Yes, Turns Active does only include your own turns. The turn you play it does count as it first turn. The Shrines destroy themselves at the end of its last turn.
When I was designing Infinite Suppressor, Shatter also mentioned that it doesn't look like a Dragon, but if you look at the artwork in full size, you'll see that it is in fact a Dragon.
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Click the image to go to my custom Time Traveler class.
Overall, I like all the different themes and cycles you have going on. It gives the set more cohesiveness than your other two. My main complaint about the set is that there's a lot of cards that cheat things out and create big tempo swings, which could lead to a meta dominated my combo decks and highrolling. Also, it's off-putting that a lot of the art comes from the Arena event. Just to clarify Turns Active, I'm assuming it only counts your turns, but does it count the turn it's played? And does it die at the start or end of the Xth turn?
Hunter- The Shrine and the Legendary really are really pushing class identity. Lifegain isn't a Hunter thing at all, and Vereesa's smORC condition, though encouraged by Hunter, isn't really something specific to it. Blade Flurry is okay because it's based on a very Rogue thing- weapon buffs- but all classes hit face.
Priest- Infinite Matriarch is OP compared to Book Wyrm. For me, Echo of Tyrande would be more intuitive if it did the total healing done by things like Circle of Healing. Also, she'd be silly in Wild with Greater Healing Potion since she can go face.
Rogue- "Meeks" should be singular in Voice of the Meeks. Thousand Knives seems too strong; at just 2 casts, it's vanilla (Consecration + Arcane Intellect), and Prep exists. Edwin is pretty interesting, though it feels off to have a Hero card for a character I presume isn't central to the set's story, like Dr. Boom or Hagatha are. For the reasons I mentioned in Hunter, I'm also hesitant about the Recruits having Lifesteal.
Shaman- Echo of Thrall doesn't appeal to me because of Overloading your opponent. It outright restricts what your opponent can do, which tends to be unfun for them.
Warlock- Infinite Suppressor doesn't look like a Dragon. I don't have issue with the individual cards, but all the Silence effects interfere with class identity. I prefer Anti-Chromie if only because there are a bunch of other "Infinite..." minions.
Warrior- Dragons are already a strong Discover pool, so Dragon's Call as-is looks too strong.
Neutral- Time Tracker just looks like a combo tutor. For Noz, the Legacy spell seems disproportionately punishing. While the others are pretty much guaranteed to happen without any effort, this would be very difficult to pull off.
Thank you for your feedback.
I'll be completely honest: The Lifesteal in the Shrine is more for balance reason than any particular concern about flavor. The Lifesteal is the best effect I can give Hunter without it being completely broken and push out all the other Non-Beast Hunter decks.
You have to remember Infinite Matriarch is a Class card while Book Wyrn is Neutral. A more apt comparision would be Drakonid Operative - Cloning Device.
You have to remember that drawing too much isn't a good thing. Druid don't always cast both of their Ultimate Infestation in scare of milling and fatigue. Shuffle Rogue from this expansion is inconsistent because they have to draw and cast their Shuffle cards first and losing Fal'dorei Strider in Standard - a big tempo tool.
I was surprised that you think the Legacy effect is too punishing (considering the cast effect we mentioned, the Legacy (5) condition is actually just need to play 4 cards since the spell count itself as a card casted). I was afraid of the health total effects since Warrior and Druid were infamous of stacking up Armor and twiddling their thumbs until they drew their combo pieces.
Edit: Also, the Wisp + Alex's Fury requires you to put Wisp in your deck.
First time coming for feedback to the thread; I've got something to show at least now. I'm making Druid a class based on astral/solar spells with a buildaround mechanic. I've had some prior feedback on these (the solar spells are uncollectible upgrades, kind of like Fandral), but I want to know what the consensus is about how intuitive the mechanic is.
The main issue I've run into is what people would consider 'astral' spells to be. I now realize I left Lunar Visions out of this mockup so I'll have to get on that. Should I put a 'tribe' under all astral spells, even basic ones? And if I do that, should I bother to put a 'solar' tribe on the uncollectible solar ones (especially as they have no specific synergies)?
There are, after all, only 5 spells I'm targeting for these synergies (with the introduction of 2 more in this set).
Your Solar card option is really interesting, but completely broke the rule of Druid isn't allowed to have good board clear. I'd reduce or even remove all of the board clear option in Astral Fluency and reduce the damage done by Solar Flare to 4 to all minions.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Your Solar card option is really interesting, but completely broke the rule of Druid isn't allowed to have good board clear. I'd reduce or even remove all of the board clear option in Astral Fluency and reduce the damage done by Solar Flare to 4 to all minions.
It's a one out of four chance on a card that is set for combo decks. I'm not sure why I'm not allowed to print a druid board clear card, especially since it's unreliable in decks that don't want to make use of the spell damage aspect.
