. Otherwise though, playing it as just a Nether is perfectly fine.
WoTOG
Explanations:
Demented Lackey is your average C'Thun buffer. It's like a powered up Twilight Elder, but it's special in the fact that it can also reduce C'Thun's Cost via it's Quick-Time effect.
Time Twister is a Path to Nowhere for absolutely everything. Everything I said about Path to Nowhere applies here too, only crazier. Be creative. You can definitely think of ways to abuse this card.
Hollow Knight is the second C'Thun support card for Time Traveler. If you get C'Thun to 10 Attack, you can destroy any minion on the battlefield and get a 7/4 for 5 mana. Value that makes your opponent a salty dog (see what I did there?)
Feedback is welcome. This took about an hour to make.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
So, class ready, hard concept ready (tries to not mess up), and not just Common/Rares, done! The... umm.... before Bounty Hunter, now MERCENARY!!
The Mercenary
Mercenaries, you contract them, they'll do the job for you, one of those money-hunters is Quarnassio, everyone (without mind) respects Quarnassio, he leads everyone for loot, and help the others to set their targets with ease. The Mercenary focus heavily on single-minion removal, and striking with brute force, however, the Mercenaries might have special powers, but they don't resist THAT much, and numbers obliterate even the most powerfull mercenaries, not even Quarnassio has such precision!
The Mercenary has a lot of capabilities! But he isn't capable to do them alone:
The Mercenary might not have many Marking cards, but he is going to get a LOT on Classic set, and over time, to clarify who is the raider here!
Also other options for Showcasing:
(Any feedback is appreciated comment)
I actually had an idea about the exactly same hero power (unrelated to anything). I like the Mark synergy with it, very nice!
Trapnomaly Detector seems a bit busted tho :D
Btw the text of the hero power: "Deal 2 damage randomly split among all enemies." (Avenging Wrath)
Well, this is a little bit awkward for me since I only have 3/5 card sets with a card in them needed. I suppose I might as well post everything I have as of now.
TIME TRAVELER
(shoutout to Cogito who inadvertently predicted this was my idea)
The Time Traveler class, represented by [insert name here], is a class focused on, well time. The Hero Power for the class is Glimpse featuring a unique mechanic (for Hearthstone that is) and one that really plays into how the class works. You get to look at the top 2 cards of your deck and you get to change their order around as you please, allowing you to strategize further around your deck and allow you to draw better. It's also extremely useful for the class exclusive keyword, Quick-Time. Quick-Time effects are bonus effects that activate if you play the card on the same turn you receive it, either by drawing it or generating it. As long as it gets there somehow and you play it, it counts. In other classes, this would be very top-deck heavy and luck focused, but Time Traveler has ways to work around and manipulate this, namely their Hero Power helps tremendously with this.
Here are all of the cards I have so far:
Basic
Explanations:
Future Sight is essentially a beefed up Hero Power for 1 less mana (but it does also cost a card). It's an extremely useful tool to further strategize and plan ahead for future draws and for Quick-Time effects. It also allows you to increase your odds of finding an answer should you need one.
Rift Elemental is a simple card to show off the Quick-Time mechanic. As a 1 mana 1/3 Elemental, it's already decent as is but with a Quick-Time trigger, you can play a 3/3 Elemental for 1 Mana which is precisely what Quick-Time is meant to be, a bonus. Unlike Combo for Rogues where cards like SI:7 Agent and Vilespine Slayer are reliant on their Combo effects to works, Quick-Time cards are meant to be fine enough to play by itself and give you an added bonus for triggering the effect. Inherently useful for early board presence and Elemental synergy. Time Traveler is planned to be one of the main Elemental classes for Elemental synergies (along with Mage, Shaman and to a lesser extent, Priest).
Accelerate Time is your basic (literally) draw spell. You draw and it gives you a power-spike if you play the card. Thanks to deck order manipulation from Glimpse and Future Sight, you can easily use this to draw an important card and change the game in your favor or trigger a Quick-Time effect.
Crossfire Bolts is an idea I had for the class: Cards that have multiple chosen targets. I don't see a reason why this shouldn't be in the game. Reception of this idea was mixed, so this is mostly in the side.
Sandstorm is your basic (yeah, I made that joke again. Wanna fight me tough guy?) board clear that gives you a Consecration without the face damage upon playing it normally and gives you a one-sided Hellfire (again, without the face damage) if you play it when you get it. It also plays into an aesthetical theme with the class: Sand. Sand is the elemental of time after all.
Rift Blast is a more expensive damage option that has a mechanic found on a few other cards here, interacting with your opponent's timer. Your opponent can't think too long about their game or they may get hit with a free 5 damage.
Classic
Explanations:
Future Sight plays into the time theme a lot, as well as the sand theme. The Battlecry gives off the Nozdormu effect for your opponent for a single turn. Now Nozdormu is infamous because you can use it to skip turns and your opponent won't really have all the time they should. Not with this though. Since the effect starts on their next turn, you can't abuse this in any way to skip their turn or anything. It's always 15 seconds for them and get a fair turn. If they had already planned out a draft for their turn, this can be just a 3 mana 3/4 with no ability.
??? goes along the them or deck order manipulation and knowing the top cards of your deck. Because of Glimpse and Future Sight, you can change your deck around and essentially be able to choose whether this has Windfury or Taunt. Even if you don't see into your deck, you still have a 50/50 for Windfury or Taunt and now you know the card type of the top cards of your deck.
