I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Mushu, Rock King work?
Once you play Mushu, it will become permanent.
---->
Like other permanent cards, such as Nether Portal and Mark Moonwalker from the Party Portals tavern brawl, it will not count as a minion anymore, will take up space int he battlefield, cannot attack or be targeted/destroyed, and will keep it's effect.
Some Notes:
Neutral Totems are coming, I just haven't figured out a cool design for them.
I'm thinking about whether Muster is actually necessary to include atm, as it kinda makes the expansion a bit more complex than it needs to be. Don't know if I can actually make such a change at this point of the comp.
I'm considering removing Mushu, Rock King. I just feel Totems don't need it and could be replaced with some kind of spell. That being said, I still like it, so maybe I won't end up doing that.
Considering making Racrook a neutral minion.
Speaking of which, Racrook's effect means that whatever weapon you steal, you will equip with whatever buffs and durability it had.
Feedback is in the spoiler, so I can cut down on the post's length. Thank you again for your earlier help (and that other thing :D)
Wildskin Warden only requires a single tribe to be a 3/6 (probably Beasts), so you don't even have to play to the desired archetype to break even...and you'll be extra rewarded if you do.
I really like Blackmaw, but I'm biased in favor of Dragons heh. That being said it sounds like a named weapon, which would imply a Legendary.
I think Vyte's text would be better phrased as "At the end of your turn, add a 1/1 copy of a random minion in your deck to your hand. It costs (1)." Using Sonya Shadowdancer's phrasing cleans up the text a bit and it's no longer a run-on sentence.
Does Shallowshore Corsair require you to have both of those tribes on the table to get one Coin, or do you get a Coin for each one? I think it would be more clear if you said "and/or" in the text.
In a straight-Murloc Rogue deck, Swamp Slasher seems crazy abusive. Compared to something like Spectral Pillager - which costs more, is harder to trigger, and inflicts less damage per trigger - summoning a bunch of cheap Murlocs is super easy. It would be further exacerbated by Shadowstep bounces, proccing off itself.
So if you control a Mech, Static Shock becomes an Excavated Evil without the shuffle downside, for three less? That's nuts.
Siltfin Spiritwalker cries in the corner when he sees Murkscale Ritualist lol. Not that that's a bad thing, 'cause IIRC Siltfin's never been that great.
What happens with Free-for-All if there are no tribal minions on the table? Does it become a 6-mana Twisting Nether, or a 6-mana Do Nothing?
Junkwing should be clarified to say that it's your Hero who starts with extra Health, as it could be interpreted to be referring to Junkwing.
"(E)ach tribe" includes Totems so "Clayton, All Hunter" is a Shaman-only card in all but color without those Neutral Totems. However, Totems are a uniquely Shaman tool to the point where Neutral Totems don't really make sense. The Warcraft IP and its various games do not have "Paladin Totems" or "Mage Totems" 'cause that's not what those classes are about, both in flavor and mechanics. I am personally against this move, and I would narrow Clayton down to just Enlist-able minions or something like that. Demons may not be an exclusively Warlock tribe, but Totems are most definitely Shaman-exclusive.
I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.
Factions
Rings
NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.
Comments in the spoiler. Thank you again for earlier feedback.
The Faction Points are cool, but I'm concerned that they can snowball advantages in ways that your opponent cannot answer. Especially so given the Faction Points are permanent and there seems to be no way to decrease them (unless I missed that). It was mentioned that you probably wouldn't accumulate many points over the course of the game, but A'dal implies you can get at least 10. So Sha'tar Elekk is roughly even from the start, but he could become a 14/15 Taunt for 5 just from natural progression of the game, you know? He only needs a single point to be better than normal; it seems like you're being significantly rewarded for doing what you already wanted to do, without much downside.
With that being said, I do like the Faction Points and I think they're worth exploring further. The Rings are also fine - perhaps even more manageable - but they're going to be inherently weaker given their limited uses. You could probably use them both in conjunction as long as you're careful: the Priest would be a nightmare combining those iterations of Ishanahs lol D:
Regardless of the direction you take, I've had a slight concern that certain classes can utilize the Factions/Rings better than others. Obviously each class has a particular faction they prefer, but can the Druid use the Consortium cards and be at the same power level as the Priest with the Aldor cards? Not a dealbreaker; just something that bugs me.
Aldor Vindicator should say "after this minion attacks".
Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.
DRUID
I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.
TOKENS
HUNTER
MAGE
PALADIN
- "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.
- I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the Greyskull Castle board in a way that's very characteristic to their own class.)
PRIEST
- Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.
TOKENS
ROGUE
- I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.
SHAMAN
- I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.
- Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.
WARLOCK
WARRIOR
- You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.
NEUTRAL
Same deal: remarks are in the spoiler. Thanks again for the earlier feedback.
Druid: A 4/2 with Stealth is worth 3 mana, but a 2/4 with Poisonous is arguably not (compare Emperor Cobra to Venomancer). Combined with the Choose One for versatility, I feel that Druid of the Dark Night might be too good. I'm inclined to agree that the Choose One market is pretty saturated.
I love Van Hellscream, as I've said before. I also really like the premise of Shootout, but I think it might be too good: one of the Hunter's inherent weaknesses is low area clearing power, and this could be a Flamestrike or better.
Considering Rat Trap is a 6/6 for 2 and will still be in Standard (assuming your Year follows the current one), Green Wrangler is super good. That's 8/9 in stats for 4 in a readily doable two-card combo. That being said, only Rat Trap and Snake Trap will be left in Standard unless you add more yourself (or we're assuming more are added between now and then). Definitely a great card in Wild, either-way.
Adam Eternum hands out +1/+1 at the end of each turn? That's seems crazy to me. Gruul's gimmick only applied to himself lol
I really don't like Fan Club. It takes up your entire turn just-about, so what's the intended play here? You're trying to punish an opponent who spawns a bunch of cheapo minions like the Paladin, but it's way too late in the game. Just play Mossy Horror to clear them out for less mana and get a body to boot.
Does Tom Athos permanently reveal your opponent's hand for the rest of the game, or just the once? The latter seems kind of boring, despite whatever (intangible) benefit it might have.
Is there something I'm missing with Matthias Shaw? He's a Weasel Tunneler but you have to forego all spells to activate it just the once. Seems like a major trade-off for minimal reward. I think it would be cool if he had something like Burrowing Mine's "surprise here I am!" attack to make him more exciting.
I think Piranhado's home class should be determined based on what you're hoping to achieve in either class. Token Druid? Token Shaman? Swamp Thing/Flesheating Ghoul] shenanigans? Figure out why it should/would be there, and then go with the answer that more appropriately achieves what you're intending.
"(E)ach turn" again feels crazy to me on Keldor the Lost. I think I'd be fine with them if they cost more.
I like Warhorse; I think that's fairly clever and fits the Warrior's 12-or-less flavor mechanic.
I can provide more feedback later; next on my to-do list is an update post with my updated/reworked Trials.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Mushu, Rock King work?
Once you play Mushu, it will become permanent.
---->
Like other permanent cards, such as Nether Portal and Mark Moonwalker from the Party Portals tavern brawl, it will not count as a minion anymore, will take up space int he battlefield, cannot attack or be targeted/destroyed, and will keep it's effect.
Some Notes:
Neutral Totems are coming, I just haven't figured out a cool design for them.
I'm thinking about whether Muster is actually necessary to include atm, as it kinda makes the expansion a bit more complex than it needs to be. Don't know if I can actually make such a change at this point of the comp.
I'm considering removing Mushu, Rock King. I just feel Totems don't need it and could be replaced with some kind of spell. That being said, I still like it, so maybe I won't end up doing that.
Considering making Racrook a neutral minion.
Speaking of which, Racrook's effect means that whatever weapon you steal, you will equip with whatever buffs and durability it had.
Your whole Muster mechanic just make things more complicated and not really long enough or has support card to warrant a keyword. I feel like you should just plainly type it out to be "If you control a _"
Wildkeeper: Too UP compare to Druid of the Claw. I think you can getaway with making it a 5/5.
Grand Collector Al'an: It seems rather too strong to give to Hunter given that they will always have atleast 1 Beast on the board, which mean that it will often be 6 mana 6/6 draw 1-2 cards. I think it need to lower it to a 6/5.
