Thanks for the feedback mate! Glad that the cards that I wanted more feedback were fine. And yeah, Night Watcher was kinda rushed, didn't realized the potential of handling the RNG in the class, I'm gonna go with Revelating Gas, since I want to show how 'Mark applience applies'.
Wingblaster Pup: Hiar's da new wording
(Also, the Hero is already Sci-Fi-ish, so I'm going to stay with it, but keeping some fantasy-themed cards, I won't drive away with a sci-fi featured things though, I'll keep it varied. However I could change the art for the Soothing Shot one... yeah, that's better!)
Thaaaaank u guys for the last of feedback I needed! Now maybe I can give feedback! Since not gonna submit yet! But no moar changes!
Also just a question but, like past class competition can one of the challenges be a 'gaming/thingie related' one? I remember they had to make the art of one of those cards as a Pokemon, that was pretty neat and fun! Could we do somethin similar in a phase? (Better as a challenge!)
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.
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?
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.
So I have come up with some potential reworks for the hero power. None of these are final, but they are potential directions to go.
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.
What about making the Hero Power ''Add a random Basic Rune to your hand'', it solves the Discover problem. And I don't know if I explained it good enough, the stacking mechanic only works if you already have the six runes played, that equals 18 mana and 6 turns using Hero Power and then you get to start again. I don't think you can get to stack more than 2 times, anyways I'll see if I can balance it a bit.
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
Explanation: After playing a card / Hero Power with the Whisper effect, it will hover over your Hero's portrait like Secret / Quest with the image of the card over it. When you hover over it, the effect will show up and tell if you can activate the effect or how many turn you still have to wait. Something like this:
When you hover over it, it will show up as:
When X is 0, the card will lit up like Secret during your opponent turn to signal that it is ready to be used. When you hover it again, it will become:
You have complete control when and which target the effect will fire off by right click on it (and click again if it's a target effect). Also, the effect is still counted as "activating" an effect, which mean that, for examples, minions with Can't be targeted by spells or Hero Power CANNOT be targeted by a spell or Hero Power Whisper effect. Whisper is also NOT a Battlecry if played from a minion, similar to Choose One effect from Druid. Playing the Whisper effect counts as casting / playing a card, so it will activate effects like Gadgetzan Auctioneer when activating a Whisper effect from spells or Questing Adventurer.
Flavor: Heavily reference fairy tale, legends, storytelling, bards, writing convention and book reading. A control/combo oriented class that favor planning ahead, coming back from behind while swinging tempo back. Has strong healing, card draw, removal and stall. Lack stand alone burst damage, their Hero Power do nothing to impact the board, their minions are usually has really poor body in exchange for utility as well as the Whisper effect do nothing the turn they played; so they will easily be tempo out if they don't draw into their board clear and heal and having trouble dealing with a mid-range board.
Sample cards:
A list of reference for people who might not aware:
Scheherazade: The main narrator of Arabian Nights, whose talent for telling stories is so great that she delayed her execution by her husband the Sultan 1001 nights until he relents and let her live. My reasoning for her to be friend with Deathwing is that she is the only one who can lie off her ass to Deathwing to agree that Alexstrasza is a big, big, big meanie (it's what essentially storytelling is, after all)
Happily Ever After: The cliche ending quote of almost every fairy tales. Hero Power is incredibly strong compare with Warlock, but this is only if they survive to the next turn to draw and use the card. Signify the Keyword of the class (which I noticed no class has a Keyword on their Basic HP).
Hero's Journey: Death: Refer to the narrative convention and structure of epic stories. This is refer to the part where the hero met his crisis / death before rebirth and stronger than before. All Hero's Journey will be removal spells.
Benevolent Serpent: Reference to Chinese / Asian dragons that are signified as wise, benevolent and specialized in healing (this card is mandatory to satisfy the tribal requirement). Signify the big healing aspect of the class.
Heart of Ice: Reference to the Snow Queen fairy tale written by Hans Christian Andersen where the titular character has a heart made entirely of ice. Signify the powerful stalling and Keyword of the class.
