The challenges have been chosen, so get to discussing how best to woo Deathwing with your fantastic classes here. As a reminder, the only people allowed to submit are:
1) McF4rtson
2) CheeseEtc
3) Broeck1
4) maxlot
5) ercjlee
6) Demonxz95
7) ThisOtherGuyTox
8) GMAlon
9) Ragnador
Rules for this Phase in a handy-dandy spoiler, as requested
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE MSG & JtU CARDS We do not want to see your Class's entire MSG and JtU Sets out in the open.
You are allowed up to six (6) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Mean Streets of Gadgetzan watermark. These may not have Adapt , Recruit , or other mechanics that did not exist until later expansions.
Your class must belong to a crime family, but it is up to you to determine how you want to go about that!
You may have it join one of the existing Crime Families (Grimy Goons, Kabal, or Jade Lotus). You would not make any Tri-class cards as they already exist.
You may invent an entirely new crime family with its own unique mechanical gimmick(s). This new Crime Family would be comprised of your class and two other classes, which can either be official Hearthstone classes (e.g. Mage) or other fan-made classes within this competition. You would then need to create 3 tri-class cards for this new Crime Family ( 1 Common minion, 1 Rare minion, and 1 Legendary minion) , and like the existing crime families, your family's Rare minion should just have the card text "Battlecry: Discover a ______, ______, or ______ card.". To be clear, you would not need to make any class-specific cards for the other two classes you select to be in your class's crime family if you choose to go that route.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Quest with the Journey to Un'Goro watermark. These may not have Lifesteal , Death Knight cards, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING MSG & JtU CARDS The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC, CLASSIC, WOG, and ONiK SETS You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder, all entries must also meet these requirements . Don't get disqualified over a simple fix!
Alexstrasza has been breathing life back into the people Deathwing has been eliminating, so to thank her for all her hard work you should show it off! If you decide to create an entirely new gang for Mean Streets of Gadgetzan, one of the classes that is a part of that gang must be one of the classes eliminated from this competition. You can pick anyone, whethet they went out in Phase I or were just eaten knocked out last round!
Everything's better when you share it with others! That's why Deathwing shares his massive collection of fire with the rest of the world. You must prove that your class is just as good at sharing by showing us an Elemental that uses the Adapt keyword, or a Dinosaur which gets better when you've played an Elemental.
Deathwing loves Quests - free meals, delivered straight to your door? How delightful! However, as a Very Important Dragon, he only faces the adventurers who've toughed it through an entire Questline first, so we'd best give them a hand in completing it.
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your idea? Do you need help finding art that will fit your cards? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per competition, so make sure that you've settled on your idea for sure beforehand.
Discussion! Do you have thoughts on other people's ideas? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. We understand that some of you might have a ton of potential ideas you'd like to share. However, this thread is going to become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time, to keep the thread generally orderly and legible.
Advertising Your Entry. Please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your idea is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your ideas for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
Remember to check out the Story Comic for this class competition!
You can check it out by clicking the above picture or here!
So, without further ado, have fun and get creating!
Phase V alright. So I have MSoG finished. I don't have Un'Goro finished, but I have a bit of it done. I can't wait to hear your opinions on the Quest.
Mean Streets of Gadgetzan
I thought of going for a Kabal class, but I also thought of a custom faction with thepowrofcheese's Chronomancer and Hailey's Keeper from this competition, then found out all of the classes need to be in this competition, so in the end, I decided to go with Kabal. Here's what I have:
Double Potion utilizes the Chrono Prophet mechanic (from the Classic set) that I also used to a lesser degree in the form of Theatre Symphoinst. It's an interesting, flexible card fitting for the class but if you're playing a different class and get this from Kabal Chemist, it gets a little messy.
Kabal Apprentice presents a tutor effect for the Potions in the class and also a very rare card that only has a Quick-Time effect. An interesting note about this card is that it utilizes Quick-Time, and Rift Potion also utilizes it so you may want to make sure you have 3 mana when you play it or keep track of what you drew.
Cyber Punk is good for the pun, themes and skill.
Rift Potion is Rift Potion. Not much to say about other than it's a cool potion with a cool Quick-Time effect.