Lightfury Drake: Wording should be similar to Demonfire. Also, not complicated enough for an Epic. I'd drop it down to Common and bump Unite to Rare.
Vyte: The wording is a mess. Use similar wording to Shadowcaster. Also, I think its unreliableness means that you can get away with bumping it to a 2/5.
Racrook: Given the fact that Rogue has to sacrifice HP up if they want to keep the weapon, I think this card is fine as a 3/4.
Goblin Totem: What does it means by "Replace"? Does it transform the Totems? If so, why not just use the transform word?
Darksea Cultist Calypso: Given that it does nothing to impact the board, I think you can getaway with more stat on the minion. 3/3 or 2/4 seems about right.
I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.
Factions
Rings
NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.
As other have said, Faction keyword sound really awkward. I'd change them into another keyword.
So, can you play multiple Factions in a game? Because that radically change the power level of the Faction cards.
Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.
DRUID
I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.
TOKENS
HUNTER
MAGE
PALADIN
- "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.
- I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the Greyskull Castle board in a way that's very characteristic to their own class.)
PRIEST
- Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.
TOKENS
ROGUE
- I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.
SHAMAN
- I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.
- Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.
WARLOCK
WARRIOR
- You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.
NEUTRAL
Warhorse effect doesn't make any sense thematically or gameplay wise. Would you actually want to avoid taking face damage (AKA summon the horse to fight for you) if you have 12 or less Health?
I'm 3rd, pretty cool! I have created more cards spontaneously and I'm interested about your opinions. Which of them should I nerf, buff or remove? Do you like these concepts?
Assumptions: Scanning and countering some decks, more Dragons, more Silence, minion decks
Neutral
Unfair Mak'gora: Typo. "Your Hero is Immune this turn" should be enough (Mal'Ganis
Lo'Gosh: How does it even work? Do you combine 2 weapon into 1 big one with both their attack and Duribility?
Gong Plate Totem: Why does this card has such a weak stat if the effect is suppose to be negative?
Bored Councilor: Why does it has above average stats if the effect is supposed to be positive? You can tech in literally any Warlock from your deck in exchange for one presumably less good card.
Plundering: It need a name change since the name make it sound like a Rogue card.
Slave Driver: OP. Compare to Mass Dispel, this card is basically: Mass Dispel + "Draw a 0 mana 3/3"
The Mage Story now shuffle the Secrets into your deck instead of add them your hand and thus has a different cost and effect on the card itself.
Add the Priest border to Knight in Shinning Armor.
Edit: This is embarassing. Linkblade points out that the Shaman story didn't specify friendly minions, which is NOT my intention. It was supposed to be friendly minions ONLY. This is now fixed.
Current example cards:
(We plan to put Lovelorn Prince under a Spoiler right under Poisoned Apple so the readers know there is a Neutral counterplay available)
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur. Thought Young King Arthur himself isn't created by the story card, he is important to the story, so I felt including him here was necessary.
Priest
Story tokens:
Other tokens:
True Love Kiss is also created by a Neutral card, hence why it's a Neutral token.
I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...
DRUID
So Muster is basically "Battlecry: If you control a Murloc/Beast/Whatever, do X"? If so, I'd say that's a fair thing to put as a keyword, and with Mech and Murloc cards using it, it's practical to assume it could be used on other tribes as well. Enlist doesn't have amazing flavour beyond Pirate. How do you get humans to becomes beasts? Or mechs? Or murlocs? Seems ever so slightly absurd. Wildkeeper: A fair card, but it seems a little underwhelming compared to something like Rotten Applebaum, especially as a class card. Doesn't exactly curve well with elemental synergy in wild (e.g. Servant of Kalimos). Wildskin Warden: So you already have an Elemental and a Mech in druid for this set—with the neutral 1-cost enlist minion it seems a bit easy to get a 5/6 or a 7/6 beast for 4, which is a little scary. With Druid's beast buffs it could be even scarier. If you set it up as 2/6 with a +1 Attack buff I could see it being balanced, as a better Yeti should kind of be a best-case scenario. R.R.R.-1: 'Whenever you spend mana, refresh one of your Mana Crystals." This is kind of scary for enabling cheap combos by basically reducing the cost of your hand by 1 as an aura. Not sure if this is just an epic quality, because you can get immediate 2 thaurissan ticks for 7 mana. Kun + Aviana seems particularly broken. It may seem innocuous on its own, but I'm not sure Blizzard would print this. Gajsh, Cinder Spirit: A fine card, with a Malorne flavor.
HUNTER
Murloc Spearman spells out 'board flood' to me, with Hunter being THE beast class, but alright, they're just 2/2s. Also I wanted to use this art. Hmmm. Blackmaw: This doesn't really feel like a Hunter weapon. Hunter weapons are usually depictions of ranged weapons, and have some kind of effect that doesn't just say 'yeah hit people with this without having anything interesting about it'. Puckish Parrot: Premium 2-drop with a 'draw Eaglehorn Bow' attached and additional Pirate synergy? Smells like sMORC to me. Grand Collector Al'An: This is a fair card. Hunter needs draw.
UNITE!: Could be broken, could not be. With Enlist as it is and Unemployed Knight paired with Murlocs this could be quite the support for aggro, but it's hard to rate it. It seems almost mediocre? Unemployed Knight: Great flavor I suppose, but is the effect really worth 1 Health? I suppose it's very good with Southsea Captain. Lightfury Drake: "Ally" should be "friendly character". I'm not sure what the targeting limitations are about. Any minion vs friendly anything? Hmm.
PRIEST
Twilight Dragontamer seems excessively complicated. Why not just ditch the Battlecry? Vyte, War's Memory seems to have a lot more Rogue flavor. Additionally it seems slightly broken as you can structure your deck around getting a 1/1 version of an extremely valuable minion, which you can then play for the effect to enable a combo (Prophet Velen?).
ROGUE
Shallowshore Corsair: Good art, and a good effect. Swamp Slasher: Wait so just 2 damage to anything? This seems a little fishy especially in the context of the previous card, as you can chain coins to summon a bunch of fast aggressive murlocs and then push this out for extra damage. Racrook: UNFUN! Also useless in a bunch of situations! You shouldn't be able to so harshly punish your opponent for playing warrior shaman hunter or paladin, especially if this is used in wild as rogue's anti-legendary-weapon trump card. Cap'n Kreed: I used this same art in a card. Awkward. Fine effect, although you could cost it more and make it summon Southsea Deckhands instead.
SHAMAN
Static Shock: 3 to all? OP OP. Then again it's otherwise worse than Maelstrom Portal. Overall it's a little difficult to evaluate most of these cards because of the variance of whether I have a minion with the relevant tribe on the board. Murloc Cannon: LOVE IT! Not too overpowered, but flavorful enough. Keep in mind most Totems have end-of-turn effects though. Mushu, Rock King: I'm fine with the effect, and it's not too powerful either (trust me I've tested it). Not sure why he needs to be permanent either, as totems clutter up the board anyway. You could just have this as a 'rest of game' battlecry.
WARLOCK
Daredevil: Unfortunately my expansion crosses into dual tribes as well—completely independently of yours, sorry—but there are much fewer synergies in it than in yours, so it's more of an afterthought. This seems a little overpowered as it's basically guaranteed to draw at least 1 card for little more than 1 statpoint. Maybe focus on one particular tribe for some classes? Murkscale Ritualist: This reminds me of that Shaman Murloc from GvG. I can't remember the name, but this is way better but in Warlock. I would nerf it to put it in line with that but simultaneously that card sucked. Murloc Warlock though, to go with Seadevil Stinger! Darksea Cultist Kalipso: For the rest of the game? So Southsea Captain? Apart from that pirates don't have much synergy with other pirates, which makes this a kind of underwhelming 'zoo' card. It's less that the demons are pirates, more that the pirates are demons.
WARRIOR
War Axe: Fine card. Free for All: Great flavor (kind of brawl-ish). I feel like it should cost less though because it does less than Brawl in some sense.
