First up the hero power seems a bit too good. If your ahead you pretty much just win and of your behind then it's pretty useless. Plus that hero power is best suited to aggro who can get ahead and dump their hand fast to avoid overdrawing and I don't think that's what your aiming for.
Forgotten Drake: Seems very strong. Flanking Strike is a really good card and this has dragon synergies plus the potential for more damage. Maybe lower the damage to 2/4? Still stronger than Fire Plume Phoenix.
Temple Guardian: Very strong but fair card and can help save you from overdraw. I like it!
Stone Strike: Pretty strong but it's hard to really tell how much the unearth effect is worth.
Safety Inspector: Awesome card!
Voxrul: Scary as hell but I guess he's fair since you have to take the damage first. I like him!
Now a few things, your cards must be standard only and can't produce any unique tokens so you'll probably have to change yours a wee bit.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
First up the hero power seems a bit too good. If your ahead you pretty much just win and of your behind then it's pretty useless. Plus that hero power is best suited to aggro who can get ahead and dump their hand fast to avoid overdrawing and I don't think that's what your aiming for.
Forgotten Drake: Seems very strong. Flanking Strike is a really good card and this has dragon synergies plus the potential for more damage. Maybe lower the damage to 2/4? Still stronger than Fire Plume Phoenix.
Temple Guardian: Very strong but fair card and can help save you from overdraw. I like it!
Stone Strike: Pretty strong but it's hard to really tell how much the unearth effect is worth.
Safety Inspector: Awesome card!
Voxrul: Scary as hell but I guess he's fair since you have to take the damage first. I like him!
Now a few things, your cards must be standard only and can't produce any unique tokens so you'll probably have to change yours a wee bit.
A few questions
1. How would you change the hero power? I want drawing to be a key mechanic for this class, and I want overdrawing to be a constant threat. The idea behind the workers is that your opponent has more control over them than you, due to them having 1 health, and zero attack. Meaning your opponent can be a jerk and just leave your worker's alive.
2. Where did it say that my cards needed to be standard and cannot produce tokens? I am willing to make the changes, I just want to make sure I know the rules. We are doing A whole new world, Tour De Azeroth, And New Minions Coming correct?
Thanks for the feedback overall! I agree that the drake really needs to be changed, and am still toying with a few ideas. I will post a review of your class later tonight.
So I wanna be sure before I 'plan' to submit my entry, any feedback, balance issues and everything else is overwhelmingly appreciated! (Then YOU DIE, HORRIBLY) I copied almost everything so my entry, so it remains the same. Also I saw how the updated 'correct' wording for the Hero Power looks, but honestly it looks weird and kinda bad, so Imma going to stay with this one, but otherwise thanks @Sinti for the correction!
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!
And just because of feedback, I am still troubled regarding the balance of Mercenary Ambush and Bending Spoon, those would help me a LOT.
@HenryXLII
Unfortunally Tour'd Azeroth (Dunno if spelled right :3) only accepts standard cards. It is Basic, Classic and everything beyond WOTG.
Tokens are a common rule on here while showcasing concepts. Although I can't remember if they apply to future phases.
Though not sure what would have happened if that challenge wasn't there.
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.
To answer some comments/questions, I never thought Quick-Time and mulliganing and if it should occur. For all intents and purposes, it's say that it doesn't for now.
I would be okay with making Glimpse look at 3 cards. It however would make Future Sight less appealing unless I were to change it to 5 cards.
Could I possibly get away with keeping Chrono Prophet as it is right now and make it a Rare?
I suppose some stuff is getting changed, but thank you for telling me.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
To answer some comments/questions, I never thought Quick-Time and mulliganing and if it should occur. For all intents and purposes, it's say that it doesn't for now.
I would be okay with making Glimpse look at 3 cards. It however would make Future Sight less appealing unless I were to change it to 5 cards.
Could I possibly get away with keeping Chrono Prophet as it is right now and make it a Rare?
I suppose some stuff is getting changed, but thank you for telling me.
You need to make all Quick-Time cards at least Classic cards ... no such keyword allowed on Basic cards.
I do like the general idea of the class, except for the rope/time taken last turn thing ... that is so ... well unfair/condescending ... brutal advantages vs ppl with bad connection or new players etc.
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.
To answer some comments/questions, I never thought Quick-Time and mulliganing and if it should occur. For all intents and purposes, it's say that it doesn't for now.
