Hi everyone! So I enjoy making classes and I've made a few here and there that I've decided to update. This thread is kind of going to be a place for me to keep all my classes in one place, get feedback, and post updates!
In the main post I'm going to include my most recent class, the scribe!
The Scribe
Class Details:
Intro: Remember all those powerful scrolls from dungeon crawlers and World of Warcraft that need no magical ability to use? Have you ever wondered what would happen if a random guy just casually decided to grab a few bags full of those and run around like a lunatic? Well wonder no longer! I present to you, Gabriel Gillian, the Scribe!
Hero Power: A scribes magic comes from scrolls and tomes, which comes with one big advantage, if you use a scroll and you need another, just draw one up (Gabriel is quite the artist)! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once. Cool note about tomes in the classic set: There are 5 tomes total, a 1, 2, 3, 4 and 5 cost!
Class Themes: - Controlled RNG effects. - Effects with a duration. - The condition of "If your opponent controls no minions" on cards. - Cards that affect adjacent minions.
Strengths: - Extremely versatile hero power that you can adapt to your opponent. - Strong card draw. - Stronger while opponents board is cleared (KILL ALL THE THINGS!!).
Weaknesses: - No healing (some preemptive pseudo healing options are available however). - Limited direct damage and simple finishers (usually wins through complete domination!). - Weaker while behind on board (as you have less control over your controlled RNG effects, and no good comeback cards).
Example Cards:
Tome Strike is a great removal tool for any Tome deck. Simple but powerful.
Scroll of Fire is the perfect example of the controlled RNG effects the class uses. If your ahead you can likely exactly control the outcome of the card. However the bigger your opponents board, the less control you have over the card and the worse it becomes.
Tome of Unity shall be my example Tome! It would pop up in the same place as secrets and quests and either player could see it. All your minions would have +1/+1 similar to the buff from Southsea Captain. However once all your minions are cleared and you have an empty bored, the Tome will be destroyed and new minions wont get the buff.
Frustrated with the limitations of traditional alchemy, Wulfrum abandoned his training in Stormwind and begin his own experiments. He joined the scourge as an acolyte to gain access to corpses, diseases, and many other ingrediants that would have disgusted his old teacher. His affiliation with the scourge soon became a lot more permanent after one of his experiments resulted in his death. He was resurrected to serve once more in the armies of the Lich King. Now with all the time in the world, Wulfrum decided to see just how far he could go with alchemy. A terrifying concept to those who have seen his vile work and fear there's no line he wont cross.
My newest class being made for the new competition is here!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain. Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks. Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Basic Cards
Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately) Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally. Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked. Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic). Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.
Flame Bowman: Another example of the classes cards that are only effective against minions. Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards). Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early.A fairly strong card as early when it's best you likely wont have a weapon. Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common. Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.
I have finished my Knights of the Frozen Throne set for the alchemist! Here it is:
Cards:
Tokens and Notes:
Bottled Damnation: The cheapest way (dust wise) for players to try out death knight cards. I figured it fits the class given Wulfrum is a borderline death knight to begin with. It's also a MASSIVE buff to Professor Putricide (classic). Seeing as he doesn't get along well with the death knight card and it's lack of Versatile Potions, I figured I'd show him a bit of love!
Potionblood Brood: The random Versatile Potion's will not target undamaged friendly characters (if possible), preventing the effect from fizzling so to speak.
Deathdrinker: It's important to note that this guy gains the deathrattles triggered on the last turn, ie, your opponents last turn. Thus you will somewhat rely on your opponent clearing your minions to get value out of this guy.
Prince Tenris Murkblood: The 1 cost prince nobody asked for! Because of the classes close affiliation with the scourge, I figured it fit the class well. Plus the class has had enough giant legendaries in the past so it's time for a change! It's a strong control card that synergies well with Death's Duality. The lack of one cost cards is also a much bigger deal for this class than for others, with cards like Boiling Cauldron (basic) and Bottled Death (classic) being almost staple. In addition he doesn't work well with the new Potionblood minions from this set as they shuffle 1 cost cards into your deck.