NEUTRAL
Footman: Staple card, but kind of OP. I don't know, maybe Dire Mole exists and that's fine. Backstabber: A lot of the time this is a fantastic card that just beats up some classes, especially hunter and druid. 5/2? Winds of War: Flood the board even more, huh? Murlocs and Pirates on for 0 mana. Seems a little too overpowered for a yeti statline. Clayton, All-Hunter: Do you think there's any way to make this less wordy? Anyway I can see this provides you with a perfect curve in some cases, structured around certain classes that play a strong 1 drop like Voidwalker, into a good 2-drop Pirate or Murloc, into a 3-drop Mech, into a 4-drop Elemental, into a 5-drop beast... This is kind of bad for curvestone. Captain Cookie and Junkwing: Any particular reason for these particular conditions for the effect?
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur. Thought Young King Arthur himself isn't created by the story card, he is important to the story, so I felt including him here was necessary.
Priest
Story tokens:
Other tokens:
True Love Kiss is also created by a Neutral card, hence why it's a Neutral token.
I forgot you; I'm sorry >_< I'll hit you with some reciprocation-feedback before my own update post:
I'm using the book watermark as well, so I naturally have no choice but to hate your expansion :P
Mjolnir is a named weapon, so it's odd that such a card is not a Legendary. I like the card, though.
I like Treasure Finder; probably my favorite example.
The Great Flood = Holy Tokens, Batman! lol Spell -> Dormant card -> Minion -> Hero Power. That seems like way too much complexity for a single card, on top of its own individual problems. Namely it's arguable that the Hunter shouldn't have access to a Twisting Nether, let alone a Twisting Nether++.
Azeroth, Earth Mother looks crazy, even with the death requirement (which seems easier than advertised considering it doesn't specify the minions have to be friendly, and the Shaman has a freebie tribe with the Hero Power Totems). This is like a Frost Lich Jaina + Anomalus combo that triggers immediately on play, costs way less mana, leaves a 5/5 with Taunt and Lifesteal on the table, and you get to work toward this play from turn-1. Plus it all came from one card, whereas Anomalus has to take up space in your deck or be generated from elsewhere.
...okay, I've finally noticed the pattern. All of these Legendary Start of Game spell effects are ridiculous lol >_>
You're missing a lot of Ss in cards: Strength and Beauty (the Secrets) should say "your opponent summons" and "an enemy attacks", One Thousand and One Tales should say "deals 1 more damage", etc.
As I continue to look through these, one other pattern I've noticed is that you have a ton of unique tokens. This really balloons the complexity of your expansion, and makes it difficult to assess at first-glance. I think this could work against you: people will read through your work and get fatigued by all of the extra stuff they have to keep in mind.
From my interpretation, Voyage of Sinbad does not work as you intend: "Cast this again" means the card will replay from scratch in its entirety, triggering the Spell Legacy over and over forever. Once you satisfy the condition the first time, you'll create an infinite loop because the spell will check from the same starting point: you already played the necessary two spells, and that will still be true the second/third/twentieth time it casts.
The same would be true for Wrath of Zeus, if I'm analyzing the interaction correctly. It's quite possible I'm wrong.
Stealing the "0/1 Frog with Taunt" flavor from the Shaman to use in the Warlock seems wrong. The Witchwood already did this: Hagatha the Witch transformed Witch's Apprentice into a frog. You're also adding Transform to a new class, which is a big deal.
Journey to Valhalla is my favorite of these Start of Game Legendary spells. It's a simple scenario: you tell the opponent what you're planning to achieve by running the card, and they know they need to keep you below 45 Health + Armor. Everyone's fully aware of what's going on, and there are no additional gimmicks to complicate things; it's just "if you let me get that high, I win."...which is most likely true anyway, but still.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Go big or go home I guess. I honestly disagree when people are saying there are too many tokens. I really don't think it's that hard to follow with the way I formatted the posts.
Legacy is a repeatable effect, so it works different than you think.
My justification for using the Frog token in Warlock is that class specific tokens normally use their class border (Silver Hand Recruit, Tabbycat, Defias Bandit, The Second Seal, etc.), whereas the border for the Frog token is Neutral. I think witches thematically fit in Warlock as well, arguably just as well if not better than Shaman.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
@Shatterstar1998 Only taking a quick look through these cards at the moment, but here's a few things I want to say.
Mjönir seems very strong for me, basically giving your next 3 hero powers "give your hero +3 attack" for 1 mana, and that's without considering the possibility of having armor from other sources (not rare for a warrior). I'd nerf it.
Many of the start of game cards seem like net positives for me, even if the effects you get for playing them are not the best, and that's not good. It's arguably fine if the thing you get from start of game effect is only good in a specific situation/deck (even then i'm not a huge fan), but some seem like they could just go in almost any deck and make it better. The biggest offenders in that regard to me are the Rogue, Druid, and Warlock ones.
Both the rogue and druid cards guarantee that you'll have early removal in hand, and without the cost of actual card advantage, if they're just added to your hand. The warlock card gives you a strong boardclear that's also a big taunt, unless you get bursted down from above 10. To me that seems far too easy to get.
Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.
Edit: Based on everyone's feedback two have been completely reworked, five have been buffed or nerfed, and the last two have remained unchanged; fittingly, it's the two I showcased in Phase 1 (Paladin + Priest).
Edit2: Put the Warrior back to the way it was, so now it's 2/4/3.
Druid/Fear
Archetype: Mid-range "Hero" Druid
I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?
Hunter/Hatred
Archetype: Control Snipe Hunter
I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.
Mage/Gluttony
Archetype: Deathrattle Spell Mage
This one came together after several hours of moping brainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.
Paladin/Despair
Archetype: 1-vs-Many Control/Healadin
Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of the Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.
Priest/Arrogance
Archetype: Shadow Face Priest
Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is balancing your ego That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!
Rogue/Zeal
Archetype: Coin Mid-range (or Control?) Rogue
Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.
Shaman/Doubt
Archetype: Mid-range "Unity" Freeze Shaman
Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case!
Warlock/Violence
Archetype: Healing Control Deathlock
I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.
Warrior/Anger
Archetype: Mid-range Enrage Warrior
Edit: I put it back to the way it was. I was much happier with this original iteration, dealing 2 damage to all friendly minions instead of 1 damage to all friendly characters. It's still technically beneficial to an Enrage deck, but for the most part it's too painful to take advantage of the Enrage for longer than a turn or two (as intended). Two damage per turn also prevents the deck from being Aggro 'cause it'll obliterate most cheap minions, which was the ultimate goal here.
I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Go big or go home I guess. I honestly disagree when people are saying there are too many tokens. I really don't think it's that hard to follow with the way I formatted the posts.
Legacy is a repeatable effect, so it works different than you think.
My justification for using the Frog token in Warlock is that class specific tokens normally use their class border (Silver Hand Recruit, Tabbycat, Defias Bandit, The Second Seal, etc.), whereas the border for the Frog token is Neutral. I think witches thematically fit in Warlock as well, arguably just as well if not better than Shaman.
Fair to say on all accounts. I didn't even think of the fact that the Frog is technically Neutral.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.
Edit: Based on everyone's feedback two have been completely reworked, five have been buffed or nerfed, and the last two have remained unchanged; fittingly, it's the two I showcased in Phase 1 (Paladin + Priest).
Druid/Fear
Archetype: Mid-range "Hero" Druid
I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?
Hunter/Hatred
Archetype: Control Snipe Hunter
I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.
Mage/Gluttony
Archetype: Deathrattle Spell Mage
This one came together after several hours of moping brainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.
Paladin/Despair
Archetype: 1-vs-Many Control/Healadin
Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.
Priest/Arrogance
Archetype: Shadow Face Priest
Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is Balance. That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!
Rogue/Zeal
Archetype: Coin Mid-range (or Control?) Rogue
Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.
Shaman/Doubt
Archetype: Mid-range "Unity" Freeze Shaman
Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case!
Warlock/Violence
Archetype: Healing Control Deathlock
I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.
Warrior/Anger
Archetype: Mid-range Enrage Warrior
Buffed(?) the Burden: it now deals 1 damage to all friendly characters instead of 2 damage to all friendly minions only. This allows the minions to stay alive a little bit longer, but it puts part of the strain on your hero. The overall archetype remains the same, pushing Enrage and Self-Damage mechanics further than ever before. I'll include some new ways to interact with the hero damage.
I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)
It's super difficult to try to judge most of these trials, but the Rogue one feels like it would be really easy to fill your opponent's hand with Coins (thus being milly in a way), and the Warrior one feels like it may be too easy to make a deck where this effect is actually beneficial. Theoretically, a Grim Patron could completely mitigate the downside. The rest of them are super difficult to the point where I think the only way to properly judge them would be playtesting them, which we can't do because custom cards (although the same could be for every card during reveal seasons)...