Path to Nowhere is a card that plays into the time theme. You destroy a minion for a single one of your turns and your opponent's, then on your next turn the minion is brought back. Can be very useful for temporarily clearing out minions so you can focus on others, go face or draw for answers. In weird cases, you could also use this on your own minions to trigger their Deathrattles and it also protects them from your opponent. Next turn, you'll get a full-statted copy of the minions.
Parallel Dimensions goes well for the theme of time, but also is very useful for Quick-Time effects since you can shuffle cards you already drew before back in the deck and draw new cards which can then be used to trigger the Quick-Time effects this turn. If you have a hand full of expensive or situational cards when you don't need them, you can toss them back and get a better hand for right now.
Timewalker is another card, like Rift Blast that uses the effect of your opponent's time. It copies the effect of Rift Blast and uses it a bit differently. It's a Taunt minion that gains more Attack the longer your opponent takes on their turn. Don't watch the clock. Do what it does: Keep moving forward. There would be a clock icon at the top-right of the card that counts your opponent's time on their most recent turn so you'd know the amount of Attack you gain.
Temporal Golem is an idea I don't expect to go very far. It's really stupid, but I love it. It's a 2 mana 2/2 Elemental with a really abstract ability. For every time your opponent started the rope, it gets +4/+4. It kind of punishes people who rope, but it also synergizes with Vault Keeper.
Black Hole plays into the more astral side of Time Traveler by creating... well, a black hole. Normally it would be a Twisting Nether, but activating the Quick-Time effect only makes it destroy enemy minions while keeping your own alive. Otherwise though, playing it as just a Nether is perfectly fine.
WoTOG
Explanations:
Demented Lackey is your average C'Thun buffer. It's like a powered up Twilight Elder, but it's special in the fact that it can also reduce C'Thun's Cost via it's Quick-Time effect.
Time Twister is a Path to Nowhere for absolutely everything. Everything I said about Path to Nowhere applies here too, only crazier. Be creative. You can definitely think of ways to abuse this card.
Hollow Knight is the second C'Thun support card for Time Traveler. If you get C'Thun to 10 Attack, you can destroy any minion on the battlefield and get a 7/4 for 5 mana. Value that makes your opponent a salty dog (see what I did there?)
Feedback is welcome. This took about an hour to make.
Unique keyword on basic cards? Naughty naughty! Btw i dont necessarily like the name Quick-Time for what it does tho :/ Wont offer any better suggestions right now, i'll just say it doesnt sit right with me.
Ok, here's my pitch. I know I'm missing the tribe-rule one, but this is to showcase my idea for the competition since I've not gotten any feedback on it yet.
The class I'm going with is Dreadlord. In the Warcraft series, these were vampiric, trickster demon lords that served the Legion. Just like in WoW, in Hearthstone their gimmick would be Vampirism (Lifesteal), Trickery (Control, Sleep, maybe Secrets) and, of coure, Demons.
A Dreadlord's goal is that of attrition of resources, meaning, making your opponent run out of resources before you do. It is done so mainly through a combination of minions, spells and, specially, tons of healing. However, the main source of... food is not usually your enemies, but your allies. Your minions, despite not being the strongest, will grant you further protection and sustain to keep you in the game.
There is also a new keyword specific to this class: Bloodbound. Bloodbound cards come into effect when your hero is healed with any kind of effect, whether it is a spell or Lifesteal. But Dreadlords do not only play bloody, they also play dirty. They hold possession of a grand array of tricks and dark magic under their sleeves.
But in the end what's a class without it's Legendary. That's where this little fellow enters. Tichondrius will double your max Health to make sure you can heal even more than before (Disclamer: It does not double your current Health, only the max cap. Current Health stays the same.)
A couple red flags I see here, starting from the top:
First off, Dreadlord is a race not a class. It's a pretty specific race too, which is probably going to limit the card pool you can have access to by a lot. You could possibly change your class into something like "The Legion" so that you can get access to a wider card pool, and not be restricted to just one race that primarily serves one faction.
As for the Hero Power, there's two issues here. First, it uses a Keyword that wasn't developed until KFT. You could technically make the point that it could've been cross-applied back after KFT dropped, but honestly I think you'd be better off going with something like "Deal 1 damage. Restore 1 Health to your hero." Secondly, and mostly importantly, it's a strictly better version of the Mage Hero Power, which I'd definitely avoid. If I were you, I'd change the power to give your Hero +1 Attack rather than deal 1 damage, but that's honestly got its own slew of problems too. However, in it's current state, I'm not a fan of the power creep demonstrated by the Hero Power.
Bloodbound, as a Keyword has two issues. Firstly, as I understand it, no Bloodbound effect will be able to be targetable. This is due to fact you cannot target effects on your opponent's turn, while you can have your Hero healed on your opponent's turn. If this interaction shouldn't work like that, I feel it's worth some sort of note on your submission when it's posted. Secondly, due to the effect of your Hero Power, Bloodbound essentially functions like a better Inspire. I don't know if I fan of that, and even if you're OK with it, it's worth it to keep in mind any Bloodbound minion you make has to be balanced with a fact you're using a better Inspire mechanic. Inspire is quite snowbally and for that reason some players simply aren't a fan of the mechanic. Therefore, apply this keyword with caution.
Bloodborn Gargoyle looks to be a Basic card, and Basic cards cannot have a class specific Keyword, as per the rules. I'd change it to a Common or Rare Classic.