Dimensioneer is a bit reminiscent of Parallel Dimensions from the Classic set, only it's slightly different. Parallel Dimensions costs 2 and shuffles your hand back into your deck. This pays 1 for the effect, but only affects Quick-Time cards which can be a good or bad thing in comparison.
Acid Potion. It's a Potion. It fits the theme. It's bright. It's colorful. Don't do drugs kids.
Robbing Time is a card I made in case Challenge 3 passed. It didn't, but I like it enough to justify keeping it. The Timestoppers are an interesting way to use Quick-Time. It basically takes up a draw for them and costs them mana to get it back if they play it that turn. If they don't play it that turn, they basically lost their draw. Might be too weak, but I really like the idea. Also interesting in that it's a Kabal class card that counters the Kabal.
Astral Summoner makes a return after being cut from WotOG. I thought it fit the theme well enough.
Grand Chemist Nero is the awesome Highlander Legendary with a really flavorful and cool effect. Dumping your hand to lose the Legendaries might be difficult though.
Journey to Un'Goro
Future Sight is a Basic collectible card created by Aerial Skycutter.
Unlock the Rift Quest Reward:
Designer Insights:
No joke, I literally made Boulder Elemental way before the Challenge even came up and it happens to fit perfectly. Refer to Crackling Razormaw for balance.
Aerial Skycutter sadly has 4 lines with only one word at the bottom. I've heard that's something the devs don't like to do, so is that a problem? If it is, I can reduce the font size until it fits in 3 lines (-5 in font size). I think the card is really cool though.
Vortex Elemental is good for regaining Elementals which is really good for the Quest. It's also one of only 3 cards in the entire class so far with the word "random" in it (I swear, this wasn't intentional).
The reason I made Unlock the Rift at 9 Elementals is mostly because of Fire Fly and Igneous Elemental, each with the ability to generate many Elementals. Running 2 copies of each is actually enough Elementals to complete the Quest itself. The reward is a one time use that restarts the game back to the start (so back to mulliganing). I think it's pretty obvious why it's only a one-time use.
Eternos the Time Lord was one of my Phase I example cards and also in the Hero Power UI image for each phase.
EDIT: Somehow, double space bar is a shortkey to post something on my laptop....
Two new questions!
1) McF4rtson (Sea Witch) and I (Illusionist) want to make a new crime family that rule the docks of gadgetzan. We want to find something that both the Sea Witch and Illusionist (and Harbinger because that's likely to be the third class) have in common. We were thinking about some kind of sea god or demon these classes worship, like they're some kind of religion fanatics. Is there anything we could dig up in wow lore? We can't find anything so far...
2) Does the wording on my Quest idea make sense?
There are some neutral cards that would trigger this quest: Faceless Manipulator, Barnes and Doppelgangster for example. Illusionist has some copy cards as well. I am asking this, because someone thought this Quest would work similar to Crystal Core, when just reading the card text as it is.
Why don't you try wording it: "Summon 6 copied minions", to see how it looks.
I thought of going for a Kabal class, but I also thought of a custom faction with thepowrofcheese's Chronomancer and Hailey's Keeper from this competition, then found out all of the classes need to be in this competition, so in the end, I decided to go with Kabal.
Aw, well, it still means a lot you thought of including my class (that rule about them having to be from this competition seems kinda lame tbh)
'Reviews':
Demonxz95
Double Potion: This is cool, though as mentioned getting it in another kabal class would be even more painful than demonfire potion is atm (unless they also get a way to check their topdecks). This would likely be pretty much dead in most cases. I don't think thats the worst thing though, class potions are only really obtained by one card for other classes anyhow, and the other classes are getting two powerful potions from your class.
Kabal Apprentice: I really like this one!
Cyber Punk: This really only needs to be "Add a copy of the last card you played to your hand", but the effect is cool.
Rift Potion: This could be a little overcosted or underpowered, convert was never super useful, and the quick time bonus represents a very tiny power boost.
Dimensioneer: This is one of my faves out of the currently shown one. Mulliganing all of your quick-time cards to get another chance of triggering them seems super cool, and the idea of having some kind of crazy combo with an empty deck to get a whole bunch of simultaneous quick-time effects after playing this seems like it'd be so much fun in-game. Ofc, parallel dimensions did that a little bit, but this one feels even better to play around with imo.