So, yeah, this probably wasn't very helpful. Sorry.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.
Edit: Based on everyone's feedback two have been completely reworked, five have been buffed or nerfed, and the last two have remained unchanged; fittingly, it's the two I showcased in Phase 1 (Paladin + Priest).
Druid/Fear
Archetype: Mid-range "Hero" Druid
I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?
Hunter/Hatred
Archetype: Control Snipe Hunter
I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.
Mage/Gluttony
Archetype: Deathrattle Spell Mage
This one came together after several hours of moping brainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.
Paladin/Despair
Archetype: 1-vs-Many Control/Healadin
Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.
Priest/Arrogance
Archetype: Shadow Face Priest
Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is Balance. That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!
Rogue/Zeal
Archetype: Coin Mid-range (or Control?) Rogue
Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.
Shaman/Doubt
Archetype: Mid-range "Unity" Freeze Shaman
Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case!
Warlock/Violence
Archetype: Healing Control Deathlock
I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.
Warrior/Anger
Archetype: Mid-range Enrage Warrior
Buffed(?) the Burden: it now deals 1 damage to all friendly characters instead of 2 damage to all friendly minions only. This allows the minions to stay alive a little bit longer, but it puts part of the strain on your hero. The overall archetype remains the same, pushing Enrage and Self-Damage mechanics further than ever before. I'll include some new ways to interact with the hero damage.
I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)
It's super difficult to try to judge most of these trials, but the Rogue one feels like it would be really easy to fill your opponent's hand with Coins (thus being milly in a way), and the Warrior one feels like it may be too easy to make a deck where this effect is actually beneficial. Theoretically, a Grim Patron could completely mitigate the downside. The rest of them are super difficult to the point where I think the only way to properly judge them would be playtesting them, which we can't do because custom cards (although the same could be for every card during reveal seasons)...
So, yeah, this probably wasn't very helpful. Sorry.
Nah you're good either-way: any constructive criticism is helpful.
The Rogue Trial cannot be used for Mill as your opponent only acquires the Coins on their turn, after they choose to attack you with their minions. At any point during their turn, they can purge their hand of excess Coins.
The Warrior one, however, has been tricky to get right: to be honest I think it needs to go back to being 2 damage to all friendly minions. It's still potentially a good thing for them (and the archetype wants it to happen), but 2 damage every turn means they burn out quickly (which is the point of the Trial: stronger minions that don't last long). Without making it about damage - thus removing the Enrage aspect - my other idea was to have the Burden be "destroy the friendly minion with the lowest Attack." Something something cannot abide weakness something something weaker minions burn out faster.
Edit: I put the Warrior back to the way it originally was for now.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.
Edit: Based on everyone's feedback two have been completely reworked, five have been buffed or nerfed, and the last two have remained unchanged; fittingly, it's the two I showcased in Phase 1 (Paladin + Priest).
Edit2: Put the Warrior back to the way it was, so now it's 2/4/3.
Druid/Fear
Archetype: Mid-range "Hero" Druid
I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?
Hunter/Hatred
Archetype: Control Snipe Hunter
I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.
Mage/Gluttony
Archetype: Deathrattle Spell Mage
This one came together after several hours of moping brainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.
Paladin/Despair
Archetype: 1-vs-Many Control/Healadin
Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of the Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.
Priest/Arrogance
Archetype: Shadow Face Priest
Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is balancing your ego That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!
Rogue/Zeal
Archetype: Coin Mid-range (or Control?) Rogue
Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.
Shaman/Doubt
Archetype: Mid-range "Unity" Freeze Shaman
Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case!
Warlock/Violence
Archetype: Healing Control Deathlock
I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.
Warrior/Anger
Archetype: Mid-range Enrage Warrior
Edit: I put it back to the way it was. I was much happier with this original iteration, dealing 2 damage to all friendly minions instead of 1 damage to all friendly characters. It's still technically beneficial to an Enrage deck, but for the most part it's too painful to take advantage of the Enrage for longer than a turn or two (as intended). Two damage per turn also prevents the deck from being Aggro 'cause it'll obliterate most cheap minions, which was the ultimate goal here.
I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)
Thanks for the feedback back there! I have a lot to check, change and improve.
I like the idea of how Burdencould also be used on (Legendary) minions.
Most of the trials seem fine, albeit a bit too complicated for my taste. I have a few problems with the Mage and Warlock, being that mages with endless random unpredictable spells and warlock with even more healing are kinda annoying, to me atleast.
I will say that the Priest and Rogue trials have a lot of potential for synergy card-design. Cards that interact with both Shadowform and healing, Coin synergy, etc.
All in all, I find them okay. It's just really hard to evaluate cause you don't really know how they would actually impact games. I feel like if they were too powerful (despite the burden), there might not be a reason to use trial-less decks.
Geez this competition is hard work. I've got about 2/3 of my cards created and still have all the write up etc to come up with. It's a good job we have a generous deadline!
Geez this competition is hard work. I've got about 2/3 of my cards created and still have all the write up etc to come up with. It's a good job we have a generous deadline!
At least you're almost done. I'm not even set on a base concept for mine!
An on top of that I noticed that @TheProgenitor also has a Shattrath expansion as the first expansion of the year, this may be a liability to both of us.
Most of the trials seem fine, albeit a bit too complicated for my taste. I have a few problems with the Mage and Warlock, being that mages with endless random unpredictable spells and warlock with even more healing are kinda annoying, to me atleast.
...
All in all, I find them okay. It's just really hard to evaluate cause you don't really know how they would actually impact games. I feel like if they were too powerful (despite the burden), there might not be a reason to use trial-less decks.
I agree with everyone's assessment that their quality is hard to know for sure, much like the Quests when Journey to Un'Goro was being revealed. Hopefully they're appealing enough to warrant upvoting, and not so blatantly OP/shit that it's a problem; that's all I can ask for, really :/
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor: they weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Edit: I've since added some of the other Common/Rare/Epic cards to classes. They're not all there, but it's 3am so I'm done for today.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
The Hunter's cards are all even-costed on purpose, to try to push an Even Control Hunter.
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Tokens + Notes:
The idea is that Kael'thas will be the new Anub'arak, coming back over and over again and playing into his meme.
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
Tokens + Notes:
A "Bubble Hearth" is functionally identical to Divine Shield, only it blocks damage three times instead of once for that extra-special minion you want to keep alive. I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP; something healing related so Healadins can use it too.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Tokens + Notes:
The way it is worded, Insanity Bomb could affect the enemy hero if they had a weapon to attack with (or the Druid Trial). I'm cool with that, but I can narrow it down to just minions if necessary.
Edit: Had to nerf Vanessa because I was reminded Shadowstep exists. Stupid Rogue, I already rotated two cards because of you >_> Playing Vanessa and the Bomb in the same turn is still doable at 11-mana because of the Coins you're generating.
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Besieged by Doubt is unique as it's the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
Edit: Replaced Aggralan's super-complicated "communal Health pool" idea with more straight-forward healing.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor. They weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that: the Druid is about the corruption of the Emerald Nightmare, the Paladin is Yrel leading the draenei, the Priest the whispers of "Xal'atath, Blade of the Black Empire", and the Rogue is about the Defias Brotherhood's uprising. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP: something healing related so Healadins can use it too, and preferably not garbage like Dinomancy.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Story Legendary: Aggralan, Thrall's Life-Mate
How does Aggralan work? For simplicity's sake let's say you had her and two Flame Elementals on the battlefield. 8 Health + 2 + 2 = 12 Health, so all three minions have 12 Health. However, when one of them takes damage they all take the damage, because their Health is a communal pool. If a Mage hit one with a Fireball, they'd all drop to 12 - 6 = 6 Health...but if Jaina used a Flamestrike, they'd all be killed [12 - (4 x 3) = 0].
In essence, Aggralan makes it so your minions can only die together at the same time, or your opponent has to target one with directed destroy/Silence/Transform effects. It can really fuck up your opponent's attempts to remove a single minion with damage, but AoE can obliterate your table even more than normal.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Story Legendary: Mannoroth, the Destructor
Thanks again for giving my cards a look ^_^ ...and sorry again for my repeated posting :/
The first two classes are related to the Emerald Nightmare and the Twisting Nether respectively, so I hate you now. Jk of course.