Potion of Rejuvenation has extremely sloppy wording, and I'm not a fan. "Lifesteal effects targeted at"? What does that mean? Attacks by minions with Lifesteal? Spells giving a minions Lifesteal? If I were to design the card, I'd probably change it to give a Lifesteal minion twice the healing when it attacks, as it allows for a very similar effect while not being such an eyesore.
Weak Minded Fool! is word for word the card I posted earlier with my class costing one more, but it's not a super unique card and I'm somewhat willing to believe we might've both come up with it on our own -- just making you aware. The wording is also incorrect, should be take control of an enemy minion, not just minion. I also have no clue how it's a Karazhan card, but to each there own.
Class Legendary seems fine, I would like to note it somewhat breaks the theme of Classic Legendaries being heavy win conditions.
All and all, while there's a lot that could be improved about your class, flavor and mechanics wise it looks alright, and I'm excited to see what you do with it :)
Like the time traveling concept. But that reimnds me of another hero that another person who had done some thing similar to your style but completely different. you might want to see this. https://www.youtube.com/watch?v=rEUq-4qFyyQ
Explanation: After playing a card / Hero Power with the Whisper effect, it will hover over your Hero's portrait like Secret / Quest with the image of the card over it. When you hover over it, the effect will show up and tell if you can activate the effect or how many turn you still have to wait. Something like this:
When you hover over it, it will show up as:
When X is 0, the card will lit up like Secret during your opponent turn to signal that it is ready to be used. When you hover it again, it will become:
You have complete control when and which target the effect will fire off by right click on it (and click again if it's a target effect). Also, the effect is still counted as "activating" an effect, which mean that, for examples, minions with Can't be targeted by spells or Hero Power CANNOT be targeted by a spell or Hero Power Whisper effect. Whisper is also NOT a Battlecry if played from a minion, similar to Choose One effect from Druid. Playing the Whisper effect counts as casting / playing a card, so it will activate effects like Gadgetzan Auctioneer when activating a Whisper effect from spells or Questing Adventurer.
Flavor: Heavily reference fairy tale, legends, storytelling, bards, writing convention and book reading. A control/combo oriented class that favor planning ahead, coming back from behind while swinging tempo back. Has strong healing, card draw, removal and stall. Lack stand alone burst damage, their Hero Power do nothing to impact the board, their minions are usually has really poor body in exchange for utility as well as the Whisper effect do nothing the turn they played; so they will easily be tempo out if they don't draw into their board clear and heal and having trouble dealing with a mid-range board.
Sample cards:
A list of reference for people who might not aware:
Scheherazade: The main narrator of Arabian Nights, whose talent for telling stories is so great that she delayed her execution by her husband the Sultan 1001 nights until he relents and let her live. My reasoning for her to be friend with Deathwing is that she is the only one who can lie off her ass to Deathwing to agree that Alexstrasza is a big, big, big meanie (it's what essentially storytelling is, after all)
Happily Ever After: The cliche ending quote of almost every fairy tales. Hero Power is incredibly strong compare with Warlock, but this is only if they survive to the next turn to draw and use the card. Signify the Keyword of the class (which I noticed no class has a Keyword on their Basic HP).
Hero's Journey: Death: Refer to the narrative convention and structure of epic stories. This is refer to the part where the hero met his crisis / death before rebirth and stronger than before. All Hero's Journey will be removal spells.
Benevolent Serpent: Reference to Chinese / Asian dragons that are signified as wise, benevolent and specialized in healing (this card is mandatory to satisfy the tribal requirement). Signify the big healing aspect of the class.
Heart of Ice: Reference to the Snow Queen fairy tale written by Hans Christian Andersen where the titular character has a heart made entirely of ice. Signify the powerful stalling and Keyword of the class.
Deafening Echo: Referencing the famous Echo and Narciscus myth in which Echo, who is cursed to only repeat the last word that was said to her, is in love with Narciscus, who is cursed to only love his own reflection. Both of them eventually died, her of a broken heart, him of drowning. Signify the Whisper synergy.
Petrifying Gorgon: Reference the famous creature from Greek mythology where she turn people into stone if they look at her. Some version of the myths / retelling have the victims transform back when she was slayed. Signify efficient removal and stall of the class.
Hero's Journey: Triumph: Refer to the end of the story where the epic hero vanquish the evil force. I'd prefer both Hero's Journey to be included similar to the Shadow Word / Power Word in Priest. Note that the effect prefer to the spells you cast, so each spells with Whisper count as 2 spells. Signify the Hero's Journey spells and is the class's main win condition from K&C.
I don't understand Challenge #6 at all. Does it say that if I choose 5 example cards, they all must be from different expansions?
Yes. But from expansions in a Standard format. So if u showcase 5 cards, then it should be for example 1x KFT card, 1x WOG card, 1x Basic card, 1x UnGoro card, 1x KAC card.
All right, imma just drop my thing here. Sorry I can't give feedback yet - I gotta board a plane soon xD. But I'll get to it, definitely. I haven't thought to hard about the balance, it's more of a concept pitch thing than anything.
I also just realised I haven't made card draw yet - gotta get to that as well. I will, since combo classes definitely need it. Some of the cards say 'Feast' - it's the previous name for my keyword, which I changed the name of. I'm just lazy and haven't updated them yet.
I kinda feel like cheating a little and moving some cards to other expansions just because they're so critical to class identity, but... I'll worry about that later xD
Anyways, I present to you -The Harbinger:
Reasoning behind hero power - 2 Attack is really freakin strong. It's the only hero power that can clear 2 drops. I reckon that's enough to justify the slight downside. 1 health doesn't seem like much, but it really adds up with all the minions you'll be punching.