Deafening Echo: Referencing the famous Echo and Narciscus myth in which Echo, who is cursed to only repeat the last word that was said to her, is in love with Narciscus, who is cursed to only love his own reflection. Both of them eventually died, her of a broken heart, him of drowning. Signify the Whisper synergy.
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.
Which 2 cards should get the sack?
Why do you say I can't showcase my cards? None of them produce tokens.
For your class, I find Whisper really confusing. I think the tooltip doesn't do a good job of explaining it. When the counter runs down, does it not fire off automatically? Do you then cast the effect from the little question mark sign by your portrait? Does it stay there indefinitely, or do you lose it if you don't use it after it gets to 0?
Also, I think it's a really bad idea to create a hero power that doesn't have an immediate effect on the battlefield. I created a class like that a few years ago and received heavy criticism because the hero power was too slow. I think you will get the same feedback. I think it would be better if you split the hero power up into an immediate effect and a Whisper effect. Like "Restore 1 Health. Whisper(1): Draw a card."
For your cards, I like Benevolent Dragon, Petrifying Gorgon, and Deafening Echo as examples, but I'm not too keen on the others. Heart of Ice seems crazy OP, since you get to keep casting it again and again, if I understand it correctly. I think the flavor of Falling Books is weird, and the Hero's Journey idea doesn't make a lot of sense to me. How does a narrative structure affect what's going on on the battlefield? I think this touches on the core theme of your class. Scherezade I think is a bad choice, because it has no tie-in to the Warcraft universe. People aren't going to care that she has some connection to stories in general, because she makes no sense being in Hearthstone. And if she's just telling stories, how does she affect the battlefield? I think you should change the hero to be some sort of mystical storyweaver written into the Warcraft universe that has an ability to affect reality by telling stories.
So as per request, balance stuff has been changed.
Glimpse now looks at the top 3 cards of your deck instead of 2, though I'm not certain if this change will go completely through or not.
Rift Blast and Timewalker now have different effects. Temporal Golem however will be a lot harder to change. I might need to just get rid of it entirely.
Vault Keeper is now an Elemental.
Rift Elemental and Sandstorm are now Common cards instead of Basic as class-exclusive keywords aren't allowed in Basic cards. I however now need a lot more Basic cards. Rift Elemental is also now slightly different.
Chrono Prophet now has its name, is a 4/5 (down from 4/6) with a slightly different effect.
Now to get to work on other cards. Here's a card concept I had floating around with a lack of certain art and balance.
The effect means that your deck instantly goes back to how it was at the start of the game. Back to a full deck for you! My first thought was 5/5 for 5. That sounds like it's either perfect or insanely far off.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
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?
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.
So I have come up with some potential reworks for the hero power. None of these are final, but they are potential directions to go.
First Excavation is much, much better than the 2nd one. RNG hero powers aren't well liked in general. If you draw 0 cards, its a waste. Draw 1, better than Warlock, and draw 2 is insanity. But both players draw? That's balanced and would encourage agro and combo decks at the least.
@uReds - And going by what I said above, RNG hero powers are generally a big no. Your's gives 6 options, all of which can be game ending in the right deck. That's not fun to play against, and hardly fun to play if you don't get the rune you want. I'd scrap that whole system and go with something more consistent.
Here is my first iteration. I made a Spiritwalker class (in collab with someone) a while back, but it was messy and didn't hit the mark (at least for me). I made the border and I wanted to use it, so I'll try and see if my card-making has improved;
I feel like the keyword needs explaining.
A card (minion/spell/weapon/hero card) with Soulbound on it;
I was thinking of extending the keyword to remove these cards from Discover pools or generate/random pools... But I think it's more balanced to leave it as it is, and maybe leave Rogue out of it, because they don't actually steal (they copy from class)... But I want this to counter more than just thief priest. Spiritwalker is meant to be a tech class, that has strengths against certain classes and archetypes, but I'm not sure this keyword gives enough of this.
I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.
Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)
New Keyword:Tome. This shows up like a secret but visible to both players. They are buffs to your hero that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.