Acid Potion: Simalar to dragon's breath, harder to control in the deck building phase but easier in-game. Pretty solid.
Robbing time: An interesting take on a curse mechanic. It could be good enough to see use if highlander decks are meta, which is the point of the card, and with the draw 1 you can at least cycle at times where your opponent doesn't care much for it.
Astral Summoner: Not bad, not abusable but it can proc powerful end of turn or deathrattle effects early, which can be neat. Seems solid all round.
Grand Chemist Nero: I want to say this guy's stats are a bit too good for a 'fill your hand' effect, spell hunter pays a 3 mana premium for the same effect with an (arguably, anyway) stricter deckbuilding requirement. Other than that it definitely looks playable, if a bit less inspiring out of all of the cards shown.
--
Boulder Elemental: Considering how good kabal talonpriest is, this could be a little overpowered. In addition, I don't get the flavor of a boulder elemental providing a buff.
Aerial Skycutter: Not bad at all TBH. Definitely a cool elemental deck staple.
Vortex Elemental: Much like aerial skycutter, this just seems like a solid card to include in an elemental deck.
Unlock the Rift: I got some flack for including a similar game reset effect on Algalon (it reset hands, decks, hp and board, leaving only mana crystals entact). Even being one time use and not favoring the control deck, having a hard reset button whenever your opponent threatens leathal, effectively giving you two chances at winning, both would drag the game out for a long time and likely land the deck with a really high winrate (and frustrate other players). With this one in particular, an aggro elemental deck could theoretically go for a reset if they're unable to burst a control deck down before they stabilize, and their next round would come swinging even harder without the quest tempo loss. I dunno, something about having a deck that just flat out gets two games and only needs to win one seems a little eeeeh, considering how many cheaper elementals you have that could easily fit in the deck and complete the quest.
Eternos the Time Lord: This guy is still good ^-^ not much else to say.
CheeseEtc:
The third one is most interesting for combo potential, but probably the hardest to balance around. The first one is the most interesting as a persistent quest reward, giving you insane value, but its probably even less interactive to your opponent than the first one (not that quests don't have precident for that, with crystal core and nether portal, but I'm not sure this one would be as fun even if it is a good reward). The second one is definitely overcosted, it could be 2-3 mana seeing as it is a quest reward, or draw a card when played, or even that effect along with a lower cost.
I really don't like Therazane, she'd pretty much immediately win games once dropped due to being nigh impossible to deal with, but at the same time she drags things out so it feels bad. Short of having cards with poisonous you couldn't deal with her at all.
I guess that makes her better than galvadon though lol.
Broeck1:
6 copies of minions probably makes sense, but if you think it could be confused with crystal core too much, you could reword it as "Play 6 cards which summon copies of minions".
Rift Potion - IIRC the Sea Witch has a nearly-identical card in its classic set.
Dimensioneer - Can easily be vanilla
Astral Summoner - Would reduce the stats
Grand Chemist Nero - It's not bad, but feels unoriginal for a legendary.
Boulder Elemental + Skycutter - Art is ugly.
Unlock the Rift - Oh boy I hate this. I don't want all of my games against Time Traveler to last 40 minutes. The win condition of this is to make your opponent concede out of boredom and/or because he played while taking a dump and is done. It's ALMOST as cancer as Open the Waygate (almost).
Overall
Putting aside the quest, your set is ...awesome. Nearly all the cards have interesting effects and fits well within the class identity. Good job on this. Definitively finalist-quality material. Of course you're the only one to have near-complete sets so maybe other contestants will do even better stuff.
@mods:
Can I do a custom gang with more than 1 eliminated class for #1?
Birds are technicially dinosaurs, so do they count for the challenge #2?
McFartson and Broeck kicked me out of their custom gang because of challenge #1 :(. If anybody has a class that could have some relation to Chef, well, I'm available. Otherwise I'll go with Grimy Goons.
Can I do a custom gang with more than 1 eliminated class for #1?
Birds are technicially dinosaurs, so do they count for the challenge #2?