Mechanics: 1. Hero Attack/Weapons (and related BURST DAMAGE!) Note: Some cards may be a tad bit too strong. These are just initial ideas. The idea is that you can play this class as a burst-oriented combo deck, kind of like the old Oil Rogues before Blade Flurry died.
The combos here should be pretty obvious, so I'm not gonna explain them.
The 1 drop probably needs to be a 1/1.
2. Grinder/Attrition (ft. Permanent Effects). Permanent effects are given by LEGENDARY cards. Some will have DELAYED, The Darkness/Fal'dorei Strider effects. This enables the class to play a slower game, focused on slowly but inevitably bringing about your opponent's demise.
Fallen Angel art is a placeholder.
3. Kill stuff. Kill stuff lots. With big AOEs. Previous Feast cards (now Revelry) still say Feast because I'm lazy.
Frenzied Pyromancer caps itself at Hellfire, since it'll kill itself before it can deal even more damage. Unless you buff it. Kinda works like Defile.
Apocalypse Nova is like Defile: Deathrattles trigger, it checks if any minions are alive, then BLAMS them again if there are, then keeps BLAM-ming them until none are left. Originally called it Cataclysm, but that's already taken.
Yes, I'm aware that it doesn't currently meet all the challenges. Just throwing out some ideas :D
Ok, here's my pitch. I know I'm missing the tribe-rule one, but this is to showcase my idea for the competition since I've not gotten any feedback on it yet.
The class I'm going with is Dreadlord. In the Warcraft series, these were vampiric, trickster demon lords that served the Legion. Just like in WoW, in Hearthstone their gimmick would be Vampirism (Lifesteal), Trickery (Control, Sleep, maybe Secrets) and, of coure, Demons.
A Dreadlord's goal is that of attrition of resources, meaning, making your opponent run out of resources before you do. It is done so mainly through a combination of minions, spells and, specially, tons of healing. However, the main source of... food is not usually your enemies, but your allies. Your minions, despite not being the strongest, will grant you further protection and sustain to keep you in the game.
There is also a new keyword specific to this class: Bloodbound. Bloodbound cards come into effect when your hero is healed with any kind of effect, whether it is a spell or Lifesteal. But Dreadlords do not only play bloody, they also play dirty. They hold possession of a grand array of tricks and dark magic under their sleeves.
But in the end what's a class without it's Legendary. That's where this little fellow enters. Tichondrius will double your max Health to make sure you can heal even more than before (Disclamer: It does not double your current Health, only the max cap. Current Health stays the same.)
A couple red flags I see here, starting from the top:
First off, Dreadlord is a race not a class. It's a pretty specific race too, which is probably going to limit the card pool you can have access to by a lot. You could possibly change your class into something like "The Legion" so that you can get access to a wider card pool, and not be restricted to just one race that primarily serves one faction.
As for the Hero Power, there's two issues here. First, it uses a Keyword that wasn't developed until KFT. You could technically make the point that it could've been cross-applied back after KFT dropped, but honestly I think you'd be better off going with something like "Deal 1 damage. Restore 1 Health to your hero." Secondly, and mostly importantly, it's a strictly better version of the Mage Hero Power, which I'd definitely avoid. If I were you, I'd change the power to give your Hero +1 Attack rather than deal 1 damage, but that's honestly got its own slew of problems too. However, in it's current state, I'm not a fan of the power creep demonstrated by the Hero Power.
Bloodbound, as a Keyword has two issues. Firstly, as I understand it, no Bloodbound effect will be able to be targetable. This is due to fact you cannot target effects on your opponent's turn, while you can have your Hero healed on your opponent's turn. If this interaction shouldn't work like that, I feel it's worth some sort of note on your submission when it's posted. Secondly, due to the effect of your Hero Power, Bloodbound essentially functions like a better Inspire. I don't know if I fan of that, and even if you're OK with it, it's worth it to keep in mind any Bloodbound minion you make has to be balanced with a fact you're using a better Inspire mechanic. Inspire is quite snowbally and for that reason some players simply aren't a fan of the mechanic. Therefore, apply this keyword with caution.
Bloodborn Gargoyle looks to be a Basic card, and Basic cards cannot have a class specific Keyword, as per the rules. I'd change it to a Common or Rare Classic.
Potion of Rejuvenation has extremely sloppy wording, and I'm not a fan. "Lifesteal effects targeted at"? What does that mean? Attacks by minions with Lifesteal? Spells giving a minions Lifesteal? If I were to design the card, I'd probably change it to give a Lifesteal minion twice the healing when it attacks, as it allows for a very similar effect while not being such an eyesore.
Weak Minded Fool! is word for word the card I posted earlier with my class costing one more, but it's not a super unique card and I'm somewhat willing to believe we might've both come up with it on our own -- just making you aware. The wording is also incorrect, should be take control of an enemy minion, not just minion. I also have no clue how it's a Karazhan card, but to each there own.
Class Legendary seems fine, I would like to note it somewhat breaks the theme of Classic Legendaries being heavy win conditions.
All and all, while there's a lot that could be improved about your class, flavor and mechanics wise it looks alright, and I'm excited to see what you do with it :)
Thanks for the feedback back there! I'll see whatever I can do to make it a little more balance but keep the blood/vampirism-demon theme.
Onto your entry.