Wulfrum, Potionblood: I wanted to have the cheapest deathknight card that could also do some work late game. For some decks the armor and new hero power will be enough, while others will want to utilize the reduced concoct effects. Since you wont be able to generate Versatile Potions with your hero power anymore, I added some solid concoct 1 cards that work well with the reduction, though cards like Watchful Gargoyle (classic) are pretty brutal with the reduction if you have Versatile Potions from other sources.
"versatile potion" is about as uninspired a name as I can imagine
Okay, but try giving a bit more feed back than that. I think the tome mechanic is pretty neat. Also gj OP, great art choices and seems you out a lot of work into these.
Pro tip: When creating a Hero Power the pattern should be "Hero Power (bolded), change line +Text (Max 2/3 lines)"
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
"versatile potion" is about as uninspired a name as I can imagine
I think it suits given it is a hero power token, it's not meant to be the coolest sounding thing in the world. Plus it is rather versatile seeing as it can damage, heal, or be an ingredient in just about anything imaginable.
I think the tome mechanic is pretty neat. Also gj OP, great art choices and seems you out a lot of work into these.
Thanks! Tome's are one of the mechanics I'm most happy with so I'm glad you like them! Fitting art can be a bit of a struggle to find due to needing so many different distinctive potions/scrolls/tomes but at least the challenge has made me a master of google images :P
Pro tip: When creating a Hero Power the pattern should be "Hero Power (bolded), change line +Text (Max 2/3 lines)"
The alchemist was my first class and I wasn't really aware of that back then. I've got it on my newer stuff, just need to update my original and upgraded alchemist hero power.
Almost finished my Kobolds and Catacombs expansion for The Alchemist! Currently I just need to make the legendary minion, but the rest of the cards are below:
Cards:
Tokens and Notes:
Potionblood Extract and Forgotten Formula complete the potionblood theme that was started in knights of the frozen throne. Fumeeater Phantom triggers off versatile potions used for concoct effects given concoct effects discard the potions. Bottled Peril will use any spell damage you have on board when the damage takes place, not when the spell is cast. However the spellstone will still increase the cards damage on the next turn. Ivory Spellstone is a pretty solid addition to spell damage alchemist. Spellflame Kobold pretty much turns your Versatile Potions into Shadow Bolts. The Cleaving Concoction is unlike most of the other legendary weapons in that it gives an actual usable weapon to a class that would normally not have any. If you build up enough potions for it, it can be quite scary and act as a win condition. Though it can also be used with just a few potions if you're in need of removal. Mord, the Lost Necromancer combines spell power alchemist with deathrattle alchemist and has some pretty insane synergies to justify his legendary status. The most notable combos are with Death's Duality (KotFT), Deathdrinker (KotFT), and Advanced Study (basic).
Just finished my Witchwood expansion for The Alchemist! I'll add these and my Kobolds and Catacombs cards to the main post soon.
Cards:
Tokens and Notes:
With beast and spell damage decks both in strong spots, I wanted to focus on the alchemists original purpose, pure control. I also wanted to add options mainly for even decks as odd decks were already well represented this expansion and the 0 mana Versatile Potions from Baku the Mooneater are scary enough without needing support. Note the upgraded hero power was made ages ago for Justicar Trueheart, I need to remake it and add "Hero Power:" to the top line. I'll get around to it eventually!
Bottled Severance is a pure control card that'll help you out-value your opponent. Bottomless Cauldron is a very useful combo card, and it combos insanely well with Bottled Severance late game. Blood Brewer is my even support card! It truly shines when it comes to healing your hero. Moribund is another out-value card. Another control deck is gonna have a hell of a time getting rid of this guy for good. I originally had him costing more and shuffling in less cards but then he just seemed terrible compared to Fal'dorei Strider. Ny-Rakath works by showing you 3 cards at a time and giving you arrows to cycle through your deck to find what you want. I made a quick example of what it might look like:
I have finished my Boomsday set for The Alchemist! This means that the alchemist is now 100% complete with every set to date.
For boomsday my classes branch of science was basically necromancy mixed with technology. Which in short means, MECHA LICHES!!
Cards:
Tokens and notes:
The Mecha Lich is the result of casting Escape the Flesh on Ancient Watcher.