Class Focus: Spell Heavy, tomes, for the rest of the turn style effects, some self damage with lots of cards that deal damage multiple times (maybe), multiplet tribe synergies to further boost archetypes made possible by the hero power.
What do you guys think?
Question about the hero power, does it stack? Because if it does not which is how I am assuming it work, it is kinda OP with certain cards, especially Reno Jackson in wild. You could get unlimited Reno's by spending 10 every turn (Reno into hero power, into reno clone into hero power.) I would restrict it to spells for flavor, and even then it might be too good.
Tome is an interesting concept, but you have yet to sell it to me since you are only showing one card it applies to. I want to see more examples.
Scroll of Flames: This card makes me have to do too much thinking for a low cost removal spell. Maybe that is my problem, not your, but it is a problem none the less. The random element is doing this to me because I gotta think about each and every possible damage spread.
Inscribed Golem: I like this card quite a bit, but as I said before I am not a big fan of the hero power. That said this card shows the potential the hero power has, and I like that.
Scroll of Equalization: My favorite out of the batch, this card is just fun and has so many different possibilities when it comes to crafty plays.
Tome of the Old Gods: I get the concept, but it seems a little weak, especially for your only Tome card on display.10 don't always stay on the board for very long, and it's normally because your winning the game. So your spending 4 mana on a buff that will probably only last a turn. It just does not work for me, I do like the flavor though.
Tyran: I like this card quite a bit, but it feels a little out of place in this display as we have seen none of these targeted spells in your display, unless you count Scroll of Flames which is not what you want hitting this card. I can't really tell how powerful it is. Also the name made me think it had something to do with Tomes at first, so I would change that to be a bit less misleading.
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Patchworks are akin to Silver Hand Recruits. Summon them, buff them, use them against your opponents. If you already have 2, the hero power will buff one at random. Some cards will specialize with them similar to Paladin cards, but its only one of many themes. They specialize in swarms of small, sticky minions, and a couple giant hitters. Buffs for them and debuffs for enemies are plentiful. Deathrattle and Poisonous will also see plenty of play. They will NOT use weapons or secrets.
Mutate is the keyword, and exemplifies the Apothecaries endless tinkering and experimenting with their potions and minions. Similar to Choose One, Mutate has multiple effects. 3 in fact... BUT YOU CAN'T CHOOSE WHICH! Each turn the effect changes, much like Shifter Zerus. Each option is intended to be strong for the mana cost but not broken, and the choices won't vary too much on a particular card.
Here's some other quick ideas. I'm missing some examples, don't worry about that now. Gonna make a Plague Wyrm but not sure what it should do yet.
Let me know what you think! I'm still plugging away, and I'll give some feedback soon!
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
While that is a fantastic idea, I get scared by the runes. It is mostly compared to Shaman's Totems, but the power level of indestructible static buffs is too strong in my opinion. The healing totem, for example, is a 0/2 with a Water Rune, but sometimes that 0/2 Water Rune is very relevant, and I need it to be eliminated. So when it takes up one of my attacks, we can also say it essentially froze that attack. A weak one, or not, but that was damage that didn't go elsewhere.
So the trade off here is that your Water Rune cannot let me freeze one of my attacks to remove the Rune. That doesn't feel fair. I do appreciate unfair gameplay in HS since if both players are playing their powerful unfair cards, then everyone has fun. But default Hero Powers definitely should be fair. Dealing 1 damage, Protecting for 2, or summoning a small token. But getting a permanent cheap buff from a default hero power is insane.
And we can CHOOSE if we want Water Rune now? We can CHOOSE Fire Rune pretty quickly if we didn't find it in the first two tries.
I would suggest the following change: 1) The rune is random and automatically gets placed from HP 2) One rune at a time
When you play a Rune from your hand or Hero Power, it replaces the current rune. Yes, I know, it does derail the lore of the class. Multiple Runes is the point, so another option could be: 1) The rune is random and automatically gets placed from HP 2) HP is the only thing that provides the runes; no other runes from cards. 3) EITHER Make them *even smaller* than they already are OR 3) Add *many* more runes to the HP. This would put more inconsistency among the runes, making the "+1 attack to my whole board forever suck it" rune more of a luck of the draw instead of guaranteed on the 4th try.