Ok, first of all, the flavour is kinda weird to me. The class name "Battlemancer" is kinda weird, also many people put the word "-mancy" next to a word to make their class name, so I'd avoid that. Try something more soldier/knight-y, some knights use magic too. That's just me though.
Then, identity is kinda messy. You say BMS use both magic and hand-on-hand combat, so what do they do? Maybe you could do something more related to letting you minions do the taking while you support them with spells, kinda like a more agressive Priest but less agressive Paladin. Or combination between Mage and Paladin. Your choice. Mana Golem is a good example, I'll be it a little weird of a flavour card for a Battlemancer.
If I had to say something about the cards... I like Spare Mana and Golem. These both give me a bit of an impression of the class; that of magic & swords. The other two spells I find kinda weird, as I don't feel they fit this class, but maybe that's just a flavour issue. I don't know how to rate the Alchemist.
Maybe I'm just blabbering. I hope you take some of what I said into consideration. I'll too await what you do with this class.
P.S: I'm sorry for the "Weak Minded Fools" thing. I had not seen your card before.
Behold everyone! The first concept for my class is complete. I introduce you to Gelena Runeseeker the Archaeologist!
Gelena's whole focus is digging to the bottom of her deck as fast as possible to find the answers she needs! I understand having a class based around card draw is a dangerous design choice. So I have to key rules in mind for this class.
1: This is at it's core, a defensive class, focusing on surviving and winning with late game value and combos. Every card I make will attempt to deter aggro
2: I am going to avoid giving this class hard removal. Having a class with this much draw and strong removal options would be no fun to play against.
So what is going to encourage players to draw through their deck like madmen? That is where her new keyword comes into play.
This effect is still a work in progress, as the class originally did not have a new keyword. But I wanted something to push the card draw theme of this class.
But what is card draw without any cards? Here is a first look at some of her cards!
And with that my first draft is complete! Please let me know what you think about each aspect of the class, especially any criticism. Now if you excuse me, I must collapse onto the couch.
It will have it's naysayers, but I'm going to go with my Ogre idea. Better to go too big than not live up to last time:
Ogre Lord (King?)
The basic idea here is that you're a two-headed ogre.
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped (for example, Blood Boil flips over into Meditate and vice versa). You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage and Calm keywords. When you give a card Rage, it has 100% chance to do the wrong thing, and when you give it Calm, it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power.
Probable showcase cards:
I've got two examples of Ogre effects, a tech card, and an example of the Calm mechanic. Plus, I just like the pun I came up with for MSoG. Here's the rest of the cards I've come up with so far:
Well, this is a little bit awkward for me since I only have 3/5 card sets with a card in them needed. I suppose I might as well post everything I have as of now.
TIME TRAVELER
(shoutout to Cogito who inadvertently predicted this was my idea)
The Time Traveler class, represented by [insert name here], is a class focused on, well time. The Hero Power for the class is Glimpse featuring a unique mechanic (for Hearthstone that is) and one that really plays into how the class works. You get to look at the top 2 cards of your deck and you get to change their order around as you please, allowing you to strategize further around your deck and allow you to draw better. It's also extremely useful for the class exclusive keyword, Quick-Time. Quick-Time effects are bonus effects that activate if you play the card on the same turn you receive it, either by drawing it or generating it. As long as it gets there somehow and you play it, it counts. In other classes, this would be very top-deck heavy and luck focused, but Time Traveler has ways to work around and manipulate this, namely their Hero Power helps tremendously with this.
Here are all of the cards I have so far:
Basic
Explanations:
Future Sight is essentially a beefed up Hero Power for 1 less mana (but it does also cost a card). It's an extremely useful tool to further strategize and plan ahead for future draws and for Quick-Time effects. It also allows you to increase your odds of finding an answer should you need one.
Rift Elemental is a simple card to show off the Quick-Time mechanic. As a 1 mana 1/3 Elemental, it's already decent as is but with a Quick-Time trigger, you can play a 3/3 Elemental for 1 Mana which is precisely what Quick-Time is meant to be, a bonus. Unlike Combo for Rogues where cards like SI:7 Agent and Vilespine Slayer are reliant on their Combo effects to works, Quick-Time cards are meant to be fine enough to play by itself and give you an added bonus for triggering the effect. Inherently useful for early board presence and Elemental synergy. Time Traveler is planned to be one of the main Elemental classes for Elemental synergies (along with Mage, Shaman and to a lesser extent, Priest).
Accelerate Time is your basic (literally) draw spell. You draw and it gives you a power-spike if you play the card. Thanks to deck order manipulation from Glimpse and Future Sight, you can easily use this to draw an important card and change the game in your favor or trigger a Quick-Time effect.
Crossfire Bolts is an idea I had for the class: Cards that have multiple chosen targets. I don't see a reason why this shouldn't be in the game. Reception of this idea was mixed, so this is mostly in the side.
Sandstorm is your basic (yeah, I made that joke again. Wanna fight me tough guy?) board clear that gives you a Consecration without the face damage upon playing it normally and gives you a one-sided Hellfire (again, without the face damage) if you play it when you get it. It also plays into an aesthetical theme with the class: Sand. Sand is the elemental of time after all.
Rift Blast is a more expensive damage option that has a mechanic found on a few other cards here, interacting with your opponent's timer. Your opponent can't think too long about their game or they may get hit with a free 5 damage.