Sluggish Rebooter: I originally wanted to make this a 2/2 without the deathrattle limiting effect but the death knight card would just break it completely. Mutation Project: If either player dies from the initial 5 damage, they will stay dead. This can be used as a sort of Mind Blast or to gain a pile of armor. Elixir of Magnetism: I've been learning art so I figured I should try draw a card. Hopefully the art isn't too terrible and out of place :P Corpsecog Crawler: As it has 0 health it will die if played alone, healing your hero. You can still get the heal if you magnetize it, you just need to make sure it doesn't take any extra damage when it dies (thus dropping it below 0 health). Escape the Flesh: The Mech will have the same attack, health, and mana cost as the target but will have no effect. A great use of this is on anything buffed (like a mass of magnetized mechs) as the copy you get in your hand will likely be cheap with high stats. Volter's Ceaseless Deformation: Couldn't think of a decent shorter name but oh well. For mainly balance reasons, if you played this with 5 potions in hand it'd be treated like concoct (5) rather than concoct (1) repeating 5 times. This makes any concoct reducing effect not completely busted with it. Volter, the Wired Lich: You might notice he's not actually a mech himself so that can make getting value out of him a bit difficult, but as I'll show you with a combo below, he's still very scary especially with the vanilla stats.
Quickly thought out combo: Volter, the Wired Lich--> Mecharoo --> Escape the Flesh on Volter --> Skaterbot + Corpsecog Crawler on Mecharoo
Now you have a 6/2 with rush, when it dies your Volter (now Mecha Lich) will be a 9/6 with rush, and when that dies you'll get another 6/2 with rush (assuming you trade). If you trigger the Corpsecog Crawler deathrattle on them all that's also 18 health restored to your hero. This probably isn't the best combo but you can kinda see how Volter can really do some work. You can also use Death's Duality (KotfT) to transfer your magnetic upgrades twice and if you do that on a minion that can attack, you'll probably win.
I've been hyped for the new expansion so I decided to do some Rastakhan's Rumble cards for my Alchemist class! I decided for my theme I would go with a vulture loa as the alchemist scavenges dead things to use in research and potions, so a vulture fit perfectly. Mechanically adding cards to your hand without drawing is the theme (this includes discover).
Tokens and Notes:
Token from Merciless Monster. The idea is Wulfrun can use feared monsters to lure in hunters for a prime testing or mind control specimen!
Potionfrothing Berserker / Tainted Drakkari: These two were to give alchemist some desperately needed meaty cards early on so they can try get ahead on board to get value with things like Spirit of the Vulture and Bottled Mojo. Spiritstealer Maxnar: If you play him on his own he will destroy himself. Players with an even number of minions wont have any be destroyed. Fester, the Vulture: Some important cards to note are Elixir of Reanimation (classic), Ny-Rakath, the Anchant (Witchwood), and Bone Scavenge (This set).
Will add more notes later!
Edit: I've come up with a new version of Maxnar. I like the old version but the new one has much better synergy with Spirit of the Vulture and feels more legendary. I'll probably bring the old version back in another set as an epic without taunt.
Now that the alchemist is done, I'm gonna start working on The Scribe again! Till then, here are some Scribe cards I made way back when I was originally making the class but never posted as they were for future sets. I may change or get rid of a few when I do the full sets but we'll see!
Old Gods + Karazhan:
MSoG:
Un'goro:
KotFT:
Any feedback is always welcome and appreciated! :D
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Tome Strike is a great removal tool for any Tome deck. Simple but powerful.
Scroll of Fire is the perfect example of the controlled RNG effects the class uses. If your ahead you can likely exactly control the outcome of the card. However the bigger your opponents board, the less control you have over the card and the worse it becomes.
Tome of Unity shall be my example Tome! It would pop up in the same place as secrets and quests and either player could see it. All your minions would have +1/+1 similar to the buff from Southsea Captain. However once all your minions are cleared and you have an empty bored, the Tome will be destroyed and new minions wont get the buff.