I would be okay with making Glimpse look at 3 cards. It however would make Future Sight less appealing unless I were to change it to 5 cards.
Could I possibly get away with keeping Chrono Prophet as it is right now and make it a Rare?
I suppose some stuff is getting changed, but thank you for telling me.
Future Sight: Seems fine at 4 cards tbh.
Chrono Prophet (Time Keeper also works heh): I still think that you should at least knock off a single stat point when compared to Grook Fu Master. But yeah, making it Rare will help with the complexity issue.
Oh, and heh. I totally forgot to mention this. You can't have class exclusive keywords in your Basic set as class exclusive keywords (e.g. Combo, Choose One, Overload) don't appear in official Hearthstone classes's Basic set.
So, you may want to shift those Quick-Time Basic cards over to the Classic set.
Well, now I see the final requirements, it's time to get to work!
I think you could help me with some things I had in mind before brewing more stuff.
One is the keyword thing. I have come with something like this, is it good?
An example of this keyword in action:
This means, if you play two cards in a single turn, including this one, at the end of your turn you could have a 2/3. And could keep holding those stats the next turn by playing 2 cards again, and so on.
Also, as the token restriction has not been chosen as rule for the class creation, I made this as alternative hero power. Might have a bit too strong synergy with the class mechanics and keyword, but it might be just perfect tho.
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.
To answer some comments/questions, I never thought Quick-Time and mulliganing and if it should occur. For all intents and purposes, it's say that it doesn't for now.
I would be okay with making Glimpse look at 3 cards. It however would make Future Sight less appealing unless I were to change it to 5 cards.
Could I possibly get away with keeping Chrono Prophet as it is right now
and make it a Rare?
I suppose some stuff is getting changed, but thank you for telling me.
You need to make all Quick-Time cards at least Classic cards ... no such keyword allowed on Basic cards. Also why isnt Accelerate Time worded "Draw a card. Quick-Time: It costs (2) less." ?:)
I do like the general idea of the class, except for the rope/time taken last turn thing ... that is so ... well unfair/condescending ... brutal advantages vs ppl with bad connection or new players etc.
If Accelerate Time were worded like that, it would only reduce the cost of drawn card if play Accelerate Time you turn you get it. With its current wording, you can play it it any time and the Cost reduction will take place. I don't think there's an official rule anywhere that states that I can't give a Basic card a class-exclusive keyword. Blizzard may not have done so, but we don't know if that was just a coincidence or not. If anything, I think having it in the Basic set is a good thing because it introduces the concept to new players immediately. EDIT: I was wrong. FML.
I think people have now made their point with the time taken thing. I suppose I'll go with the suggestion people have given me and have the effect based on cards played.
Not too sure what to do with the hero power. It just seems too strong even as a 0/1, Slightly weaker than Mana Tide Totem for cheaper without a card. Might need reworked a bit.
Under Tour De Azeroth "Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC." and under example cards "Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power."
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Not too sure what to do with the hero power. It just seems too strong even as a 0/1, Slightly weaker than Mana Tide Totem for cheaper without a card. Might need reworked a bit.
Under Tour De Azeroth "Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC." and under example cards "Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power."
Ah ok thank you! I just thought of a potential new hero power.
"Excavation": "Burn the top card of your deck, draw a card." I intend to create some cards with burn synergy already, and this was my back up hero power if the no token rule passed. Thoughts?
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.
The class looks promising, I liked many of the cards, my favorite might be the Temple Guardian, stuff that keeps you away from drawing cards sounds counter-intuitive for your class, but perhaps that is what makes it that daring and also key as tech stuff against mills and so. In fact, I can't but think this has a lot of uses, maybe even allow a sort of aggro/midrange/tempo deck to happen.
The hero power, however, might be a bit over the top. You basically force players to keep killing soft taunts because at the moment someone puts two workers and you can't kill them quick you have almost won. Also, I think Saftey Inspector is written wrong (safety), and inmune is a keyword.
Just out of curiosity, if I get to fatigue, take 1 damage fatigue, then draw and take 2 damage fatigue, do I have a Voxrul with 9 or 10 Attack?
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.)
First off: This class's HP power is WAAAY too good. It is just strictly better than Mage's Hero Power and is equal to half of Drain Soul. Every HP is worth a 0 mana cards (Fire Blast - Moonfire. I'd make the HP can only target minions.
Second: Your entries has no Mech, Dragon or Elemental, which is a requirement of the set.