First time coming for feedback to the thread; I've got something to show at least now. I'm making Druid a class based on astral/solar spells with a buildaround mechanic. I've had some prior feedback on these (the solar spells are uncollectible upgrades, kind of like Fandral), but I want to know what the consensus is about how intuitive the mechanic is.
The main issue I've run into is what people would consider 'astral' spells to be. I now realize I left Lunar Visions out of this mockup so I'll have to get on that. Should I put a 'tribe' under all astral spells, even basic ones? And if I do that, should I bother to put a 'solar' tribe on the uncollectible solar ones (especially as they have no specific synergies)?
There are, after all, only 5 spells I'm targeting for these synergies (with the introduction of 2 more in this set).
Really neat idea with the Sun spells to make these less played cards more potent! I think most people would more or less know what you mean by Astral spells. Giving them a Tribe tag seems excessive though. I don't really sound with Celestial Keeper. Maybe because I don't feel the connection between artwork and stats. Personally think I would use the Astral spell interaction just for the Legendary. Then you still can make cards that add Sun spells to your hand for example and the Astral tag seems more uniquely used. If you think the AoE aspect is an issue like Shatterstar said, you can maybe just let her transform the spells in your hand and/or deck to control the powerlevel. Still super cool idea and execution. Just my prefrences.
Also love how much you care about the aesthetics and artworks. In your former expansions also. Just had to say that. :)
It's the same reason that the Unidentified cards don't attach a board clear random result. It's simply because the board clear option is so blatantly much stronger than the other options that the cards will always be run just for the chance of high-roll the board clear.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
@Schauchneid Thanks! I really appreciate the feedback and the kind words. Yeah, I got the same feeling that the Keeper doesn't feel like a 10/10 for 10, but I had the unfortunate task of designing a 10 mana 'if you spent all your mana last turn' card for a cycle I'm doing. I could use your idea of making him discover Solar spells so as to not rely so much on the legendary, but then I lose the art flavour (and it's good art!). I'll have another think about it.
@Shatterstar I'm not sure what the connection is here... The other unidentified cards didn't have board clear options because they didn't focus on enabling a combo per se. They were a) minion buffs b) board buffs c) direct damage. I'd argue that this is a card for combo decks, and so having an option that allows you to survive until your combo is relevant. Plus this isn't exactly an overpowered board clear. Both Dragonfire Potion and Felfire Potion exist and their downsides are made up by the fact that this deals 1 less damage to all. I'd argue that if you're running this card in your deck you have to build around it because it certainly doesn't help you in every situation—if you're looking for board control then having a bunch of minions in your hand and few spells means you don't get a lot of value from casting it.
Both the potions are made in class that specialize in control decks. Druid control decks have a weakness in board clear. If you remove that weakness (something Spreading Plague widely considered to have done) they will become OP like Jade Druid before the nerf in KoFT. I'd change the board clear result into either draw cards or gain Armor to fit with Druid flavor.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
@Cheese Your first recipe idea is the most original, and as you said, most well-liked. I'd stick with that.
I'm asking for the deadline to be extended. I feel like a lot of the competitors are getting burned out by the competition, and I've found the past week and a half to be quite gruelling in terms of making new cards with original mechanics (plus the 'fun' of making these cards has sort of gone out of the process). I don't know how long of a deadline extension it should be, but I think 14 days would be suitable.
I'm asking for the deadline to be extended. I feel like a lot of the competitors are getting burned out by the competition, and I've found the past week and a half to be quite gruelling in terms of making new cards with original mechanics (plus the 'fun' of making these cards has sort of gone out of the process). I don't know how long of a deadline extension it should be, but I think 14 days would be suitable.
I can only agree. I'm feeling completely burned out too. It's not lake anybody else besides the FC community is really impatient to see our crap. It's also a matter of fairness toward the 2 out of 5 competitors that are actually groups.
I'm asking for the deadline to be extended. I feel like a lot of the competitors are getting burned out by the competition, and I've found the past week and a half to be quite gruelling in terms of making new cards with original mechanics (plus the 'fun' of making these cards has sort of gone out of the process). I don't know how long of a deadline extension it should be, but I think 14 days would be suitable.
I can only agree. I'm feeling completely burned out too. It's not lake anybody else besides the FC community is really impatient to see our crap. It's also a matter of fairness toward the 2 out of 5 competitors that are actually groups.
I have to agree as well. There are just too many cards that have to be made in order to keep things "interesting", and people don't feel like flipping through entire sets of new cards. For the future, all large competitions will require a much lesser amount of cards (At least I definitely hope so).
So, having asked the opinion of the other mods, and seeing at least 3 of the finalists express interest in extending the deadline, we'll, uh, be doing that.