Tome of Unity is not that clear, and that's the card you introduce Tome lol. Other Tome cards have an "until ..." part in their text, that one does not have any. "Until you have an empty board" might be included. Can you play this card on an empty board, it's not clear either.
Tome of Unity is not that clear, and that's the card you introduce Tome lol. Other Tome cards have an "until ..." part in their text, that one does not have any. "Until you have an empty board" might be included. Can you play this card on an empty board, it's not clear either.
I completely agree. I remember having real trouble thinking of how to word it using 'until' at the time. "Until you control no minions" seems pretty solid though so I shall change it! I really liked the tome dispite the wording so I still used it as the example but that was probably a bit silly. As for the playing with an empty board part, I hadn't actually thought about that. I guess I'll have it so you can cast it but it's instantly destroyed just so that option is there if it's ever needed. Though even without changing the wording I could have it not castable similar to Brawl (which based on the text alone should be castable with only 1 minion on board).
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Your minions have +1 / +1, until you control no minions.
Yeah, this version seems so much better.
You wouldn't want people to play it and see it get destroyed immediately lol. Being not castable sounds fine. When one tries to play it, game would tell that you don't have any minions on board.
This Tome would be great with a Stealth minion. Tome would stay on board unless the Stealth minion gets removed with an AoE.
Decided to do a base for another class since I've been slack with entering the big competitions on time. Pretty quick draft that I'll flesh out at some point. Haven't decided on hero name or heropower yet. As always, feedback is more than welcome :P
THE MECHROMANCER
Necromancers use magic to bring back the dead, mechromancers use machines!
Current themes: Cards that refer to "exact" copies of things. Basically meaning keeping all enchantments and damage.
Keyword: Salvage
Example Cards:
Simple use of salvage. Solid removal if you're playing bigger pirates. Works even with only 1 dead pirate. Pirates aren't really a theme for the class but I like doing strong one offs to make odd choices worth thinking about. I am tempted to make this guy a mech and pirate, making duel tribes a thing for the class.
Decent example of the exact copy thing the class will do.
This guy is a powerhouse but also deceptively complicated. Effect is pretty much card text. You can just play almost no minions so you can get the effect you want, or you could have lots of salvage cards to get minions you don't want out of the pool. Combo's well with Inspired Schematic.
Here's a complicated use of salvage so I can explain the finer details of it. If you don't have 4 minions in the pool the battlecry wont trigger as you can't complete it. If you have exactly 4 minions, you'll get 3 random ones to choose attack from, then the 3 you didn't choose for health, then the 2 remaining for cost, and you'll only have one option for the effect choice.
Unsure if I'll keep secrets as a theme but I'm gonna play around with them. They'll be 4 cost, with very easily triggered conditions, and most of them will use salvage (which you do when you cast the secret, your opponent doesn't see the choice).
Kudos for being the first, from what I can tell, to use this border.
I don't like how you're using the keyword. The common and epic minion use it fine, but then your legendary sort of just throws the tooltip definition out the window. Your secret also might be very restrictive. If your opponent sees your salvaging, and then the secret pops up, they'll know exactly which secret it is, unless *all* your secrets salvage a minion, hence, restricting design space.
I'm sure this is in your future plans, but you'll probably have resurrecting mechanics in order to make use of the "remove from pool", right? That'll be interesting to see.
I would probably have to see the Hero Power to comment more but it is an intriguing start.
Thanks for the reply! I'm surprised it hasn't been used before as it seems like it'd fit a fair few classes really well.
The legendary is a bit of a mess, but I do want to have cards that salvage form multiple minions. Something like "Battlecry: Salvage Attack, and Health from 2 minions". Maybe in those cases I need to make it more specific so it's clear, like "Battlecry: Salvage Attack from a Beast, and Health from a Dragon". I'm happy having all the secrets use salvage and think I can work with it well, but the text limit might be too hard to work around. I'll play around with some ideas and see if it works out.
Resurrecting wont be a main theme, but pool manipulation will still be important. For example, you could build a deck that uses pirates early game and then clears them from the pool with selective salvage cards, allowing the epic to always get effects from big cards like Ragnaros and Sylvanas. Stuff along those lines is what I'm aiming for.