Classic
Explanations:
Future Sight plays into the time theme a lot, as well as the sand theme. The Battlecry gives off the Nozdormu effect for your opponent for a single turn. Now Nozdormu is infamous because you can use it to skip turns and your opponent won't really have all the time they should. Not with this though. Since the effect starts on their next turn, you can't abuse this in any way to skip their turn or anything. It's always 15 seconds for them and get a fair turn. If they had already planned out a draft for their turn, this can be just a 3 mana 3/4 with no ability.
??? goes along the them or deck order manipulation and knowing the top cards of your deck. Because of Glimpse and Future Sight, you can change your deck around and essentially be able to choose whether this has Windfury or Taunt. Even if you don't see into your deck, you still have a 50/50 for Windfury or Taunt and now you know the card type of the top cards of your deck.
Path to Nowhere is a card that plays into the time theme. You destroy a minion for a single one of your turns and your opponent's, then on your next turn the minion is brought back. Can be very useful for temporarily clearing out minions so you can focus on others, go face or draw for answers. In weird cases, you could also use this on your own minions to trigger their Deathrattles and it also protects them from your opponent. Next turn, you'll get a full-statted copy of the minions.
Parallel Dimensions goes well for the theme of time, but also is very useful for Quick-Time effects since you can shuffle cards you already drew before back in the deck and draw new cards which can then be used to trigger the Quick-Time effects this turn. If you have a hand full of expensive or situational cards when you don't need them, you can toss them back and get a better hand for right now.
Timewalker is another card, like Rift Blast that uses the effect of your opponent's time. It copies the effect of Rift Blast and uses it a bit differently. It's a Taunt minion that gains more Attack the longer your opponent takes on their turn. Don't watch the clock. Do what it does: Keep moving forward. There would be a clock icon at the top-right of the card that counts your opponent's time on their most recent turn so you'd know the amount of Attack you gain.
Temporal Golem is an idea I don't expect to go very far. It's really stupid, but I love it. It's a 2 mana 2/2 Elemental with a really abstract ability. For every time your opponent started the rope, it gets +4/+4. It kind of punishes people who rope, but it also synergizes with Vault Keeper.
Black Hole plays into the more astral side of Time Traveler by creating... well, a black hole. Normally it would be a Twisting Nether, but activating the Quick-Time effect only makes it destroy enemy minions while keeping your own alive. Otherwise though, playing it as just a Nether is perfectly fine.
WoTOG
Explanations:
Demented Lackey is your average C'Thun buffer. It's like a powered up Twilight Elder, but it's special in the fact that it can also reduce C'Thun's Cost via it's Quick-Time effect.
Time Twister is a Path to Nowhere for absolutely everything. Everything I said about Path to Nowhere applies here too, only crazier. Be creative. You can definitely think of ways to abuse this card.
Hollow Knight is the second C'Thun support card for Time Traveler. If you get C'Thun to 10 Attack, you can destroy any minion on the battlefield and get a 7/4 for 5 mana. Value that makes your opponent a salty dog (see what I did there?)
Feedback is welcome. This took about an hour to make.
WAIT WAIT WAIT. You haven't even seen the future challenges yet! How do you know that they won't screw you up?! XD I love time travel shenanigans, so I am instantly in love with this class. I also adore the fact that you're using some deck-manipulation mechanics as they're one of my favorite mechanics from MTG. (Speaking of which, Quick-Time totally reminds me of Miraclefrom MTG btw :P). Where do I begin...?
Hero and Hero Power
Alright, first off, so your hero looks like a Victorian Steampunk time traveler, so I think that his name should be something like Professor Langdon or Thomas Temporison (Temporus is Latin for time) or something like that.
Quick-Time, like most keywords, should give your card a 1-1.5 mana's worth bonus if its condition is fulfilled. So, I'm going to base the mechanic off of that. Also, it's not clear as to whether cards added to your hand via mulligan (i.e. at the start of the game) will trigger Quick-Time. For example, if I mulligan into Rift Elemental at the start of the game, since it technically was added to my hand that turn, should Rift Elemental be a 3/3?
Secondly, your Hero Power, Glimpse, seems a bit weak. It effectively does nothing immediate, and the effect is delayed. As such, I think that you should make it look at the top 3 cards of your deck. Additionally, I think that it would be nice to add a little blurb as to how this would take effect in game. I'd think that how it would work with the UI is that you would drag the cards into the desired order, and click a button to confirm your choice.
Finally, it's not clear as to what archetype this class would like to pursue. Do you want it to focus on Control? Aggro? Midrange? Combo? Tempo? Maybe give a brief explanation on that as well.
Basic:
Future Sight: A nice and simple card to introduce players to the deck manipulation mechanic! Neato!
Rift Elemental: Another simplistic yet great way to show off the Quick-Time mechanic. It does seem a bit strong and swing-y though if you manage to draw it turn 1. This isn't necessary, but you might wanna bump it to a 1/2 like pre-nerf Small-Time Buccaneer.
Accelerate Time: A splendid little draw card that plays into the time travel theme! It seems fine when compared to Far Sight and Primordial Glyph.
Crossfire Bolts: Yeah, I'm not a fan of this one either (Sorry). Aside from the fact that it should cost 3 when compared to Shadow Bolt, it would be difficult to put this in the UI. How would you cancel casting the card? Would you have to target the first target again? Can you target the same target twice? A nice way to circumvent this would be to do something along the lines of Razorpetal Volley i.e. you could make it add cards to your hand that deal damage. It still has that multiple targeting feel.
Sandstorm: Coolio! It's another sweet card to show off the Quick-Time mechanic, and it gives some AoE to your class.