R.I.P, you took the idea i had for the Scribble Quest ;-;
1. Yes you're allowed to make one with more than 1 eliminated class. 2. Depends on the bird, Deathwing(and Shadows) aren't allowing no Chicken.
To clarify on the birds - something like Vicious Fledgling or Pterrordax Hatchling, which could be misconstrued as a bird instead of a Pterosaur? Sure, go nuts. Your regular everyday parrots, chickens, ducks and such (eg Jeweled Macaw)? Not gonna cut it.
McFartson and Broeck kicked me out of their custom gang because of challenge #1 :(. If anybody has a class that could have some relation to Chef, well, I'm available. Otherwise I'll go with Grimy Goons.
Also, if you're looking for a gang to join, then Oto and i are currently forming one with Phoenixfeather, who was knocked out in phase 3 with the Artist class.
Seems like a relatively fitting fit, considering cooking is considered a form of art, and also considering both your and our class have deck manipulation as a theme.
We've not decided on a name or a mechanic for the gang tho.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
McFartson and Broeck kicked me out of their custom gang because of challenge #1 :(. If anybody has a class that could have some relation to Chef, well, I'm available. Otherwise I'll go with Grimy Goons.
Also, if you're looking for a gang to join, then Oto and i are currently forming one with Phoenixfeather, who was knocked out in phase 3 with the Artist class.
Seems like a relatively fitting fit, considering cooking is considered a form of art, and also considering both your and our class have deck manipulation as a theme.
We've not decided on a name or a mechanic for the gang tho.
I planned to take the Berserker as the 3rd gang member so if you already have one I'll have to choose. I will keep you informed.
Right, I got started on my cards and out came my quest. It is simple, but it's "natural", if you will, and my entire class has been subtly building up to it.
Right, I got started on my cards and out came my quest. It is simple, but it's "natural", if you will, and my entire class has been subtly building up to it.
Ooh, Freeze Sea Witch. Admittedly, it still seems more interesting than Freeze Shaman given it actually has prior support. I'll be the first to admit that I actually like the idea of Freeze Shaman and it could've been interesting had they got more Freeze support in other sets. It seems really weird that Frost Shock was in the game since Basic and Shaman never received another Freeze card until KotFT.
Either way though, Freeze Sea Witch is still better than Freeze Shaman and feels more natural given that it's been a part of the class since creation, continues receiving cards, and it doesn't feel too forced as Freeze Shaman was. One thing I worry though is that you won't be able to make a Freeze AoE for Sea Witch or the Quest will be too easy to complete, like how Team 5 couldn't make a Freeze AoE for Shaman because of Moorabi. If you can't make Freeze AoE, than Steamwalker Prime wouldn't be very useful either since it has very limited applications and requires you to use several other cards after it for its effect to work properly.
Nice idea, but perhaps it doesn't work as well as you think unless you have a Freeze AoE, which in turn may make balancing this Quest a little awkward.
Just my two cents.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Yes, you make a valid point and pointed out what I also thought was the most important part of this quest. AOE Freeze will be very difficult to balance but I actually have quite a few semi-AOE freeze effects, all actually balanced in line with this quest (I planned for this quest since Phase 1). You can take a look, if you want. I think they should be fairly reasonable. (The third card is new, part of Un'Goro.)
edit: turns out not a lot of concepts are out yet :thonk:
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
Explanations and Insights:
Dunebringer (pun of "Doombringer") basically speaks for itself. It makes Quick-Time effects easier to activate and it's an Elemental. Pretty good, am I right?
Wandering Timemage probably requires more explanation. Card generation has always been a theme of Time Traveler and has gained several cards that do this over the course of the competition and class development. This basically allows specific synergy with said cards to grow stronger. Compared to Open the Waygate or Leyline Manipulator, it does use different wording. This was done to prevent The Coin from buffing this card as it counts for the Quest. As to how a sandmage found its way to Un'Goro? Let's just say that he wander to there from Tanaris, but he knows where he's going. After all, not all who wander are lost!