Quick question, does combining card effects create non-functional cards? I haven't played HS in awhile and I'm rusty at class design, but I remember avoiding combining text in the past cards. The epic can already basically combine card text if you use the spell with him. I can always limit stuff to tribes if I need to.
Hi everyone! So I enjoy making classes and I've made a few here and there that I've decided to update. This thread is kind of going to be a place for me to keep all my classes in one place, get feedback, and post updates!
In the main post I'm going to include my most recent class, the scribe!
The Scribe
Class Details:
Intro:
Remember all those powerful scrolls from dungeon crawlers and World of Warcraft that need no magical ability to use? Have you ever wondered what would happen if a random guy just casually decided to grab a few bags full of those and run around like a lunatic? Well wonder no longer! I present to you, Gabriel Gillian, the Scribe!
Hero Power:
A scribes magic comes from scrolls and tomes, which comes with one big advantage, if you use a scroll and you need another, just draw one up (Gabriel is quite the artist)! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome
These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once. Cool note about tomes in the classic set: There are 5 tomes total, a 1, 2, 3, 4 and 5 cost!
Class Themes:
- Controlled RNG effects.
- Effects with a duration.
- The condition of "If your opponent controls no minions" on cards.
- Cards that affect adjacent minions.
Strengths:
- Extremely versatile hero power that you can adapt to your opponent.
- Strong card draw.
- Stronger while opponents board is cleared (KILL ALL THE THINGS!!).
Weaknesses:
- No healing (some preemptive pseudo healing options are available however).
- Limited direct damage and simple finishers (usually wins through complete domination!).
- Weaker while behind on board (as you have less control over your controlled RNG effects, and no good comeback cards).
Example Cards:
Tome Strike is a great removal tool for any Tome deck. Simple but powerful.
Scroll of Fire is the perfect example of the controlled RNG effects the class uses. If your ahead you can likely exactly control the outcome of the card. However the bigger your opponents board, the less control you have over the card and the worse it becomes.
Tome of Unity shall be my example Tome! It would pop up in the same place as secrets and quests and either player could see it. All your minions would have +1/+1 similar to the buff from Southsea Captain. However once all your minions are cleared and you have an empty bored, the Tome will be destroyed and new minions wont get the buff.
Basic Cards:
Classic Cards:
Omens:
Other Cards:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Next up,
Class: Alchemist
Frustrated with the limitations of traditional alchemy, Wulfrum
abandoned his training in Stormwind and begin his own experiments.
He joined the scourge as an acolyte to gain access to corpses, diseases, and many other ingrediants
that would have disgusted his old teacher. His affiliation with the scourge soon became a lot more
permanent after one of his experiments resulted in his death. He was resurrected to serve once more
in the armies of the Lich King. Now with all the time in the world, Wulfrum decided to see just how far
he could go with alchemy. A terrifying concept to those who have seen his vile work
and fear there's no line he wont cross.
Boomsday:
Tokens:
Witchwood:
Tokens:
Kobolds and Catacombs:
Tokens:
KotFT:
Tokens:
Un'Goro:
Tokens:
OniK and MsoG
Tokens (Accident Secrets shown in WotoG set):
LoE and WotoG:
Accident Secrets:
BrM and TgT
Tokens:
Justicar Hero Power:
Naxx and GvG:
Tokens:
Classic Set:
Tokens:
Basic Set:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
My newest class being made for the new competition is here!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Basic Cards
Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately)
Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally.
Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked.
Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic).
Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.
Flame Bowman: Another example of the classes cards that are only effective against minions.
Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards).
Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early. A fairly strong card as early when it's best you likely wont have a weapon.
Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common.
Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.
Classic Cards
Descriptions to come.
Tokens:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I have finished my Knights of the Frozen Throne set for the alchemist! Here it is:
Cards:
Tokens and Notes:
Bottled Damnation: The cheapest way (dust wise) for players to try out death knight cards. I figured it fits the class given Wulfrum is a borderline death knight to begin with. It's also a MASSIVE buff to Professor Putricide (classic). Seeing as he doesn't get along well with the death knight card and it's lack of Versatile Potions, I figured I'd show him a bit of love!