Now here's a rant on you have Alleria Windrunner as a card when she's already a hero, and why Medivh, the Guardian does not justify making heroes as cards, at least in the way you have (though in all fairness, the only flaw you have here is the name):
Although, I would like to point how you have Alleria Windrunner as the Hunter Legendary when Alleria Windrunner already exists in hero form. Now, I know that a lot of people will say that Medivh, the Guardian exists as does Medivh as a collectable hero, as well as the Death Knights. Personally, I do not believe this justifies making heroes as cards (or vice versa) without significant alteration. The reason Medivh, the Guardian is acceptable is because pretty much the only similarity he has to his hero counterpart is his name. Otherwise, he's so vastly different that they might as well not even be the same person. Pretty much this exact same logic applies to the Death Knights too. Then you have the newly announced MECHA-JARAXXUS, which shares a lot more similarities to his card counterpart than the Death Knights and Medivh do, but they're still very different. You know, it's a freaking cyborg Jaraxxus.
But then we look at your Alleria Windrunner and by name, she's exactly the same as her hero form. To your credit, this is much better than a lot of people who make heroes as cards make them. Here, the only problem is the name. I think maybe you could've called her "Alleria of the Void", or "Alleria, Void Huntress". Something like that to distinguish it from her hero counterpart more. Blizzard may be fine altering heroes to be cards as if they're from another dimension, but I don't think they would, for example, make Malfurion Stormrage as a card in his normal form. Instead, they would have to do something like Malfurion the Pestilent where they bend the character to thematically make more sense. Imagine how awkward it would be for Gul'dan to be playing... Gul'dan. Bloodreaver Gul'dan is a workaround for that. In my opinion, the only time it is ever acceptable to make heroes into cards or vice-versa in their normal form is when it's part of a Tavern Brawl or Adventure mission, like how Tess Greymane is a hero in Monster Hunt in her normal form.
Then again, we also have Majordomo Executus, and it wasn't until Medivh, the Guardian was revealed (more than one full year later!) that people came to the realization that characters could represent both heroes and cards.
TL, DR: If anyone is going to make a hero as a card, or vice-versa, please make it different from its counterpart, and this includes the name as well.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor. They weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that: the Druid is about the corruption of the Emerald Nightmare, the Paladin is Yrel leading the draenei, the Priest the whispers of "Xal'atath, Blade of the Black Empire", and the Rogue is about the Defias Brotherhood's uprising. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP: something healing related so Healadins can use it too, and preferably not garbage like Dinomancy.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Story Legendary: Aggralan, Thrall's Life-Mate
How does Aggralan work? For simplicity's sake let's say you had her and two Flame Elementals on the battlefield. 8 Health + 2 + 2 = 12 Health, so all three minions have 12 Health. However, when one of them takes damage they all take the damage, because their Health is a communal pool. If a Mage hit one with a Fireball, they'd all drop to 12 - 6 = 6 Health...but if Jaina used a Flamestrike, they'd all be killed [12 - (4 x 3) = 0].
In essence, Aggralan makes it so your minions can only die together at the same time, or your opponent has to target one with directed destroy/Silence/Transform effects. It can really fuck up your opponent's attempts to remove a single minion with damage, but AoE can obliterate your table even more than normal.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Story Legendary: Mannoroth, the Destructor
Thanks again for giving my cards a look ^_^ ...and sorry again for my repeated posting :/
The first two classes are related to the Emerald Nightmare and the Twisting Nether respectively, so I hate you now. Jk of course.
Now here's a rant on you have Alleria Windrunner as a card when she's already a hero, and why Medivh, the Guardian does not justify making heroes as cards, at least in the way you have (though in all fairness, the only flaw you have here is the name):
Although, I would like to point how you have Alleria Windrunner as the Hunter Legendary when Alleria Windrunner already exists in hero form. Now, I know that a lot of people will say that Medivh, the Guardian exists as does Medivh as a collectable hero, as well as the Death Knights. Personally, I do not believe this justifies making heroes as cards (or vice versa) without significant alteration. The reason Medivh, the Guardian is acceptable is because pretty much the only similarity he has to his hero counterpart is his name. Otherwise, he's so vastly different that they might as well not even be the same person. Pretty much this exact same logic applies to the Death Knights too. Then you have the newly announced MECHA-JARAXXUS, which shares a lot more similarities to his card counterpart than the Death Knights and Medivh do, but they're still very different. You know, it's a freaking cyborg Jaraxxus.
But then we look at your Alleria Windrunner and by name, she's exactly the same as her hero form. To your credit, this is much better than a lot of people who make heroes as cards make them. Here, the only problem is the name. I think maybe you could've called her "Alleria of the Void", or "Alleria, Void Huntress". Something like that to distinguish it from her hero counterpart more. Blizzard may be fine altering heroes to be cards as if they're from another dimension, but I don't think they would, for example, make Malfurion Stormrage as a card in his normal form. Instead, they would have to do something like Malfurion the Pestilent where they bend the character to thematically make more sense. Imagine how awkward it would be for Gul'dan to be playing... Gul'dan. Bloodreaver Gul'dan is a workaround for that. In my opinion, the only time it is ever acceptable to make heroes into cards or vice-versa in their normal form is when it's part of a Tavern Brawl or Adventure mission, like how Tess Greymane is a hero in Monster Hunt in her normal form.
Then again, we also have Majordomo Executus, and it wasn't until Medivh, the Guardian was revealed (more than one full year later!) that people came to the realization that characters could represent both heroes and cards.
TL, DR: If anyone is going to make a hero as a card, or vice-versa, please make it different from its counterpart, and this includes the name as well.
Honestly I have been meaning to do that from the start, and I keep forgetting about it lol >_< Was going to name her "Alleria of the Void"; I'll fix that now.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, here's what I got. I've got one spot left for an extra card (don't really know which I should focus on — Hunter, Rogue, or Warlock). By the way, changing my Hall of Fame. Still rotating out Divine Favor and Inner Fire, but I'm leaving Doomguard in classic, but rotating out Kidnapper and replacing it with WANTED! (for a not so subtle reason).
Keyword
Whenever a Treasure enters your deck (at the start of the game, when you generate a treasure and put it in your deck), a Beach Time spell gets shuffled into your deck. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan.
Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom. Tied costs are arranged alphabetically (A-Z) although that isn't really a problem for this number of cards...
Treasures and... Holidays. Holiday cards are played on one turn and activate the next turn (either as a one time effect or an aura), and last for that turn only. Holidays and... Dual tribes. Basically some tribes get to be Pirates as well as their own tribe—you don't need to be a human or a goblin or an elf to be a pirate! Beyond that, the synergies are only the ones exist in the Year of the Gryphon (i.e. mostly classic and Witchwood).
Neutral
Support cards for Treasure, and a few cards that may seem a bit 'vanilla'... But you don't need lots of text for a good card.
A few notes: Arms Collector can fetch such cards as Bloodsail Corsair, Acidic Swamp Ooze, Cutthroat Buccaneer, Blackwater Pirate, Runeforge Haunter, Doomerang, and Deadly Poison. Expert Explorer could be easily exploited if the trigger was battlecry or end of turn. The only real option I see is start of turn, but I like reintroducing Dead Man's Hand for the new year, in a similar vein to Worgen Abomination. Providing an effect like this is meant to allow further lines of play (i.e. deck refill) after you draw your treasure. Salvager Grizzlowe: Yeah, the tokens for this are going to be made later... Suffice to say, you get a hero card out of it.
Druid
Druid doesn't have a huge thematic link to the Great Seas, but the fact that Darnassus is an island in the middle of the sea makes the connection.
Tokens:
Hunter
Empty hand Hunter. In the forests of Stranglethorn and Zandalar, Rexxar lurks ready to take out anyone, as long as he gets his cards.
Mage
Jaina has a deep sea dive and comes up with the Naga and some assorted krakens. Control exactly how many Beasts you have at your beck and call to wreak rewards. Now holding Beasts is a hybrid mechanic (instead of Dragons its Beasts that usually synergize when played or as an aura), but there are specific number requirements.
Ultimate Arcana with Spell Damage +1 deals 30 damage :) Inkmaster Solia in wild I think.