Tar Shaping is interesting. It may look out of place for the class at first, but it's actually a nice way to weave the primordial themes of Un'Goro and the time themes together being that each minion now gains a Tar Creeper boost on your opponent's turn. Attack during your opponent's turn isn't as useful when you can't control where you attack, so that's why it's cheap. I used Sunfury Protector as reference for balancing a "Give all friendly minions Taunt" effect.
Element Energy (the name isn't that good in my opinion, but I can think of something later) is a card to help Elementals and synergize with them in a way besides the traditional "if you played an Elemental last turn" effect. It tutor Elementals, yay! Good for just general deck-thinning, but also really good for the Quest. It becomes even better if you can get the Quick-Time effect off. Refer to Small-Time Recruits for balance.
You have to wonder how a land of primordial wonders and sights ends up in a much more modernized world, Azeroth, especially when dinosaurs became extinct 65 million years ago (relative to today, not sure about when WoW is supposed to take place). The answer is easy, they used a Dimension Vortex and crossed dimensions, traveled through time and space and landed up where they are. All minions on the board will feel the same thing, also traveling through time and space to land back on top of your deck in a random order which is actually pretty important because your opponent has an idea as to what they might draw. You of course can just use your Hero Power. As expected, this doesn't trigger Deathrattles. It just puts everything on top of their owner's deck with a random order.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
You're the only one to pump up cards so fast (though I already posted a couple myself a few posts up as well)
Dunebringer: The effect isn't clear, but thb I don't know how you can word it better. Otherwise good card that makes your class consistent.
Wandering Timemage: The official Blizzard wording is "that didn't start in your deck". It would include Emtomb-like effects too but that doesn't change much. The card is alright but not particularily interesting.
Tar Shaping: Don't like the art and the wording. Also, your class isn't a swarm-type class, right?
Element Energy: Alright.
Dimension Vortex: It's cool, but could cost 7.
EDIT: Oh crap people posted in the meantime. Now I have to give feedback to everybody.
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
Explanations and Insights:
Dunebringer (pun of "Doombringer") basically speaks for itself. It makes Quick-Time effects easier to activate and it's an Elemental. Pretty good, am I right?
Wandering Timemage probably requires more explanation. Card generation has always been a theme of Time Traveler and has gained several cards that do this over the course of the competition and class development. This basically allows specific synergy with said cards to grow stronger. Compared to Open the Waygate or Leyline Manipulator, it does use different wording. This was done to prevent The Coin from buffing this card as it counts for the Quest. As to how a sandmage found its way to Un'Goro? Let's just say that he wander to there from Tanaris, but he knows where he's going. After all, not all who wander are lost!
Tar Shaping is interesting. It may look out of place for the class at first, but it's actually a nice way to weave the primordial themes of Un'Goro and the time themes together being that each minion now gains a Tar Creeper boost on your opponent's turn. Attack during your opponent's turn isn't as useful when you can't control where you attack, so that's why it's cheap. I used Sunfury Protector as reference for balancing a "Give all friendly minions Taunt" effect.
Element Energy (the name isn't that good in my opinion, but I can think of something later) is a card to help Elementals and synergize with them in a way besides the traditional "if you played an Elemental last turn" effect. It tutor Elementals, yay! Good for just general deck-thinning, but also really good for the Quest. It becomes even better if you can get the Quick-Time effect off. Refer to Small-Time Recruits for balance.
You have to wonder how a land of primordial wonders and sights ends up in a much more modernized world, Azeroth, especially when dinosaurs became extinct 65 million years ago (relative to today, not sure about when WoW is supposed to take place). The answer is easy, they used a Dimension Vortex and crossed dimensions, traveled through time and space and landed up where they are. All minions on the board will feel the same thing, also traveling through time and space to land back on top of your deck in a random order which is actually pretty important because your opponent has an idea as to what they might draw. You of course can just use your Hero Power. As expected, this doesn't trigger Deathrattles. It just puts everything on top of their owner's deck with a random order.
Dunebringer: "Trigger the Quick-Time effect of the next card you play." would be more clear. Its not exactly the same but feels more flavourful to me actually. Thought this is quite an good ability that is worth something. Maybe take a way an Health or Attack point. Think as a 3/1 would look cool also. You can try.
Wandering Timemage: See CheeseEtc.
Tar Shaping: Most anoying card ever. xD jk aside is fine I think.