Potionblood Brood: The random Versatile Potion's will not target undamaged friendly characters (if possible), preventing the effect from fizzling so to speak.
Deathdrinker: It's important to note that this guy gains the deathrattles triggered on the last turn, ie, your opponents last turn. Thus you will somewhat rely on your opponent clearing your minions to get value out of this guy.
Prince Tenris Murkblood: The 1 cost prince nobody asked for! Because of the classes close affiliation with the scourge, I figured it fit the class well. Plus the class has had enough giant legendaries in the past so it's time for a change! It's a strong control card that synergies well with Death's Duality. The lack of one cost cards is also a much bigger deal for this class than for others, with cards like Boiling Cauldron (basic) and Bottled Death (classic) being almost staple. In addition he doesn't work well with the new Potionblood minions from this set as they shuffle 1 cost cards into your deck.
Wulfrum, Potionblood: I wanted to have the cheapest deathknight card that could also do some work late game. For some decks the armor and new hero power will be enough, while others will want to utilize the reduced concoct effects. Since you wont be able to generate Versatile Potions with your hero power anymore, I added some solid concoct 1 cards that work well with the reduction, though cards like Watchful Gargoyle (classic) are pretty brutal with the reduction if you have Versatile Potions from other sources.
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"versatile potion" is about as uninspired a name as I can imagine
Okay, but try giving a bit more feed back than that. I think the tome mechanic is pretty neat. Also gj OP, great art choices and seems you out a lot of work into these.
Hi my dood.
Pro tip: When creating a Hero Power the pattern should be "Hero Power (bolded), change line +Text (Max 2/3 lines)"
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Damn really cool dude! I really like your ideas and great designs!
I think it suits given it is a hero power token, it's not meant to be the coolest sounding thing in the world. Plus it is rather versatile seeing as it can damage, heal, or be an ingredient in just about anything imaginable.
Thanks! Tome's are one of the mechanics I'm most happy with so I'm glad you like them! Fitting art can be a bit of a struggle to find due to needing so many different distinctive potions/scrolls/tomes but at least the challenge has made me a master of google images :P
The alchemist was my first class and I wasn't really aware of that back then. I've got it on my newer stuff, just need to update my original and upgraded alchemist hero power.
Thanks :D
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Almostfinished my Kobolds and Catacombs expansion for The Alchemist!Currently I just need to make the legendary minion, but the rest of the cards are below:
Cards:Tokens and Notes:
Potionblood Extract and Forgotten Formula complete the potionblood theme that was started in knights of the frozen throne.
Fumeeater Phantom triggers off versatile potions used for concoct effects given concoct effects discard the potions.
Bottled Peril will use any spell damage you have on board when the damage takes place, not when the spell is cast. However the spellstone will still increase the cards damage on the next turn.
Ivory Spellstone is a pretty solid addition to spell damage alchemist.
Spellflame Kobold pretty much turns your Versatile Potions into Shadow Bolts.
The Cleaving Concoction is unlike most of the other legendary weapons in that it gives an actual usable weapon to a class that would normally not have any. If you build up enough potions for it, it can be quite scary and act as a win condition. Though it can also be used with just a few potions if you're in need of removal.
Mord, the Lost Necromancer combines spell power alchemist with deathrattle alchemist and has some pretty insane synergies to justify his legendary status. The most notable combos are with Death's Duality (KotFT), Deathdrinker (KotFT), and Advanced Study (basic).
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Just finished my Witchwood expansion for The Alchemist! I'll add these and my Kobolds and Catacombs cards to the main post soon.
Cards:
Tokens and Notes:
With beast and spell damage decks both in strong spots, I wanted to focus on the alchemists original purpose, pure control. I also wanted to add options mainly for even decks as odd decks were already well represented this expansion and the 0 mana Versatile Potions from Baku the Mooneater are scary enough without needing support.
Note the upgraded hero power was made ages ago for Justicar Trueheart, I need to remake it and add "Hero Power:" to the top line. I'll get around to it eventually!
Bottled Severance is a pure control card that'll help you out-value your opponent.
Bottomless Cauldron is a very useful combo card, and it combos insanely well with Bottled Severance late game.