Paladin
Uther and the Silver Hand are going to have some fun in the sun. Restore health by getting a tan. The ones with the best advice for getting the best skin tone are the Bronze Dragons, of course, as they're bronze. Don't get sunburned, though. Get your 'sunscreen' in the form of a Divine Shield.
Light of K'ure: This could get out of hand very quickly, but you have to remember that it's at the bottom of your deck (usually).
Priest
The Sea Priests of Kul'Tiras may not appeal as much to 'the Light' as to 'the Sea', but they're Priests nonetheless. Unfortunately, some eldritch whispers have corrupted these poor clerics. Such a same at such a popular vacation spot as Kul'Tiras, home of the Proudmoore family.
Rogue
Rogues all around the Great Seas are pursuing bounties, and being paid for their earnest efforts. Collect coins, take advantage of hand size and sacrifice them for a bonus.
Cap'n Garvey: WANTED! will rotate into classic, so it will be an admissible token!
Shaman
Thrall decided that his best holiday spot was where he killed Deathwing. He also wanted a brief stint admiring the sunken ancient ruins of Vashj'ir!
Tokens:
Captain Cookie: Come on, this had to happen. The tokens mirror the stacks of good and bad food from the original WoW fight. Let the RNG commence!
Warlock
Gul'dan isn't happy with the whole 'vacation' idea so he's getting a bit tryhard. He doesn't want people stealing his hard earned gems, so he destroys them instead. Sound logic!
Homuncularrr: Could be a 3/3, right? Evil Investment: 2 mana? 0 mana? Hmm. Seeping Nether: I originally had this at 5 mana, but I reasoned that it should theoretically be able to kill 7 enemy minions.
Tokens:
Warrior
Arrr! Beat the wardrums! Man the cannons! Prepare the echinoderms!
@ linkblade91: I won't remark on all the cards, just the ones I have some substantive comments on.
Druid: I feel this is weak in some way, as it basically forces you to kill yourself in the late game if you can't clear enemy taunts. In the early game however this is very good for aggro as you just have a permanent Hero Power where Armor is hardly relevant. I'd need to see the rest of the cards to make sure this doesn't push aggro/token druid too much because it would then be too overpowered. Hunter: The status effect legendary is overpowered. For control hunters hitting face with HP isn't necessary, and board control like this is close to Bloodreaver Gul'dan level, which we all know is kind of insane. The 1/1 token does kind of balance it out as it acts to trigger your Secrets. Thus these aren't exactly compatible decks. Alleria: SMOrc. Feedback Blast is fine upon reflection, even though it feels somewhat weak. Cunning Hunter seems a little too complicated with the split condition. Mage: ? Does it destroy a random friendly minion or do you get to target it? It seems a bit underwhelming compared to what Wild would be with passive spell generation, that has no downsides. Paladin: I dunno, this is a bit of a gamble. If you get behind on board and don't have the absolute best card for that mana cost you won't be able to play this deck. Your opponent is pretty much guaranteed to establish board control eventually and then hit through every single one of your single minions and smack you in the face in a pretty non-interactive manner. As such, I think this is tremendously underpowered and the 'single minion' burden is much too restrictive (I feel like you would also fill up your hand?) If you want to justify this you need to print board clears rather than card draws and synergies. The Sha of Despair feels a lot like that Tavern Brawl with Rafaam where you get to play Animated Armor that only takes 1 damage at a time. This is practically identical aside from spells and battlecries. Not sure if that's too fun? It's a pseudo board clear I suppose, but you could just run this in any Paladin deck, doesn't have to be the trial version. Priest: So this is the 'Shadowbomber' and 'Spawn of Shadows' deck. I kind of like it, but it feels like the wording is kind of forced. Like why wouldn't you just say 'Your Hero Power is 'Deal 2 damage'.' And just say it's Mind Spike when you hover over it. Rogue: Wow! I like how much you're advancing Coin Rogue. Same problem with mine though; Gadgetzan Auctioneer. While it's symmetrical with Treasure Trove, your opponent is likely not playing around you (1/9 classes). You can just play Gadgetzan after Treasure Trove and go full miracle and draw the entire deck... Or at least 8 cards. Even if your opponent gets coins too, you can take advantage of it in the same way as Divine Favor which is kind of cheap. Coin-Flipper: Just be a glad there isn't a card that says 'Your spells have Echo'. Shaman: Hmm. I feel like this is a Prince Keleseth-esque buff, just in a roundabout way. But the burden feels too much, as you don't get to attack all that much. Moorabi isn't in rotation here, so the freeze synergies, as far as we know, are pretty minimal. The 'give your frozen minions Taunt' thing just feels forced as the burden cripples you so much in terms of retaliation/board presence that you need to force your opponent to attack your minions. Warlock: Will probably get more heals in Boomsday/the expansion after, so this feels kind of underwhelming. I guess it makes up for Life Tap, but you still have to pay 2 mana a turn for hand turnover, which is a pretty high price to pay. With Kil'jaeden, I guess the maximum is 18 damage. Any particular reason why 3 damage each? You are still destroying all your other minions. Warrior: SMOrc mk. II. Still hard to evaluate, as it's probably not good enough for aggro, and still a handicap for control. Your opponent has the ability to just ignore 2 Health when trading. +2 attack on minions doesn't exactly matter if you have none. Neutral: Spirit of Redemption: I feel like this is the ULTIMATE win-more card. Basically if your opponent has no way to deal 1 damage to your face, cards or otherwise, you get an ever-so-slightly better effect than Reno without a deckbuild condition. Against 2 classes you just die, against another 2 you have a substantial chance of dying. 4/9 is a little less than 50/50, but then there's like any card at all. Not sure I'm a fan of this card.
Feedback is in the spoiler, so I can cut down on the post's length. Thank you again for your earlier help (and that other thing :D)
Comments in the spoiler. Thank you again for earlier feedback.
Same deal: remarks are in the spoiler. Thanks again for the earlier feedback.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
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:
Post our set with amajor change:
The Mage Story now shuffle the Secrets into your deck instead of add them your hand and thus has a different cost and effect on the card itself.
Current example cards:
(We plan to put Lovelorn Prince under a Spoiler right under Poisoned Apple so the readers know there is a Neutral counterplay available)
Story tokens:
Other Tokens:
(Created by Maiden of Harvest)
(Created by Lovelorn Prince and Poisoned Apple)
Druid
Wisp
Story tokens:
Persepholes is our first Wild card.
Other tokens:
(Choose One option of Demeter's Sorrow)
(Choose One option of Maiden of Harvest)
(Choose One option of Persepholes)
Hunter
Story tokens:
Other tokens:
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur. Thought Young King Arthur himself isn't created by the story card, he is important to the story, so I felt including him here was necessary.
Priest
Story tokens:
Other tokens:
True Love Kiss is also created by a Neutral card, hence why it's a Neutral token.
Rogue
Story tokens:
Shaman
Story tokens:
Warlock
Story tokens:
Warrior
Story tokens:
Neutral
Nightmare Amalgam
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:
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 forgot you; I'm sorry >_< I'll hit you with some reciprocation-feedback before my own update post:
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@Linkblade
Go big or go home I guess. I honestly disagree when people are saying there are too many tokens. I really don't think it's that hard to follow with the way I formatted the posts.
Legacy is a repeatable effect, so it works different than you think.
My justification for using the Frog token in Warlock is that class specific tokens normally use their class border (Silver Hand Recruit, Tabbycat, Defias Bandit, The Second Seal, etc.), whereas the border for the Frog token is Neutral. I think witches thematically fit in Warlock as well, arguably just as well if not better than Shaman.
Click the image to go to my custom Time Traveler class.
@Shatterstar1998 Only taking a quick look through these cards at the moment, but here's a few things I want to say.
Mjönir seems very strong for me, basically giving your next 3 hero powers "give your hero +3 attack" for 1 mana, and that's without considering the possibility of having armor from other sources (not rare for a warrior). I'd nerf it.
Many of the start of game cards seem like net positives for me, even if the effects you get for playing them are not the best, and that's not good. It's arguably fine if the thing you get from start of game effect is only good in a specific situation/deck (even then i'm not a huge fan), but some seem like they could just go in almost any deck and make it better. The biggest offenders in that regard to me are the Rogue, Druid, and Warlock ones.