Chat looks like it's dying a little bit so I'm just gonna put forward what little I've got for Un'Goro as of right now.
When I'm less busy, I have some opinions I want to share...
But now is not that time.
Looks like your effort to use a more consistent art style worked out. Looks good.
Monologist: 3/2s are rated a little higher than 2/3s I think. The fact that its random makes it balanced probably.
Primordial Peddle: Invoke works like a Battlecry, right? Very cool card. Strong in lategame also.
Purrfect Tracker: Purrfect.
Rebirth: Should say "..., resummon it."
Primeval Pool: Pretty good. Doesn't feel very epic to me though.
Quest: Maybe 6 as the requirement? The reward feels pretty similar to the Warlock Portal. Think because of that don't like it too much. Maybe you can let it synergize with your 0-cost minions. Or let it reduce the invoke cost of your cards. Just the first ideas that poped into my head. When your opponent plays a card, deal x damage to a random enemy. ... , cast a random Secret. ... ,
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
Explanations and Insights:
Dunebringer (pun of "Doombringer") basically speaks for itself. It makes Quick-Time effects easier to activate and it's an Elemental. Pretty good, am I right?
Wandering Timemage probably requires more explanation. Card generation has always been a theme of Time Traveler and has gained several cards that do this over the course of the competition and class development. This basically allows specific synergy with said cards to grow stronger. Compared to Open the Waygate or Leyline Manipulator, it does use different wording. This was done to prevent The Coin from buffing this card as it counts for the Quest. As to how a sandmage found its way to Un'Goro? Let's just say that he wander to there from Tanaris, but he knows where he's going. After all, not all who wander are lost!
Tar Shaping is interesting. It may look out of place for the class at first, but it's actually a nice way to weave the primordial themes of Un'Goro and the time themes together being that each minion now gains a Tar Creeper boost on your opponent's turn. Attack during your opponent's turn isn't as useful when you can't control where you attack, so that's why it's cheap. I used Sunfury Protector as reference for balancing a "Give all friendly minions Taunt" effect.
Element Energy (the name isn't that good in my opinion, but I can think of something later) is a card to help Elementals and synergize with them in a way besides the traditional "if you played an Elemental last turn" effect. It tutor Elementals, yay! Good for just general deck-thinning, but also really good for the Quest. It becomes even better if you can get the Quick-Time effect off. Refer to Small-Time Recruits for balance.
You have to wonder how a land of primordial wonders and sights ends up in a much more modernized world, Azeroth, especially when dinosaurs became extinct 65 million years ago (relative to today, not sure about when WoW is supposed to take place). The answer is easy, they used a Dimension Vortex and crossed dimensions, traveled through time and space and landed up where they are. All minions on the board will feel the same thing, also traveling through time and space to land back on top of your deck in a random order which is actually pretty important because your opponent has an idea as to what they might draw. You of course can just use your Hero Power. As expected, this doesn't trigger Deathrattles. It just puts everything on top of their owner's deck with a random order.
Dunebringer: "Trigger the Quick-Time effect of the next card you play." would be more clear. Its not exactly the same but feels more flavourful to me actually. Thought this is quite an good ability that is worth something. Maybe take a way an Health or Attack point. Think as a 3/1 would look cool also. You can try.
Wandering Timemage: See CheeseEtc.
Tar Shaping: Most anoying card ever. xD jk aside is fine I think.
Element Energy: Shouldn't this cost 5 mana?
Dimension Vortex: Think its good at 8 mana.
I might remove Tar Shaping as my class is not intended to be a swarming class, so it's not really as good as I though. I made Element Energy 4 mana when I compared it to Small-Time Recruits which costs 3 mana.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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This is the Discussion Topic. The Submission Topic is here.
(Please read the Submission Topic first.)
The challenges have been chosen, so get to discussing how best to woo Deathwing with your fantastic classes here. As a reminder, the only people allowed to submit are:
Rules for this Phase in a handy-dandy spoiler, as requested
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire MSG and JtU Sets out in the open.
The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
Remember to check out the Story Comic for this class competition!
You can check it out by clicking the above picture or here!
So, without further ado, have fun and get creating!