Blood Brewer is my even support card! It truly shines when it comes to healing your hero.
Moribund is another out-value card. Another control deck is gonna have a hell of a time getting rid of this guy for good. I originally had him costing more and shuffling in less cards but then he just seemed terrible compared to Fal'dorei Strider.
Ny-Rakath works by showing you 3 cards at a time and giving you arrows to cycle through your deck to find what you want. I made a quick example of what it might look like:
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I have finished my Boomsday set for The Alchemist! This means that the alchemist is now 100% complete with every set to date.
For boomsday my classes branch of science was basically necromancy mixed with technology. Which in short means, MECHA LICHES!!
Cards:
Tokens and notes:
The Mecha Lich is the result of casting Escape the Flesh on Ancient Watcher.
Sluggish Rebooter: I originally wanted to make this a 2/2 without the deathrattle limiting effect but the death knight card would just break it completely.
Mutation Project: If either player dies from the initial 5 damage, they will stay dead. This can be used as a sort of Mind Blast or to gain a pile of armor.
Elixir of Magnetism: I've been learning art so I figured I should try draw a card. Hopefully the art isn't too terrible and out of place :P
Corpsecog Crawler: As it has 0 health it will die if played alone, healing your hero. You can still get the heal if you magnetize it, you just need to make sure it doesn't take any extra damage when it dies (thus dropping it below 0 health).
Escape the Flesh: The Mech will have the same attack, health, and mana cost as the target but will have no effect. A great use of this is on anything buffed (like a mass of magnetized mechs) as the copy you get in your hand will likely be cheap with high stats.
Volter's Ceaseless Deformation: Couldn't think of a decent shorter name but oh well. For mainly balance reasons, if you played this with 5 potions in hand it'd be treated like concoct (5) rather than concoct (1) repeating 5 times. This makes any concoct reducing effect not completely busted with it.
Volter, the Wired Lich: You might notice he's not actually a mech himself so that can make getting value out of him a bit difficult, but as I'll show you with a combo below, he's still very scary especially with the vanilla stats.
Quickly thought out combo:
Volter, the Wired Lich --> Mecharoo --> Escape the Flesh on Volter --> Skaterbot + Corpsecog Crawler on Mecharoo
Now you have a 6/2 with rush, when it dies your Volter (now Mecha Lich) will be a 9/6 with rush, and when that dies you'll get another 6/2 with rush (assuming you trade). If you trigger the Corpsecog Crawler deathrattle on them all that's also 18 health restored to your hero. This probably isn't the best combo but you can kinda see how Volter can really do some work. You can also use Death's Duality (KotfT) to transfer your magnetic upgrades twice and if you do that on a minion that can attack, you'll probably win.
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I've been hyped for the new expansion so I decided to do some Rastakhan's Rumble cards for my Alchemist class! I decided for my theme I would go with a vulture loa as the alchemist scavenges dead things to use in research and potions, so a vulture fit perfectly. Mechanically adding cards to your hand without drawing is the theme (this includes discover).
Tokens and Notes:
Token from Merciless Monster. The idea is Wulfrun can use feared monsters to lure in hunters for a prime testing or mind control specimen!
Potionfrothing Berserker / Tainted Drakkari: These two were to give alchemist some desperately needed meaty cards early on so they can try get ahead on board to get value with things like Spirit of the Vulture and Bottled Mojo.
Spiritstealer Maxnar: If you play him on his own he will destroy himself. Players with an even number of minions wont have any be destroyed.
Fester, the Vulture: Some important cards to note are Elixir of Reanimation (classic), Ny-Rakath, the Anchant (Witchwood), and Bone Scavenge (This set).
Will add more notes later!
Edit: I've come up with a new version of Maxnar. I like the old version but the new one has much better synergy with Spirit of the Vulture and feels more legendary. I'll probably bring the old version back in another set as an epic without taunt.
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Now that the alchemist is done, I'm gonna start working on The Scribe again! Till then, here are some Scribe cards I made way back when I was originally making the class but never posted as they were for future sets. I may change or get rid of a few when I do the full sets but we'll see!