On to the cards themselves:
Bloodborn Gargoyle: Seems fair and balance.
Sanguinaire Butcher: Nice card. Offer a lot of healing. Compare to Blazecaller
Potion of Rejuvenation: So does minions with Lifesteal effect count as target?
Weak Minded-Fool: Seems pretty trash compare with Cabal Shadow Priest. I'd make it cost 4.
Tichondrius: Seems incredibly powerful giving how much healing this class has but really hard to evaluate as it is a 6 mana 4/5 do nothing.
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 really love the idea of this class. Deceptively simple that manage RNG effect in a fun way. Most of your cards are pretty stellar and powerful with a few exception:
Focus Fire: The artwork is a little too Sci-Fi to fit in with the rest of the class card
Wingblaster Pup: Need a rewording. Something similar to Demonfire
Night Watcher: I just don't like this card. The entire fantasy and gameplay is that you can control in some degree the outcome of RNG, which this card went against. I'd get rid of it and add any of the backup cards.
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.
First: Only certain keywords are allowed in Basic cards.
Second: I'd get rid of Temporal Golem, Timewalker and Rift Blast right now. People get touchy when they got restricted in how much time they take their turn. Just look at the outrage at Nozdormu. This make your class seems just really frustrated to play against, not only they restrict how long your opponent can take their turn and punish them severely for it.
Hollow Knight: A little too good compare with the other C'Thun buffer. It give you roughly 5 mana worth of value (Salty Dog + [/card]Assassinate[/card]), while the other C'Thun cards only give about 3 mana. Just compare this to Vilespine Slayer, an already insane 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
Disregarding the challenge requirement, I spot one crucial detail in the core of this class: It has only 1 weakness: lacking card draw. Every other class has several notable weakness. This class has good minions, strong heal (which fragile, burst-y favored classes like Mage and Rogue doesn't), strong board clear and removal (which Jack-of-all-traits like Druid and Paladin is weak). You need more weakness in your class, either remove a few cards or explicitly state out in your presentation.
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.
Uhm, you can only use sets in the Standard format. You can find it at the Tour de Azeroth banner. Your cards cannot produce tokens that isn't from your Hero Power. Look at Example Cards guideline.
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:
This will be a very hard class to showcase considering the fact that the rule say that your showcase cards cannot produce a token that isn't produce by your HP.
Edit: Ugh, this thread move so fast that my entry got buried. Repost:
Class: The Storyteller
Hero:
Keyword: Whisper
A story can only survive when the people that listen to it whispering them someone else! Whisper effect activated after playing a card / Hero Power with the keyword, 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:
Now the effect is ready to be used!
A few rule regarding the effect:
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).
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 that need a target.
Whisper is also NOT a Battlecry if played from a minion, similar to Choose One effect from Druid.
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.
Falling Books: No fancy reference here! Simple straight forward removal spell that synergize well with the class's HP that can burst draw a bunch of cards.
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.
The class looks promising, I liked many of the cards, my favorite might be the Temple Guardian, stuff that keeps you away from drawing cards sounds counter-intuitive for your class, but perhaps that is what makes it that daring and also key as tech stuff against mills and so. In fact, I can't but think this has a lot of uses, maybe even allow a sort of aggro/midrange/tempo deck to happen.
The hero power, however, might be a bit over the top. You basically force players to keep killing soft taunts because at the moment someone puts two workers and you can't kill them quick you have almost won. Also, I think Saftey Inspector is written wrong (safety), and inmune is a keyword.
Just out of curiosity, if I get to fatigue, take 1 damage fatigue, then draw and take 2 damage fatigue, do I have a Voxrul with 9 or 10 Attack?
Voxrul gains attack equal to the damage taken. So in your example. He gains +1/+1 after the first draw, then on the second draw he gains +2/+2.
Its becoming clear to me that the hero power is not working. I will prioritize finding a card draw based hero power that is not OP. (Rather tricky, some would argue Life Tap is already an OP hero power and that's really basic)
Not too sure what to do with the hero power. It just seems too strong even as a 0/1, Slightly weaker than Mana Tide Totem for cheaper without a card. Might need reworked a bit.
Under Tour De Azeroth "Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC." and under example cards "Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power."
Ah ok thank you! I just thought of a potential new hero power.
"Excavation": "Burn the top card of your deck, draw a card." I intend to create some cards with burn synergy already, and this was my back up hero power if the no token rule passed. Thoughts?