Both the rogue and druid cards guarantee that you'll have early removal in hand, and without the cost of actual card advantage, if they're just added to your hand. The warlock card gives you a strong boardclear that's also a big taunt, unless you get bursted down from above 10. To me that seems far too easy to get.
Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.
Druid/Fear
Archetype: Mid-range "Hero" Druid
I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?
Hunter/Hatred
Archetype: Control Snipe Hunter
I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.
Mage/Gluttony
Archetype: Deathrattle Spell Mage
This one came together after several hours of
mopingbrainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.Paladin/Despair
Archetype: 1-vs-Many Control/Healadin
Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of the Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.
Priest/Arrogance
Archetype: Shadow Face Priest
Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is balancing your ego That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!
Rogue/Zeal
Archetype: Coin Mid-range (or Control?) Rogue
Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.
Shaman/Doubt
Archetype: Mid-range "Unity" Freeze Shaman
Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case!
Warlock/Violence
Archetype: Healing Control Deathlock
I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.
Warrior/Anger
Archetype: Mid-range Enrage Warrior
Edit: I put it back to the way it was. I was much happier with this original iteration, dealing 2 damage to all friendly minions instead of 1 damage to all friendly characters. It's still technically beneficial to an Enrage deck, but for the most part it's too painful to take advantage of the Enrage for longer than a turn or two (as intended). Two damage per turn also prevents the deck from being Aggro 'cause it'll obliterate most cheap minions, which was the ultimate goal here.I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Fair to say on all accounts. I didn't even think of the fact that the Frog is technically Neutral.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It's super difficult to try to judge most of these trials, but the Rogue one feels like it would be really easy to fill your opponent's hand with Coins (thus being milly in a way), and the Warrior one feels like it may be too easy to make a deck where this effect is actually beneficial. Theoretically, a Grim Patron could completely mitigate the downside. The rest of them are super difficult to the point where I think the only way to properly judge them would be playtesting them, which we can't do because custom cards (although the same could be for every card during reveal seasons)...
So, yeah, this probably wasn't very helpful. Sorry.
Click the image to go to my custom Time Traveler class.
Nah you're good either-way: any constructive criticism is helpful.
The Rogue Trial cannot be used for Mill as your opponent only acquires the Coins on their turn, after they choose to attack you with their minions. At any point during their turn, they can purge their hand of excess Coins.
The Warrior one, however, has been tricky to get right: to be honest I think it needs to go back to being 2 damage to all friendly minions. It's still potentially a good thing for them (and the archetype wants it to happen), but 2 damage every turn means they burn out quickly (which is the point of the Trial: stronger minions that don't last long). Without making it about damage - thus removing the Enrage aspect - my other idea was to have the Burden be "destroy the friendly minion with the lowest Attack." Something something cannot abide weakness something something weaker minions burn out faster.
Edit: I put the Warrior back to the way it originally was for now.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the feedback back there! I have a lot to check, change and improve.
I like the idea of how Burden could also be used on (Legendary) minions.
Most of the trials seem fine, albeit a bit too complicated for my taste. I have a few problems with the Mage and Warlock, being that mages with endless random unpredictable spells and warlock with even more healing are kinda annoying, to me atleast.
I will say that the Priest and Rogue trials have a lot of potential for synergy card-design. Cards that interact with both Shadowform and healing, Coin synergy, etc.
All in all, I find them okay. It's just really hard to evaluate cause you don't really know how they would actually impact games. I feel like if they were too powerful (despite the burden), there might not be a reason to use trial-less decks.
Geez this competition is hard work. I've got about 2/3 of my cards created and still have all the write up etc to come up with. It's a good job we have a generous deadline!
At least you're almost done. I'm not even set on a base concept for mine!
An on top of that I noticed that @TheProgenitor also has a Shattrath expansion as the first expansion of the year, this may be a liability to both of us.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Something to keep in mind about the Warlock's healing is that Bloodreaver Gul'dan, Drain Soul, the Lesser Amethyst Spellstone, and Dark Pact will all have rotated by the time my expansion hits. That only leaves Deathweb Spider and whatever else comes from this current Year of the Raven (obviously a mystery at this juncture). Same is true for the Mage and her spell generation, given she'll lose Shimmering Tempest, Primordial Glyph, the Lesser Ruby Spellstone, Deck of Wonders, and Shifting Scroll from her Standard repertoire. From what's left in The Witchwood, she'll have Arcane Keysmith.
I agree with everyone's assessment that their quality is hard to know for sure, much like the Quests when Journey to Un'Goro was being revealed. Hopefully they're appealing enough to warrant upvoting, and not so blatantly OP/shit that it's a problem; that's all I can ask for, really :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor: they weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Edit: I've since added some of the other Common/Rare/Epic cards to classes. They're not all there, but it's 3am so I'm done for today.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
The Hunter's cards are all even-costed on purpose, to try to push an Even Control Hunter.
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Tokens + Notes:
The idea is that Kael'thas will be the new Anub'arak, coming back over and over again and playing into his meme.
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
Tokens + Notes:
A "Bubble Hearth" is functionally identical to Divine Shield, only it blocks damage three times instead of once for that extra-special minion you want to keep alive. I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP; something healing related so Healadins can use it too.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Tokens + Notes:
The way it is worded, Insanity Bomb could affect the enemy hero if they had a weapon to attack with (or the Druid Trial). I'm cool with that, but I can narrow it down to just minions if necessary.
Edit: Had to nerf Vanessa because I was reminded Shadowstep exists. Stupid Rogue, I already rotated two cards because of you >_> Playing Vanessa and the Bomb in the same turn is still doable at 11-mana because of the Coins you're generating.
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Story Legendary: Aggralan, Thrall's Life-Mate
Tokens + Notes:
Igneous Elemental
Besieged by Doubt is unique as it's the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
Edit: Replaced Aggralan's super-complicated "communal Health pool" idea with more straight-forward healing.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Story Legendary: Mannoroth, the Destructor
Tauren Warrior
Edit: Adding the Neutral cards here because I've since created the Rare card, finishing the section:
Thanks again for giving my cards a look ^_^ ...and sorry again for my repeated posting :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The first two classes are related to the Emerald Nightmare and the Twisting Nether respectively, so I hate you now. Jk of course.
Now here's a rant on you have Alleria Windrunner as a card when she's already a hero, and why Medivh, the Guardian does not justify making heroes as cards, at least in the way you have (though in all fairness, the only flaw you have here is the name):
Although, I would like to point how you have Alleria Windrunner as the Hunter Legendary when Alleria Windrunner already exists in hero form. Now, I know that a lot of people will say that Medivh, the Guardian exists as does Medivh as a collectable hero, as well as the Death Knights. Personally, I do not believe this justifies making heroes as cards (or vice versa) without significant alteration. The reason Medivh, the Guardian is acceptable is because pretty much the only similarity he has to his hero counterpart is his name. Otherwise, he's so vastly different that they might as well not even be the same person. Pretty much this exact same logic applies to the Death Knights too. Then you have the newly announced MECHA-JARAXXUS, which shares a lot more similarities to his card counterpart than the Death Knights and Medivh do, but they're still very different. You know, it's a freaking cyborg Jaraxxus.
But then we look at your Alleria Windrunner and by name, she's exactly the same as her hero form. To your credit, this is much better than a lot of people who make heroes as cards make them. Here, the only problem is the name. I think maybe you could've called her "Alleria of the Void", or "Alleria, Void Huntress". Something like that to distinguish it from her hero counterpart more. Blizzard may be fine altering heroes to be cards as if they're from another dimension, but I don't think they would, for example, make Malfurion Stormrage as a card in his normal form. Instead, they would have to do something like Malfurion the Pestilent where they bend the character to thematically make more sense. Imagine how awkward it would be for Gul'dan to be playing... Gul'dan. Bloodreaver Gul'dan is a workaround for that. In my opinion, the only time it is ever acceptable to make heroes into cards or vice-versa in their normal form is when it's part of a Tavern Brawl or Adventure mission, like how Tess Greymane is a hero in Monster Hunt in her normal form.
Then again, we also have Majordomo Executus, and it wasn't until Medivh, the Guardian was revealed (more than one full year later!) that people came to the realization that characters could represent both heroes and cards.
TL, DR: If anyone is going to make a hero as a card, or vice-versa, please make it different from its counterpart, and this includes the name as well.
Click the image to go to my custom Time Traveler class.