Rift Blast: I'm not really liking this one either (Sorry again). It punishes people for taking the time to think or just punishes people with a bad connection. If your opponent just so happens to disconnect, they might find themselves facing a 2 mana Pyroblast and for obvious reasons, I don't support that. You could instead make it "Costs (1) less for eachcard your opponent played on their last turn". It still preserves that "time" flavour.
Classic:
Vault Keeper: Useless, but gosh darn hilarious. I think it would be more useful as a Elemental though as it does sort of resemble an Elemental.
??? (Chrono Prophet?): Although I like the idea of mechanics that rely on the type of the top card of your deck, this seems a bit too strong when compared to Grook Fu Master. Maybe tone it down to 3/6 or 4/5. Also, the Taunt part seems unnecessary, and it's already a bit too complex for a Common card, so you might want to cut that out.
Path to Nowhere: HA! I love it. It has some excellent flavour, and it has the cool Deathrattle synergy vibe that Carnivorous Cube and Reincarnate has.
Parallel Dimensions: Ooooooh! This is quite an intriguing card that can give a second chance to Quick-Time effects that didn't trigger AND it triggers Quick-Time effects that you draw afterwards. Awesome!
Timewalker: Cool card, but again, I'd prefer if you made it "for each card your opponent played on their last turn".
Temporal Golem: Although that card is completely meme-potential, I again don't like the idea of effects based on how long your opponent takes on finish their turn. It feels uninteractive and not fun. You could make it "Gain +4/+4 for each 4 cards your opponent plays in a turn." to play into the previous idea.
: WOW. That looks amazing! It's a card that requires some timing (heh heh, see what I did there?) with deck-manipulation effects, and it can either be spectacular or pointless depending on whether you draw it.
Whispers of the Old Gods
Demented Lackey: It's a solid C'Thun synergy card, but the Quick-Time effect seems a bit too strong if you manage to play 2 of these. A 6 mana C'Thun is...scary to say the least. As such, I highly recommend that you make it reduce C'Thun's cost by (1).
Time Twister: DANG! You better get some Deathrattle synergies in here or else I'll be disappointed. XD On a more serious note, this is a fantastic stall card. It's worth mentioning that since you summon the minions at the start of your turn, you , so it's another card that requires some skill in timing. (That has to be your class's tagline: Timing).
Hollow Knight: Right of the bat, this card seems WAY too strong. Getting C'Thun to 10 Attack is easy, and according to Klaxxi Amber-Weaver, "If your C'thun has at least 10 Attack" effects should be worth 2.5 mana. This card has the same number of stats as Pit Fighter...the vanilla 5 mana body. So, I think you should make this a 4/3 or 4/4; it's similar to Vilespine Slayer.
You can find me here! Good luck everyone!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
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So, class ready, hard concept ready (tries to not mess up), and not just Common/Rares, done! The... umm.... before Bounty Hunter, now MERCENARY!!
The Mercenary
Mercenaries, you contract them, they'll do the job for you, one of those money-hunters is Quarnassio, everyone (without mind) respects Quarnassio, he leads everyone for loot, and help the others to set their targets with ease. The Mercenary focus heavily on single-minion removal, and striking with brute force, however, the Mercenaries might have special powers, but they don't resist THAT much, and numbers obliterate even the most powerfull mercenaries, not even Quarnassio has such precision!
The Mercenary has a lot of capabilities! But he isn't capable to do them alone:
The Mercenary might not have many Marking cards, but he is going to get a LOT on Classic set, and over time, to clarify who is the raider here!
Also other options for Showcasing:
(Any feedback is appreciated comment)The joke is you.
Current ideas!
New Keyword: Tome. This shows up like a secret but visible to both players. They are buffs to your hero that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell Heavy, tomes, for the rest of the turn style effects, some self damage with lots of cards that deal damage multiple times (maybe), multiplet tribe synergies to further boost archetypes made possible by the hero power.
What do you guys think?
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Well, this is a little bit awkward for me since I only have 3/5 card sets with a card in them needed. I suppose I might as well post everything I have as of now.
TIME TRAVELER
(shoutout to Cogito who inadvertently predicted this was my idea)
The Time Traveler class, represented by [insert name here], is a class focused on, well time. The Hero Power for the class is Glimpse featuring a unique mechanic (for Hearthstone that is) and one that really plays into how the class works. You get to look at the top 2 cards of your deck and you get to change their order around as you please, allowing you to strategize further around your deck and allow you to draw better. It's also extremely useful for the class exclusive keyword, Quick-Time. Quick-Time effects are bonus effects that activate if you play the card on the same turn you receive it, either by drawing it or generating it. As long as it gets there somehow and you play it, it counts. In other classes, this would be very top-deck heavy and luck focused, but Time Traveler has ways to work around and manipulate this, namely their Hero Power helps tremendously with this.
Here are all of the cards I have so far:
Basic
Explanations:
Classic
Explanations:
WoTOG
Explanations:
Feedback is welcome. This took about an hour to make.
Click the image to go to my custom Time Traveler class.