The no token rule didn't pass, your example cards just can't produce a unique token (so they can producing existing tokens or ones from your hero power). I like your new idea but it makes the class terrible at combos or relying on cards so it may limit your design space.
Rollback Post to RevisionRollBack
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This is my first concept of Umber, the Runemaster.
Runemasters get their power from the Ley-Lines and create their runes from them. So I focused my class on 2 features, Runes, that work kinda like secrets but they are not hidden and the effect is permanent for the whole game, and my new keyword, Lined: whenever a spell is casted, something happens (from any player). It's quite simple but it fits with Runemaster's Lore and I didn't want to do anything much complex because I was implementing Runes already.
These are the runes that can be created from the Hero Power:
These Runes are stackable. for example: if you play Fire Rune your minions will get +1 Attack, but if later you play another Fire Rune they'll get +2 Attack. This may sound a bit crazy because there may be a point when you have Earth and Nature Runes upgraded and be mitigating +2 health and then getting healed by 4, but to get to that point you have to invest a lot of mana and time. Anyways, I'd make that when Discovering a Rune you can only get Runes you haven't discovered yet until you have played all 6 different Runes.
Now my card examples:
This class will have 2 main archetypes, an aggro one, using Fire Runes, weapons and a lot of tokens, and a hard control one, there are runes really good against aggressive decks that will help a lot making slow decks for this class.
Some other Runes:
Let me know what thoughts you have about this class and if you wanna know more you can DM me :D
Question about hero powers: is it off limits to have a hero power that turns into another hero power after using it?
Like, if you wanted to have a hero power that gave a minion +1 attack, and then replaced itself with a hero power that gave a minion +1 health and then turned back into the first one, would that be permitted? I didn't see anything in the rules about this specifically and I wanted to ask before submitting.
This is my first concept of Umber, the Runemaster.
Runemasters get their power from the Ley-Lines and create their runes from them. So I focused my class on 2 features, Runes, that work kinda like secrets but they are not hidden and the effect is permanent for the whole game, and my new keyword, Lined: whenever a spell is casted, something happens (from any player). It's quite simple but it fits with Runemaster's Lore and I didn't want to do anything much complex because I was implementing Runes already.
These are the runes that can be created from the Hero Power:
These Runes are stackable. for example: if you play Fire Rune your minions will get +1 Attack, but if later you play another Fire Rune they'll get +2 Attack. This may sound a bit crazy because there may be a point when you have Earth and Nature Runes upgraded and be mitigating +2 health and then getting healed by 4, but to get to that point you have to invest a lot of mana and time. Anyways, I'd make that when Discovering a Rune you can only get Runes you haven't discovered yet until you have played all 6 different Runes.
Now my card examples:
This class will have 2 main archetypes, an aggro one, using Fire Runes, weapons and a lot of tokens, and a hard control one, there are runes really good against aggressive decks that will help a lot making slow decks for this class.
Some other Runes:
Let me know what thoughts you have about this class and if you wanna know more you can DM me :D
I don't like how those Runes apparently can't be removed in any way and stack forever. I might be overreacting, but looks like the class that automatically destroys all slow decks. Also, you can just say Discover a Basic Rune (to not mess around with the other runes with actual rarity on them), although discover was not a mechanic existing at the start of the game.
Question about hero powers: is it off limits to have a hero power that turns into another hero power after using it?
Like, if you wanted to have a hero power that gave a minion +1 attack, and then replaced itself with a hero power that gave a minion +1 health and then turned back into the first one, would that be permitted? I didn't see anything in the rules about this specifically and I wanted to ask before submitting.
Definitely allowed. I did this in the last competition.
@HenryXLII
First up the hero power seems a bit too good. If your ahead you pretty much just win and of your behind then it's pretty useless. Plus that hero power is best suited to aggro who can get ahead and dump their hand fast to avoid overdrawing and I don't think that's what your aiming for.
Forgotten Drake: Seems very strong. Flanking Strike is a really good card and this has dragon synergies plus the potential for more damage. Maybe lower the damage to 2/4? Still stronger than Fire Plume Phoenix.
Temple Guardian: Very strong but fair card and can help save you from overdraw. I like it!
Stone Strike: Pretty strong but it's hard to really tell how much the unearth effect is worth.
Safety Inspector: Awesome card!
Voxrul: Scary as hell but I guess he's fair since you have to take the damage first. I like him!