I also do think no two runes should ever stack, so once you have all runes in play, your HP is essentially irrelevant. Getting *lucky* with multiple Earth Runes versus an aggro deck just ends the game. Aggro Paladin's army of 1/1s now heal you, and Knife Juggle's face damage is irrelevant. Etc Etc. So no two runes of the same type should ever stack, narrowing the possibilites as you get more runes.
Lastly, curiousity: How does Arcane Rune work out of turn? It definitely should not deal damage out of turn, but the way runes work, it looks like it will deal damage to minions attacking the Runemaster.
Great class concept, I look forward to seeing more of it. Runes feels like they are a Death Knight Hero instead of a Starter Hero at the moment.
I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.
Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)
Can you point me to the rule saying no new keyword in the hero power? I'm not seeing that in the rules and the winner from the second competition (Bard) had the new keyword in the hero power. (It equipped a weapon with "Melody"). Only rule I'm seeing is no new keyword in the basic set and the new hero power has to always work.
If there is a new rule this time that you can't use the new keyword in the hero power, I'll need to start over so some clarification would be useful.
Here is my first iteration. I made a Spiritwalker class (in collab with someone) a while back, but it was messy and didn't hit the mark (at least for me). I made the border and I wanted to use it, so I'll try and see if my card-making has improved;
I feel like the keyword needs explaining.
A card (minion/spell/weapon/hero card) with Soulbound on it;
I was thinking of extending the keyword to remove these cards from Discover pools or generate/random pools... But I think it's more balanced to leave it as it is, and maybe leave Rogue out of it, because they don't actually steal (they copy from class)... But I want this to counter more than just thief priest. Spiritwalker is meant to be a tech class, that has strengths against certain classes and archetypes, but I'm not sure this keyword gives enough of this.
Example cards I'm thinking of;
The hero power is confusing, what does "give your enemy (not opponent?:p) a card" mean ... do they draw it from their deck or what? also the benefitial part of the hero power for you stops at T10? ... is this class supposed to be mainly a mill class, if the given card is idd a draw from a deck?
btw Lone Recall is SO disgusting for arena :P +2/+2 spell buffs for 2 mana are pretty broken already on 2-drops, +3/+3 would be insane.
The idea where ur trying to go is interesting to say the least, but seems a bit messy overall.
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
Explanation: After playing a card / Hero Power with the Whisper effect, it will hover over your Hero's portrait like Secret / Quest with the image of the card over it. When you hover over it, the effect will show up and tell if you can activate the effect or how many turn you still have to wait. Something like this:
When you hover over it, it will show up as:
When X is 0, the card will lit up like Secret during your opponent turn to signal that it is ready to be used. When you hover it again, it will become:
You have complete control when and which target the effect will fire off by right click on it (and click again if it's a target effect). Also, the effect is still counted as "activating" an effect, which mean that, for examples, minions with Can't be targeted by spells or Hero Power CANNOT be targeted by a spell or Hero Power Whisper effect. Whisper is also NOT a Battlecry if played from a minion, similar to Choose One effect from Druid. Playing the Whisper effect counts as casting / playing a card, so it will activate effects like Gadgetzan Auctioneer when activating a Whisper effect from spells or Questing Adventurer.
Flavor: Heavily reference fairy tale, legends, storytelling, bards, writing convention and book reading. A control/combo oriented class that favor planning ahead, coming back from behind while swinging tempo back. Has strong healing, card draw, removal and stall. Lack stand alone burst damage, their Hero Power do nothing to impact the board, their minions are usually has really poor body in exchange for utility as well as the Whisper effect do nothing the turn they played; so they will easily be tempo out if they don't draw into their board clear and heal and having trouble dealing with a mid-range board.
Sample cards:
A list of reference for people who might not aware:
Scheherazade: The main narrator of Arabian Nights, whose talent for telling stories is so great that she delayed her execution by her husband the Sultan 1001 nights until he relents and let her live. My reasoning for her to be friend with Deathwing is that she is the only one who can lie off her ass to Deathwing to agree that Alexstrasza is a big, big, big meanie (it's what essentially storytelling is, after all)
Happily Ever After: The cliche ending quote of almost every fairy tales. Hero Power is incredibly strong compare with Warlock, but this is only if they survive to the next turn to draw and use the card. Signify the Keyword of the class (which I noticed no class has a Keyword on their Basic HP).