You can find me here! Good luck everyone!
haha classic
Firstcrap failedI've been thinking about my quest the last few days. I'm pretty set on the condition but I can't find a good reward.
NOTE: It says "add" rather than "shuffle" to account for cards that are put on top of the deck.
EDIT: Sorry the second one was meant to be "Shuffle this into your deck". It's corrected.
In addition, here are my first cards ideas (MSG and UNG mixed together).
Still thinking about the gang, but I have one Grimy Goon card just in case.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Phase V alright. So I have MSoG finished. I don't have Un'Goro finished, but I have a bit of it done. I can't wait to hear your opinions on the Quest.
Mean Streets of Gadgetzan
I thought of going for a Kabal class, but I also thought of a custom faction with thepowrofcheese's Chronomancer and Hailey's Keeper from this competition, then found out all of the classes need to be in this competition, so in the end, I decided to go with Kabal. Here's what I have:
Timestopper token + Designer Insights
Journey to Un'Goro
Future Sight is a Basic collectible card created by Aerial Skycutter.
Unlock the Rift Quest Reward:
Designer Insights:
Click the image to go to my custom Time Traveler class.
Double Potion: This is cool, though as mentioned getting it in another kabal class would be even more painful than demonfire potion is atm (unless they also get a way to check their topdecks). This would likely be pretty much dead in most cases. I don't think thats the worst thing though, class potions are only really obtained by one card for other classes anyhow, and the other classes are getting two powerful potions from your class.
Kabal Apprentice: I really like this one!
Cyber Punk: This really only needs to be "Add a copy of the last card you played to your hand", but the effect is cool.
Rift Potion: This could be a little overcosted or underpowered, convert was never super useful, and the quick time bonus represents a very tiny power boost.
Dimensioneer: This is one of my faves out of the currently shown one. Mulliganing all of your quick-time cards to get another chance of triggering them seems super cool, and the idea of having some kind of crazy combo with an empty deck to get a whole bunch of simultaneous quick-time effects after playing this seems like it'd be so much fun in-game. Ofc, parallel dimensions did that a little bit, but this one feels even better to play around with imo.
Acid Potion: Simalar to dragon's breath, harder to control in the deck building phase but easier in-game. Pretty solid.
Robbing time: An interesting take on a curse mechanic. It could be good enough to see use if highlander decks are meta, which is the point of the card, and with the draw 1 you can at least cycle at times where your opponent doesn't care much for it.
Astral Summoner: Not bad, not abusable but it can proc powerful end of turn or deathrattle effects early, which can be neat. Seems solid all round.
Grand Chemist Nero: I want to say this guy's stats are a bit too good for a 'fill your hand' effect, spell hunter pays a 3 mana premium for the same effect with an (arguably, anyway) stricter deckbuilding requirement. Other than that it definitely looks playable, if a bit less inspiring out of all of the cards shown.
--
Boulder Elemental: Considering how good kabal talonpriest is, this could be a little overpowered. In addition, I don't get the flavor of a boulder elemental providing a buff.
Aerial Skycutter: Not bad at all TBH. Definitely a cool elemental deck staple.
Vortex Elemental: Much like aerial skycutter, this just seems like a solid card to include in an elemental deck.
Unlock the Rift: I got some flack for including a similar game reset effect on Algalon (it reset hands, decks, hp and board, leaving only mana crystals entact). Even being one time use and not favoring the control deck, having a hard reset button whenever your opponent threatens leathal, effectively giving you two chances at winning, both would drag the game out for a long time and likely land the deck with a really high winrate (and frustrate other players). With this one in particular, an aggro elemental deck could theoretically go for a reset if they're unable to burst a control deck down before they stabilize, and their next round would come swinging even harder without the quest tempo loss. I dunno, something about having a deck that just flat out gets two games and only needs to win one seems a little eeeeh, considering how many cheaper elementals you have that could easily fit in the deck and complete the quest.
Eternos the Time Lord: This guy is still good ^-^ not much else to say.