Honestly I have been meaning to do that from the start, and I keep forgetting about it lol >_< Was going to name her "Alleria of the Void"; I'll fix that now.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, here's what I got. I've got one spot left for an extra card (don't really know which I should focus on — Hunter, Rogue, or Warlock).
By the way, changing my Hall of Fame. Still rotating out Divine Favor and Inner Fire, but I'm leaving Doomguard in classic, but rotating out Kidnapper and replacing it with WANTED! (for a not so subtle reason).
Keyword
Whenever a Treasure enters your deck (at the start of the game, when you generate a treasure and put it in your deck), a Beach Time spell gets shuffled into your deck. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan.
Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom. Tied costs are arranged alphabetically (A-Z) although that isn't really a problem for this number of cards...
Treasures and... Holidays. Holiday cards are played on one turn and activate the next turn (either as a one time effect or an aura), and last for that turn only. Holidays and... Dual tribes. Basically some tribes get to be Pirates as well as their own tribe—you don't need to be a human or a goblin or an elf to be a pirate! Beyond that, the synergies are only the ones exist in the Year of the Gryphon (i.e. mostly classic and Witchwood).
Neutral
Support cards for Treasure, and a few cards that may seem a bit 'vanilla'... But you don't need lots of text for a good card.
A few notes:
Arms Collector can fetch such cards as Bloodsail Corsair, Acidic Swamp Ooze, Cutthroat Buccaneer, Blackwater Pirate, Runeforge Haunter, Doomerang, and Deadly Poison.
Expert Explorer could be easily exploited if the trigger was battlecry or end of turn. The only real option I see is start of turn, but I like reintroducing Dead Man's Hand for the new year, in a similar vein to Worgen Abomination. Providing an effect like this is meant to allow further lines of play (i.e. deck refill) after you draw your treasure.
Salvager Grizzlowe: Yeah, the tokens for this are going to be made later... Suffice to say, you get a hero card out of it.
Druid
Druid doesn't have a huge thematic link to the Great Seas, but the fact that Darnassus is an island in the middle of the sea makes the connection.
Tokens:
Hunter
Empty hand Hunter. In the forests of Stranglethorn and Zandalar, Rexxar lurks ready to take out anyone, as long as he gets his cards.
Mage
Jaina has a deep sea dive and comes up with the Naga and some assorted krakens. Control exactly how many Beasts you have at your beck and call to wreak rewards. Now holding Beasts is a hybrid mechanic (instead of Dragons its Beasts that usually synergize when played or as an aura), but there are specific number requirements.
Ultimate Arcana with Spell Damage +1 deals 30 damage :) Inkmaster Solia in wild I think.
Paladin
Uther and the Silver Hand are going to have some fun in the sun. Restore health by getting a tan. The ones with the best advice for getting the best skin tone are the Bronze Dragons, of course, as they're bronze. Don't get sunburned, though. Get your 'sunscreen' in the form of a Divine Shield.
Light of K'ure: This could get out of hand very quickly, but you have to remember that it's at the bottom of your deck (usually).
Priest
The Sea Priests of Kul'Tiras may not appeal as much to 'the Light' as to 'the Sea', but they're Priests nonetheless. Unfortunately, some eldritch whispers have corrupted these poor clerics. Such a same at such a popular vacation spot as Kul'Tiras, home of the Proudmoore family.
Rogue
Rogues all around the Great Seas are pursuing bounties, and being paid for their earnest efforts. Collect coins, take advantage of hand size and sacrifice them for a bonus.
Cap'n Garvey: WANTED! will rotate into classic, so it will be an admissible token!
Shaman
Thrall decided that his best holiday spot was where he killed Deathwing. He also wanted a brief stint admiring the sunken ancient ruins of Vashj'ir!
Tokens:
Captain Cookie: Come on, this had to happen. The tokens mirror the stacks of good and bad food from the original WoW fight. Let the RNG commence!
Warlock
Gul'dan isn't happy with the whole 'vacation' idea so he's getting a bit tryhard. He doesn't want people stealing his hard earned gems, so he destroys them instead. Sound logic!
Homuncularrr: Could be a 3/3, right?
Evil Investment: 2 mana? 0 mana? Hmm.
Seeping Nether: I originally had this at 5 mana, but I reasoned that it should theoretically be able to kill 7 enemy minions.
Tokens:
Warrior
Arrr! Beat the wardrums! Man the cannons! Prepare the echinoderms!
So, what's the verdict folks?
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!) •
@ linkblade91: I won't remark on all the cards, just the ones I have some substantive comments on.
Druid: I feel this is weak in some way, as it basically forces you to kill yourself in the late game if you can't clear enemy taunts. In the early game however this is very good for aggro as you just have a permanent Hero Power where Armor is hardly relevant. I'd need to see the rest of the cards to make sure this doesn't push aggro/token druid too much because it would then be too overpowered.
Hunter: The status effect legendary is overpowered. For control hunters hitting face with HP isn't necessary, and board control like this is close to Bloodreaver Gul'dan level, which we all know is kind of insane. The 1/1 token does kind of balance it out as it acts to trigger your Secrets. Thus these aren't exactly compatible decks. Alleria: SMOrc. Feedback Blast is fine upon reflection, even though it feels somewhat weak. Cunning Hunter seems a little too complicated with the split condition.
Mage: ? Does it destroy a random friendly minion or do you get to target it? It seems a bit underwhelming compared to what Wild would be with passive spell generation, that has no downsides.
Paladin: I dunno, this is a bit of a gamble. If you get behind on board and don't have the absolute best card for that mana cost you won't be able to play this deck. Your opponent is pretty much guaranteed to establish board control eventually and then hit through every single one of your single minions and smack you in the face in a pretty non-interactive manner. As such, I think this is tremendously underpowered and the 'single minion' burden is much too restrictive (I feel like you would also fill up your hand?) If you want to justify this you need to print board clears rather than card draws and synergies. The Sha of Despair feels a lot like that Tavern Brawl with Rafaam where you get to play Animated Armor that only takes 1 damage at a time. This is practically identical aside from spells and battlecries. Not sure if that's too fun? It's a pseudo board clear I suppose, but you could just run this in any Paladin deck, doesn't have to be the trial version.
Priest: So this is the 'Shadowbomber' and 'Spawn of Shadows' deck. I kind of like it, but it feels like the wording is kind of forced. Like why wouldn't you just say 'Your Hero Power is 'Deal 2 damage'.' And just say it's Mind Spike when you hover over it.
Rogue: Wow! I like how much you're advancing Coin Rogue. Same problem with mine though; Gadgetzan Auctioneer. While it's symmetrical with Treasure Trove, your opponent is likely not playing around you (1/9 classes). You can just play Gadgetzan after Treasure Trove and go full miracle and draw the entire deck... Or at least 8 cards. Even if your opponent gets coins too, you can take advantage of it in the same way as Divine Favor which is kind of cheap. Coin-Flipper: Just be a glad there isn't a card that says 'Your spells have Echo'.
Shaman: Hmm. I feel like this is a Prince Keleseth-esque buff, just in a roundabout way. But the burden feels too much, as you don't get to attack all that much. Moorabi isn't in rotation here, so the freeze synergies, as far as we know, are pretty minimal. The 'give your frozen minions Taunt' thing just feels forced as the burden cripples you so much in terms of retaliation/board presence that you need to force your opponent to attack your minions.
Warlock: Will probably get more heals in Boomsday/the expansion after, so this feels kind of underwhelming. I guess it makes up for Life Tap, but you still have to pay 2 mana a turn for hand turnover, which is a pretty high price to pay. With Kil'jaeden, I guess the maximum is 18 damage. Any particular reason why 3 damage each? You are still destroying all your other minions.
Warrior: SMOrc mk. II. Still hard to evaluate, as it's probably not good enough for aggro, and still a handicap for control. Your opponent has the ability to just ignore 2 Health when trading. +2 attack on minions doesn't exactly matter if you have none.
Neutral: Spirit of Redemption: I feel like this is the ULTIMATE win-more card. Basically if your opponent has no way to deal 1 damage to your face, cards or otherwise, you get an ever-so-slightly better effect than Reno without a deckbuild condition. Against 2 classes you just die, against another 2 you have a substantial chance of dying. 4/9 is a little less than 50/50, but then there's like any card at all. Not sure I'm a fan of this card.
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!) •