Hero's Journey: Death: Refer to the narrative convention and structure of epic stories. This is refer to the part where the hero met his crisis / death before rebirth and stronger than before. All Hero's Journey will be removal spells.
Benevolent Serpent: Reference to Chinese / Asian dragons that are signified as wise, benevolent and specialized in healing (this card is mandatory to satisfy the tribal requirement). Signify the big healing aspect of the class.
Heart of Ice: Reference to the Snow Queen fairy tale written by Hans Christian Andersen where the titular character has a heart made entirely of ice. Signify the powerful stalling and Keyword of the class.
Deafening Echo: Referencing the famous Echo and Narciscus myth in which Echo, who is cursed to only repeat the last word that was said to her, is in love with Narciscus, who is cursed to only love his own reflection. Both of them eventually died, her of a broken heart, him of drowning. Signify the Whisper synergy.
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.
Which 2 cards should get the sack?
Why do you say I can't showcase my cards? None of them produce tokens.
For your class, I find Whisper really confusing. I think the tooltip doesn't do a good job of explaining it. When the counter runs down, does it not fire off automatically? Do you then cast the effect from the little question mark sign by your portrait? Does it stay there indefinitely, or do you lose it if you don't use it after it gets to 0?
Also, I think it's a really bad idea to create a hero power that doesn't have an immediate effect on the battlefield. I created a class like that a few years ago and received heavy criticism because the hero power was too slow. I think you will get the same feedback. I think it would be better if you split the hero power up into an immediate effect and a Whisper effect. Like "Restore 1 Health. Whisper(1): Draw a card."
For your cards, I like Benevolent Dragon, Petrifying Gorgon, and Deafening Echo as examples, but I'm not too keen on the others. Heart of Ice seems crazy OP, since you get to keep casting it again and again, if I understand it correctly. I think the flavor of Falling Books is weird, and the Hero's Journey idea doesn't make a lot of sense to me. How does a narrative structure affect what's going on on the battlefield? I think this touches on the core theme of your class. Scherezade I think is a bad choice, because it has no tie-in to the Warcraft universe. People aren't going to care that she has some connection to stories in general, because she makes no sense being in Hearthstone. And if she's just telling stories, how does she affect the battlefield? I think you should change the hero to be some sort of mystical storyweaver written into the Warcraft universe that has an ability to affect reality by telling stories.
Oops, I didn't read the fact that all the flip cards are collectable cards. My bad. I still think that it is somewhat confusing because how do you check the other cards? Does the card just show the Flip card when hover on it like the DK?
The Whisper effect is intended to be there permanently until you used it. Do you think it is too good if it is there indefinitely?
Do you think that the class can be changed into Lorekeeper and stuck a random Pandaren picture into it? Or does it still doesn't make sense? Should I still keep the name Storyteller if I did choose to make a Pandaren hero? I chose Scherazade during the voting requirement where we have to make our own new character.
Your idea for a new Hero Power sounds pretty good. It will probably be changed into that.
Yeah, the Hero's Journey cards are more of an experiment rather than a thoughout idea. I'll probably get rid of them and redesign them if I move to the next round. Heart of Ice's Whisper effect will be nerfed into "Freeze another minion".
I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.
Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)
I read the entire rule. There is not a rule stated that you can't include the unique keyword.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.
Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)
Can you point me to the rule saying no new keyword in the hero power? I'm not seeing that in the rules and the winner from the second competition (Bard) had the new keyword in the hero power. (It equipped a weapon with "Melody"). Only rule I'm seeing is no new keyword in the basic set and the new hero power has to always work.
If there is a new rule this time that you can't use the new keyword in the hero power, I'll need to start over so some clarification would be useful.
You're good, no rule against keywords in the Hero Power.