Now a few things, your cards must be standard only and can't produce any unique tokens so you'll probably have to change yours a wee bit.
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"Science isn't about why! Its about why not!"
So I wanna be sure before I 'plan' to submit my entry, any feedback, balance issues and everything else is overwhelmingly appreciated!
(Then YOU DIE, HORRIBLY)I copied almost everything so my entry, so it remains the same. Also I saw how the updated 'correct' wording for the Hero Power looks, but honestly it looks weird and kinda bad, so Imma going to stay with this one, but otherwise thanks @Sinti for the correction!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!
And just because of feedback, I am still troubled regarding the balance of Mercenary Ambush and Bending Spoon, those would help me a LOT.
@HenryXLII
Unfortunally Tour'd Azeroth
(Dunno if spelled right :3)only accepts standard cards. It is Basic, Classic and everything beyond WOTG.Tokens are a common rule on here while showcasing concepts. Although I can't remember if they apply to future phases.
Though not sure what would have happened if that challenge wasn't there.
The joke is you.
Click the image to go to my custom Time Traveler class.
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Well, now I see the final requirements, it's time to get to work!
I think you could help me with some things I had in mind before brewing more stuff.
One is the keyword thing. I have come with something like this, is it good?
An example of this keyword in action:
This means, if you play two cards in a single turn, including this one, at the end of your turn you could have a 2/3. And could keep holding those stats the next turn by playing 2 cards again, and so on.
Also, as the token restriction has not been chosen as rule for the class creation, I made this as alternative hero power. Might have a bit too strong synergy with the class mechanics and keyword, but it might be just perfect tho.
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I don't think there's an official rule anywhere that states that I can't give a Basic card a class-exclusive keyword. Blizzard may not have done so, but we don't know if that was just a coincidence or not. If anything, I think having it in the Basic set is a good thing because it introduces the concept to new players immediately.EDIT: I was wrong. FML.Click the image to go to my custom Time Traveler class.
@HenryXLII
Not too sure what to do with the hero power. It just seems too strong even as a 0/1, Slightly weaker than Mana Tide Totem for cheaper without a card. Might need reworked a bit.
Under Tour De Azeroth "Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC." and under example cards "Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power."
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
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I tried to post some photos and it didn't work, I messed it up at some point
Card creator, just for fun
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Class: The Storyteller
Hero:
Keyword: Whisper
A story can only survive when the people that listen to it whispering them someone else! Whisper effect activated after playing a card / Hero Power with the keyword, 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:
Now the effect is ready to be used!
A few rule regarding the effect:
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:
Which 2 cards should get the sack?
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I'm having trouble uploading images from imgur, let me just test it here for a second
Edit: I've got it all figured out, don't mind me. Good luck with the competition everyone, can't wait to see the submissions!
Dazzle and dominate your foes as the Jewelcrafter!
This is my first concept of Umber, the Runemaster.
Runemasters get their power from the Ley-Lines and create their runes from them. So I focused my class on 2 features, Runes, that work kinda like secrets but they are not hidden and the effect is permanent for the whole game, and my new keyword, Lined: whenever a spell is casted, something happens (from any player). It's quite simple but it fits with Runemaster's Lore and I didn't want to do anything much complex because I was implementing Runes already.
These are the runes that can be created from the Hero Power:
These Runes are stackable. for example: if you play Fire Rune your minions will get +1 Attack, but if later you play another Fire Rune they'll get +2 Attack. This may sound a bit crazy because there may be a point when you have Earth and Nature Runes upgraded and be mitigating +2 health and then getting healed by 4, but to get to that point you have to invest a lot of mana and time. Anyways, I'd make that when Discovering a Rune you can only get Runes you haven't discovered yet until you have played all 6 different Runes.
Now my card examples:
This class will have 2 main archetypes, an aggro one, using Fire Runes, weapons and a lot of tokens, and a hard control one, there are runes really good against aggressive decks that will help a lot making slow decks for this class.
Some other Runes:
Let me know what thoughts you have about this class and if you wanna know more you can DM me :D
Card creator, just for fun
Question about hero powers: is it off limits to have a hero power that turns into another hero power after using it?
Like, if you wanted to have a hero power that gave a minion +1 attack, and then replaced itself with a hero power that gave a minion +1 health and then turned back into the first one, would that be permitted? I didn't see anything in the rules about this specifically and I wanted to ask before submitting.
Dazzle and dominate your foes as the Jewelcrafter!
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