CheeseEtc:
The third one is most interesting for combo potential, but probably the hardest to balance around. The first one is the most interesting as a persistent quest reward, giving you insane value, but its probably even less interactive to your opponent than the first one (not that quests don't have precident for that, with crystal core and nether portal, but I'm not sure this one would be as fun even if it is a good reward). The second one is definitely overcosted, it could be 2-3 mana seeing as it is a quest reward, or draw a card when played, or even that effect along with a lower cost.
I really don't like Therazane, she'd pretty much immediately win games once dropped due to being nigh impossible to deal with, but at the same time she drags things out so it feels bad. Short of having cards with poisonous you couldn't deal with her at all.
I guess that makes her better than galvadon though lol.
Broeck1:
6 copies of minions probably makes sense, but if you think it could be confused with crystal core too much, you could reword it as "Play 6 cards which summon copies of minions".
@Demonxz95
As usual, I only comment on cards with issues.
Individual cards
Overall
Putting aside the quest, your set is ...awesome. Nearly all the cards have interesting effects and fits well within the class identity. Good job on this. Definitively finalist-quality material. Of course you're the only one to have near-complete sets so maybe other contestants will do even better stuff.
@mods:
McFartson and Broeck kicked me out of their custom gang because of challenge #1 :(. If anybody has a class that could have some relation to Chef, well, I'm available. Otherwise I'll go with Grimy Goons.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
2. Depends on the bird, Deathwing(and Shadows) aren't allowing no Chicken.
I want a new title, but Flux won't let me have one,
You can find me here! Good luck everyone!
I want a new title, but Flux won't let me have one,
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Right, I got started on my cards and out came my quest. It is simple, but it's "natural", if you will, and my entire class has been subtly building up to it.
Click the image to go to my custom Time Traveler class.
Is anybody going to post anything? I guess it's going to be me. So I got some ideas for the second half of my Un'Goro set (first half can be found a few posts up).
Explanations and Insights:
Dunebringer (pun of "Doombringer") basically speaks for itself. It makes Quick-Time effects easier to activate and it's an Elemental. Pretty good, am I right?
Wandering Timemage probably requires more explanation. Card generation has always been a theme of Time Traveler and has gained several cards that do this over the course of the competition and class development. This basically allows specific synergy with said cards to grow stronger. Compared to Open the Waygate or Leyline Manipulator, it does use different wording. This was done to prevent The Coin from buffing this card as it counts for the Quest. As to how a sandmage found its way to Un'Goro? Let's just say that he wander to there from Tanaris, but he knows where he's going. After all, not all who wander are lost!
Tar Shaping is interesting. It may look out of place for the class at first, but it's actually a nice way to weave the primordial themes of Un'Goro and the time themes together being that each minion now gains a Tar Creeper boost on your opponent's turn. Attack during your opponent's turn isn't as useful when you can't control where you attack, so that's why it's cheap. I used Sunfury Protector as reference for balancing a "Give all friendly minions Taunt" effect.
Element Energy (the name isn't that good in my opinion, but I can think of something later) is a card to help Elementals and synergize with them in a way besides the traditional "if you played an Elemental last turn" effect. It tutor Elementals, yay! Good for just general deck-thinning, but also really good for the Quest. It becomes even better if you can get the Quick-Time effect off. Refer to Small-Time Recruits for balance.
You have to wonder how a land of primordial wonders and sights ends up in a much more modernized world, Azeroth, especially when dinosaurs became extinct 65 million years ago (relative to today, not sure about when WoW is supposed to take place). The answer is easy, they used a Dimension Vortex and crossed dimensions, traveled through time and space and landed up where they are. All minions on the board will feel the same thing, also traveling through time and space to land back on top of your deck in a random order which is actually pretty important because your opponent has an idea as to what they might draw. You of course can just use your Hero Power. As expected, this doesn't trigger Deathrattles. It just puts everything on top of their owner's deck with a random order.
Click the image to go to my custom Time Traveler class.
Deathwing Needs a Friendwing: Patch Notes!
Mod Working Reaaaaally Hardly
Chat looks like it's dying a little bit so I'm just gonna put forward what little I've got for Un'Goro as of right now.
When I'm less busy, I have some opinions I want to share...
But now is not that time.
EDIT: Oh crap people posted in the meantime. Now I have to give feedback to everybody.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Click the image to go to my custom Time Traveler class.