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:
You know what, I can see why it would have naysayers. This doesn't feel like a Hearthstone class at all. The way Hearthstone works, each class deviates from each other through its different hero power and its different cards. The cards and hero power define what the class is, and what it's capable of. The thing is, with the Ogre Lord, it's completely out of place, it has hidden rules to it, it draws additional cards at the start of the game and flips some over. Collectible Ogre cards are connected to eachother invisibly and have a strict upside over neutral cards. Legendary cards just don't flip over at all, making them have a strict upside over non-legendary cards. In order to understand all this as a new player, do I have to read up on an Ogre Lord strategy guide to understand what it does in comparison to all the other classes where I can just look at its cards and hero power? Its unique mechanics don't only come from its keywords but its class itself. That works fine in other card games, but it deviates from what a class is in Hearthstone, it doesn't look like something that was designed for it. It looks kinda like a tavern brawl hero or adventure boss even...
But it doesn't look like a class, simply because it doesn't abide by the rules or the nature of the game.
In fact, it doesn't look like it was designed to even be a logical idea in a real setting, why stick all the ogre cards together so there's no real reason to collect half of them? Do they even abide by the same rarities? How does any of this work, and why should I be asking questions about this? It's not due to bad wording in card text nor is it due to a generally confusing idea, it's that the information is just hidden. That's not how Hearthstone is.
...Also having multiple keywords dedicated to the Ogre RNG mechanic is something I would avoid.
I hope nobody thinks that this is a "troll card" just because it involves Ragers
Like, I get that Ragers are a meme, but the design of this card isn't because of that. It's kind of like a take on the whole Poison Seeds or Sunkeeper Tarim thing of a "board equalizer", but the idea here is that rather than giving everyone balanced, low cost minions, they present an immediate threat to both players that, without an answer, can threaten a win condition. One or two Ragers is a meme sure. But what about eight?
Here is my first iteration. I made a Spiritwalker class (in collab with someone) a while back, but it was messy and didn't hit the mark (at least for me). I made the border and I wanted to use it, so I'll try and see if my card-making has improved;
I feel like the keyword needs explaining.
A card (minion/spell/weapon/hero card) with Soulbound on it;
I was thinking of extending the keyword to remove these cards from Discover pools or generate/random pools... But I think it's more balanced to leave it as it is, and maybe leave Rogue out of it, because they don't actually steal (they copy from class)... But I want this to counter more than just thief priest. Spiritwalker is meant to be a tech class, that has strengths against certain classes and archetypes, but I'm not sure this keyword gives enough of this.
Example cards I'm thinking of;
Oh boy, there's a lot going on here. Keep in mind, these are my opinions. I'm by no means an expert or even very good at Hearthstone, and I don't intend to come off as mean. But I don't get where you are going with this class.
The Hero Power - what does this mean? I assume it allows your opponent to draw a card. I really, really don't like this already. First, none of your example cards really benefit you for having lots of mana. Many are small cards. So why do you need to ramp so fast? Why are you giving your opponent more options? 2nd, what happens when you have full mana? Nothing? Excess Mana? And 3rd, this just makes your class a Mill class, a deck type I despise. So all in all, its unclear and gives you no benefit.
Next, Soulbound. I hate everything about this. Sorry to be so blunt, but I think this is a terrible keyword. It has WAY too many effects and is too far-reaching. Your opponent can't steal it, copy it, trigger it...but they can cast spells and target it. And you can do all that stuff no problem. No, I don't like this keyword at all. And again, none of your examples really benefit from the myriad protection this gives them, except that it will piss of Priests and Rogues and Mages to no end.
I'm not gonna go into the individual cards, because I think the base ideas of the class need to be reevaluated.
@Shatterstar1998
Thanks for the feedback mate! Glad that the cards that I wanted more feedback were fine. And yeah, Night Watcher was kinda rushed, didn't realized the potential of handling the RNG in the class, I'm gonna go with Revelating Gas, since I want to show how 'Mark applience applies'.
Wingblaster Pup: Hiar's da new wording
(Also, the Hero is already Sci-Fi-ish, so I'm going to stay with it, but keeping some fantasy-themed cards, I won't drive away with a sci-fi featured things though, I'll keep it varied. However I could change the art for the Soothing Shot one... yeah, that's better!)