The new deadline for everyone to have their finalist threads and example cards ready is 2 weeks from the original deadline, the 26th of September at 22:00 UTC. This is good for me too, as I'm a bit caught up preparing for the new school year. That's also why this decision wasn't come to and communicated sooner, so my apologies for that.
Of course, anyone who has already sent me example cards is free to change their mind on these any time in the next two weeks; just reply to the same PM you sent me.
Speaking more generally about the Year Competition idea as a whole, I think it's been a great learning experience for us on what kinds of competitions are possible. If we ever do a Year Competition again, it will definitely have to be structured differently, as the amount of work asked of competitors is just too much. I actually found myself almost relieved when I was disqualified, because the prospect of coming up with appropriate effects and finding art for another 45 cards - and then another 45 on top of that - was incredibly daunting, and even just thinking about it made me not want to design anything at all.
Having said that, I think it's impressive how many people did rise to the challenge, and have managed to keep up with the demanding schedule for almost the entire competition, all while still producing interesting ideas for cards. Kudos to all of you, and I hope to see your best efforts in two weeks!
Can I still enlist someone to help me with my 3rd expansion? I doubt I will be able to finish in the small amount of time that is left.
(and If I can, any volunteers? I have some priest , mage , and rogue cards ready. I would let you do the rest. There must be at least 1 recipe per class)
Can I still enlist someone to help me with my 3rd expansion? I doubt I will be able to finish in the small amount of time that is left.
(and If I can, any volunteers? I have some priest , mage , and rogue cards ready. I would let you do the rest. There must be at least 1 recipe per class)
Eh, how about you messaged some of the eliminated contestant? I'm sure atleast one (or several) would love to reenter the competition (especially if they were DQ in the first round.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Can I still enlist someone to help me with my 3rd expansion? I doubt I will be able to finish in the small amount of time that is left.
(and If I can, any volunteers? I have some priest , mage , and rogue cards ready. I would let you do the rest. There must be at least 1 recipe per class)
Were I not also competing, I would help you out lol
I missed this, and also the last few months of competitions due to work constraints. Message me what you need, and I'll see if I can help in anyway. I've been working on my own custom year on and off for a while, so at very least, I might be able to re-purpose some cards. I'll look through your stuff so far and see what I can come up with.
I missed this, and also the last few months of competitions due to work constraints. Message me what you need, and I'll see if I can help in anyway. I've been working on my own custom year on and off for a while, so at very least, I might be able to re-purpose some cards. I'll look through your stuff so far and see what I can come up with.
Sorry, but I finished it a few minutes ago. I'm currently writing the post.
@TheProgenitor
Thank you for the feedback. I really do appreciate it. To add on a few things.
Click the image to go to my custom Time Traveler class.
Thank you for your feedback.
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:
First time coming for feedback to the thread; I've got something to show at least now.
I'm making Druid a class based on astral/solar spells with a buildaround mechanic. I've had some prior feedback on these (the solar spells are uncollectible upgrades, kind of like Fandral), but I want to know what the consensus is about how intuitive the mechanic is.
The main issue I've run into is what people would consider 'astral' spells to be. I now realize I left Lunar Visions out of this mockup so I'll have to get on that. Should I put a 'tribe' under all astral spells, even basic ones? And if I do that, should I bother to put a 'solar' tribe on the uncollectible solar ones (especially as they have no specific synergies)?
There are, after all, only 5 spells I'm targeting for these synergies (with the introduction of 2 more in this set).
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!) •
Your Solar card option is really interesting, but completely broke the rule of Druid isn't allowed to have good board clear. I'd reduce or even remove all of the board clear option in Astral Fluency and reduce the damage done by Solar Flare to 4 to all minions.
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:
It's a one out of four chance on a card that is set for combo decks. I'm not sure why I'm not allowed to print a druid board clear card, especially since it's unreliable in decks that don't want to make use of the spell damage aspect.
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!) •
Really neat idea with the Sun spells to make these less played cards more potent! I think most people would more or less know what you mean by Astral spells. Giving them a Tribe tag seems excessive though. I don't really sound with Celestial Keeper. Maybe because I don't feel the connection between artwork and stats. Personally think I would use the Astral spell interaction just for the Legendary. Then you still can make cards that add Sun spells to your hand for example and the Astral tag seems more uniquely used. If you think the AoE aspect is an issue like Shatterstar said, you can maybe just let her transform the spells in your hand and/or deck to control the powerlevel. Still super cool idea and execution. Just my prefrences.
Also love how much you care about the aesthetics and artworks. In your former expansions also. Just had to say that. :)
It's the same reason that the Unidentified cards don't attach a board clear random result. It's simply because the board clear option is so blatantly much stronger than the other options that the cards will always be run just for the chance of high-roll the board clear.