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Like the time traveling concept. But that reimnds me of another hero that another person who had done some thing similar to your style but completely different. you might want to see this. https://www.youtube.com/watch?v=rEUq-4qFyyQ
Initial idea for my class:
Class: The Storyteller
Hero:
Keyword: Whisper
Explanation: After playing a card / Hero Power with the Whisper effect, it will hover over your Hero's portrait like Secret / Quest with the image of the card over it. When you hover over it, the effect will show up and tell if you can activate the effect or how many turn you still have to wait. Something like this:
When you hover over it, it will show up as:
When X is 0, the card will lit up like Secret during your opponent turn to signal that it is ready to be used. When you hover it again, it will become:
You have complete control when and which target the effect will fire off by right click on it (and click again if it's a target effect). Also, the effect is still counted as "activating" an effect, which mean that, for examples, minions with Can't be targeted by spells or Hero Power CANNOT be targeted by a spell or Hero Power Whisper effect. Whisper is also NOT a Battlecry if played from a minion, similar to Choose One effect from Druid. Playing the Whisper effect counts as casting / playing a card, so it will activate effects like Gadgetzan Auctioneer when activating a Whisper effect from spells or Questing Adventurer.
Flavor: Heavily reference fairy tale, legends, storytelling, bards, writing convention and book reading. A control/combo oriented class that favor planning ahead, coming back from behind while swinging tempo back. Has strong healing, card draw, removal and stall. Lack stand alone burst damage, their Hero Power do nothing to impact the board, their minions are usually has really poor body in exchange for utility as well as the Whisper effect do nothing the turn they played; so they will easily be tempo out if they don't draw into their board clear and heal and having trouble dealing with a mid-range board.
Sample cards:
A list of reference for people who might not aware:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I don't understand Challenge #6 at all. Does it say that if I choose 5 example cards, they all must be from different expansions?
Card creator, just for fun
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All right, imma just drop my thing here. Sorry I can't give feedback yet - I gotta board a plane soon xD. But I'll get to it, definitely. I haven't thought to hard about the balance, it's more of a concept pitch thing than anything.
I also just realised I haven't made card draw yet - gotta get to that as well. I will, since combo classes definitely need it. Some of the cards say 'Feast' - it's the previous name for my keyword, which I changed the name of. I'm just lazy and haven't updated them yet.
I kinda feel like cheating a little and moving some cards to other expansions just because they're so critical to class identity, but... I'll worry about that later xD
Anyways, I present to you -The Harbinger:
Reasoning behind hero power - 2 Attack is really freakin strong. It's the only hero power that can clear 2 drops. I reckon that's enough to justify the slight downside. 1 health doesn't seem like much, but it really adds up with all the minions you'll be punching.
Mechanics:
1. Hero Attack/Weapons (and related BURST DAMAGE!) Note: Some cards may be a tad bit too strong. These are just initial ideas. The idea is that you can play this class as a burst-oriented combo deck, kind of like the old Oil Rogues before Blade Flurry died.
The combos here should be pretty obvious, so I'm not gonna explain them.
The 1 drop probably needs to be a 1/1.
2. Grinder/Attrition (ft. Permanent Effects). Permanent effects are given by LEGENDARY cards. Some will have DELAYED, The Darkness/Fal'dorei Strider effects. This enables the class to play a slower game, focused on slowly but inevitably bringing about your opponent's demise.
Fallen Angel art is a placeholder.
3. Kill stuff. Kill stuff lots. With big AOEs. Previous Feast cards (now Revelry) still say Feast because I'm lazy.
Frenzied Pyromancer caps itself at Hellfire, since it'll kill itself before it can deal even more damage. Unless you buff it. Kinda works like Defile.
Apocalypse Nova is like Defile: Deathrattles trigger, it checks if any minions are alive, then BLAMS them again if there are, then keeps BLAM-ming them until none are left. Originally called it Cataclysm, but that's already taken.
Yes, I'm aware that it doesn't currently meet all the challenges. Just throwing out some ideas :D
Why Rogue is my favourite class:
My submission for this week's card design competition.
Behold everyone! The first concept for my class is complete. I introduce you to Gelena Runeseeker the Archaeologist!
Gelena's whole focus is digging to the bottom of her deck as fast as possible to find the answers she needs! I understand having a class based around card draw is a dangerous design choice. So I have to key rules in mind for this class.
1: This is at it's core, a defensive class, focusing on surviving and winning with late game value and combos. Every card I make will attempt to deter aggro
2: I am going to avoid giving this class hard removal. Having a class with this much draw and strong removal options would be no fun to play against.
So what is going to encourage players to draw through their deck like madmen? That is where her new keyword comes into play.
This effect is still a work in progress, as the class originally did not have a new keyword. But I wanted something to push the card draw theme of this class.
But what is card draw without any cards? Here is a first look at some of her cards!
And with that my first draft is complete! Please let me know what you think about each aspect of the class, especially any criticism. Now if you excuse me, I must collapse onto the couch.
"Science isn't about why! Its about why not!"
It will have it's naysayers, but I'm going to go with my Ogre idea. Better to go too big than not live up to last time:
Ogre Lord (King?)
The basic idea here is that you're a two-headed ogre.
Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped (for example, Blood Boil flips over into Meditate and vice versa). You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage and Calm keywords. When you give a card Rage, it has 100% chance to do the wrong thing, and when you give it Calm, it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power.
Probable showcase cards:
I've got two examples of Ogre effects, a tech card, and an example of the Calm mechanic. Plus, I just like the pun I came up with for MSoG. Here's the rest of the cards I've come up with so far:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I love time travel shenanigans, so I am instantly in love with this class. I also adore the fact that you're using some deck-manipulation mechanics as they're one of my favorite mechanics from MTG. (Speaking of which, Quick-Time totally reminds me of Miracle from MTG btw :P). Where do I begin...?
Classic:
Whispers of the Old Gods