Thaaaaank u guys for the last of feedback I needed! Now maybe I can give feedback! Since not gonna submit yet! But no moar changes!
Also just a question but, like past class competition can one of the challenges be a 'gaming/thingie related' one? I remember they had to make the art of one of those cards as a Pokemon, that was pretty neat and fun! Could we do somethin similar in a phase? (Better as a challenge!)
The joke is you.
"Science isn't about why! Its about why not!"
Card creator, just for fun
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So as per request, balance stuff has been changed.
Now to get to work on other cards. Here's a card concept I had floating around with a lack of certain art and balance.
The effect means that your deck instantly goes back to how it was at the start of the game. Back to a full deck for you! My first thought was 5/5 for 5. That sounds like it's either perfect or insanely far off.
Click the image to go to my custom Time Traveler class.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Here is my first iteration. I made a Spiritwalker class (in collab with someone) a while back, but it was messy and didn't hit the mark (at least for me). I made the border and I wanted to use it, so I'll try and see if my card-making has improved;
I feel like the keyword needs explaining.
A card (minion/spell/weapon/hero card) with Soulbound on it;
I was thinking of extending the keyword to remove these cards from Discover pools or generate/random pools... But I think it's more balanced to leave it as it is, and maybe leave Rogue out of it, because they don't actually steal (they copy from class)... But I want this to counter more than just thief priest. Spiritwalker is meant to be a tech class, that has strengths against certain classes and archetypes, but I'm not sure this keyword gives enough of this.
Example cards I'm thinking of;
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.
Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)
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Oh yeah, by the way: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/196472-presentation-tools-feat-coloured-text
Just because we don't like to find between infinite threads for that or favourite pages ;)
thank u Cogito for dis@Demonxz95
I would go for a 9-10 mana card, that effect is pretty damm powerfull! And for body, probably a 5/5 or something like that.
*cough* Agalon *cough*The joke is you.
"Science isn't about why! Its about why not!"
My class is the Apothecary!
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Patchworks are akin to Silver Hand Recruits. Summon them, buff them, use them against your opponents. If you already have 2, the hero power will buff one at random. Some cards will specialize with them similar to Paladin cards, but its only one of many themes. They specialize in swarms of small, sticky minions, and a couple giant hitters. Buffs for them and debuffs for enemies are plentiful. Deathrattle and Poisonous will also see plenty of play. They will NOT use weapons or secrets.
Mutate is the keyword, and exemplifies the Apothecaries endless tinkering and experimenting with their potions and minions. Similar to Choose One, Mutate has multiple effects. 3 in fact... BUT YOU CAN'T CHOOSE WHICH! Each turn the effect changes, much like Shifter Zerus. Each option is intended to be strong for the mana cost but not broken, and the choices won't vary too much on a particular card.
Here's some other quick ideas. I'm missing some examples, don't worry about that now. Gonna make a Plague Wyrm but not sure what it should do yet.
Let me know what you think! I'm still plugging away, and I'll give some feedback soon!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
1) The rune is random and automatically gets placed from HP
2) One rune at a time
1) The rune is random and automatically gets placed from HP
2) HP is the only thing that provides the runes; no other runes from cards.
3) EITHER Make them *even smaller* than they already are
OR
3) Add *many* more runes to the HP. This would put more inconsistency among the runes, making the "+1 attack to my whole board forever suck it" rune more of a luck of the draw instead of guaranteed on the 4th try.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
You can find me here! Good luck everyone!
I hope nobody thinks that this is a "troll card" just because it involves Ragers
Like, I get that Ragers are a meme, but the design of this card isn't because of that. It's kind of like a take on the whole Poison Seeds or Sunkeeper Tarim thing of a "board equalizer", but the idea here is that rather than giving everyone balanced, low cost minions, they present an immediate threat to both players that, without an answer, can threaten a win condition. One or two Ragers is a meme sure. But what about eight?
Dazzle and dominate your foes as the Jewelcrafter!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End