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:
@Schauchneid Thanks! I really appreciate the feedback and the kind words. Yeah, I got the same feeling that the Keeper doesn't feel like a 10/10 for 10, but I had the unfortunate task of designing a 10 mana 'if you spent all your mana last turn' card for a cycle I'm doing. I could use your idea of making him discover Solar spells so as to not rely so much on the legendary, but then I lose the art flavour (and it's good art!). I'll have another think about it.
@Shatterstar I'm not sure what the connection is here... The other unidentified cards didn't have board clear options because they didn't focus on enabling a combo per se. They were a) minion buffs b) board buffs c) direct damage. I'd argue that this is a card for combo decks, and so having an option that allows you to survive until your combo is relevant. Plus this isn't exactly an overpowered board clear. Both Dragonfire Potion and Felfire Potion exist and their downsides are made up by the fact that this deals 1 less damage to all. I'd argue that if you're running this card in your deck you have to build around it because it certainly doesn't help you in every situation—if you're looking for board control then having a bunch of minions in your hand and few spells means you don't get a lot of value from casting it.
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!) •
Both the potions are made in class that specialize in control decks. Druid control decks have a weakness in board clear. If you remove that weakness (something Spreading Plague widely considered to have done) they will become OP like Jade Druid before the nerf in KoFT. I'd change the board clear result into either draw cards or gain Armor to fit with Druid flavor.
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:
3 weeks is too few.
I've reworked my Recipe concepts. I'm down to 3 new concepts.
#1 - Recipes as cards that generate themselves (already shown before, most well-liked so far)
#2 - Quest identical to Reward:
#3 - Recipe without card generation
Won't be able to do detailed comments for a while, sorry.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@Cheese Your first recipe idea is the most original, and as you said, most well-liked. I'd stick with that.
I'm asking for the deadline to be extended. I feel like a lot of the competitors are getting burned out by the competition, and I've found the past week and a half to be quite gruelling in terms of making new cards with original mechanics (plus the 'fun' of making these cards has sort of gone out of the process). I don't know how long of a deadline extension it should be, but I think 14 days would be suitable.
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 can only agree. I'm feeling completely burned out too. It's not lake anybody else besides the FC community is really impatient to see our crap. It's also a matter of fairness toward the 2 out of 5 competitors that are actually groups.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I have to agree as well. There are just too many cards that have to be made in order to keep things "interesting", and people don't feel like flipping through entire sets of new cards. For the future, all large competitions will require a much lesser amount of cards (At least I definitely hope so).
Wished to be pink.
Then did.
Then fired myself.
Then did again.
I just posted our finalist thread.
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/223743-year-competition-finalist-year-of-the-dragon
Click the image to go to my custom Time Traveler class.
So, having asked the opinion of the other mods, and seeing at least 3 of the finalists express interest in extending the deadline, we'll, uh, be doing that.
The new deadline for everyone to have their finalist threads and example cards ready is 2 weeks from the original deadline, the 26th of September at 22:00 UTC. This is good for me too, as I'm a bit caught up preparing for the new school year. That's also why this decision wasn't come to and communicated sooner, so my apologies for that.
Of course, anyone who has already sent me example cards is free to change their mind on these any time in the next two weeks; just reply to the same PM you sent me.
Speaking more generally about the Year Competition idea as a whole, I think it's been a great learning experience for us on what kinds of competitions are possible. If we ever do a Year Competition again, it will definitely have to be structured differently, as the amount of work asked of competitors is just too much. I actually found myself almost relieved when I was disqualified, because the prospect of coming up with appropriate effects and finding art for another 45 cards - and then another 45 on top of that - was incredibly daunting, and even just thinking about it made me not want to design anything at all.
Having said that, I think it's impressive how many people did rise to the challenge, and have managed to keep up with the demanding schedule for almost the entire competition, all while still producing interesting ideas for cards. Kudos to all of you, and I hope to see your best efforts in two weeks!
You can find me here! Good luck everyone!
Can I still enlist someone to help me with my 3rd expansion? I doubt I will be able to finish in the small amount of time that is left.
(and If I can, any volunteers? I have some priest , mage , and rogue cards ready. I would let you do the rest. There must be at least 1 recipe per class)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Eh, how about you messaged some of the eliminated contestant? I'm sure atleast one (or several) would love to reenter the competition (especially if they were DQ in the first round.
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:
Were I not also competing, I would help you out lol
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 missed this, and also the last few months of competitions due to work constraints. Message me what you need, and I'll see if I can help in anyway. I've been working on my own custom year on and off for a while, so at very least, I might be able to re-purpose some cards. I'll look through your stuff so far and see what I can come up with.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Sorry, but I finished it a few minutes ago. I'm currently writing the post.
Here it is : https://imgur.com/a/rtBzXLO (made in collaboration with @Pircival)
You can still tell if there's any card that's too fucked up to be in a set, even a fancy set like this one.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)