Old Gods + Karazhan:
MSoG:
Un'goro:
KotFT:
Any feedback is always welcome and appreciated! :D
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Tome of Unity is not that clear, and that's the card you introduce Tome lol. Other Tome cards have an "until ..." part in their text, that one does not have any. "Until you have an empty board" might be included. Can you play this card on an empty board, it's not clear either.
I completely agree. I remember having real trouble thinking of how to word it using 'until' at the time. "Until you control no minions" seems pretty solid though so I shall change it! I really liked the tome dispite the wording so I still used it as the example but that was probably a bit silly. As for the playing with an empty board part, I hadn't actually thought about that. I guess I'll have it so you can cast it but it's instantly destroyed just so that option is there if it's ever needed. Though even without changing the wording I could have it not castable similar to Brawl (which based on the text alone should be castable with only 1 minion on board).
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Your minions have +1 / +1, until you control no minions.
Yeah, this version seems so much better.
You wouldn't want people to play it and see it get destroyed immediately lol. Being not castable sounds fine. When one tries to play it, game would tell that you don't have any minions on board.
This Tome would be great with a Stealth minion. Tome would stay on board unless the Stealth minion gets removed with an AoE.
Decided to do a base for another class since I've been slack with entering the big competitions on time. Pretty quick draft that I'll flesh out at some point. Haven't decided on hero name or heropower yet. As always, feedback is more than welcome :P
THE MECHROMANCER
Necromancers use magic to bring back the dead, mechromancers use machines!
Current themes: Cards that refer to "exact" copies of things. Basically meaning keeping all enchantments and damage.
Keyword: Salvage
Example Cards:
Simple use of salvage. Solid removal if you're playing bigger pirates. Works even with only 1 dead pirate. Pirates aren't really a theme for the class but I like doing strong one offs to make odd choices worth thinking about. I am tempted to make this guy a mech and pirate, making duel tribes a thing for the class.
Decent example of the exact copy thing the class will do.
This guy is a powerhouse but also deceptively complicated. Effect is pretty much card text. You can just play almost no minions so you can get the effect you want, or you could have lots of salvage cards to get minions you don't want out of the pool. Combo's well with Inspired Schematic.
Here's a complicated use of salvage so I can explain the finer details of it. If you don't have 4 minions in the pool the battlecry wont trigger as you can't complete it. If you have exactly 4 minions, you'll get 3 random ones to choose attack from, then the 3 you didn't choose for health, then the 2 remaining for cost, and you'll only have one option for the effect choice.
Unsure if I'll keep secrets as a theme but I'm gonna play around with them. They'll be 4 cost, with very easily triggered conditions, and most of them will use salvage (which you do when you cast the secret, your opponent doesn't see the choice).
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Kudos for being the first, from what I can tell, to use this border.
I don't like how you're using the keyword. The common and epic minion use it fine, but then your legendary sort of just throws the tooltip definition out the window. Your secret also might be very restrictive. If your opponent sees your salvaging, and then the secret pops up, they'll know exactly which secret it is, unless *all* your secrets salvage a minion, hence, restricting design space.
I'm sure this is in your future plans, but you'll probably have resurrecting mechanics in order to make use of the "remove from pool", right? That'll be interesting to see.
I would probably have to see the Hero Power to comment more but it is an intriguing start.
Thanks for the reply! I'm surprised it hasn't been used before as it seems like it'd fit a fair few classes really well.
The legendary is a bit of a mess, but I do want to have cards that salvage form multiple minions. Something like "Battlecry: Salvage Attack, and Health from 2 minions". Maybe in those cases I need to make it more specific so it's clear, like "Battlecry: Salvage Attack from a Beast, and Health from a Dragon".
I'm happy having all the secrets use salvage and think I can work with it well, but the text limit might be too hard to work around. I'll play around with some ideas and see if it works out.
Resurrecting wont be a main theme, but pool manipulation will still be important. For example, you could build a deck that uses pirates early game and then clears them from the pool with selective salvage cards, allowing the epic to always get effects from big cards like Ragnaros and Sylvanas. Stuff along those lines is what I'm aiming for.
Quick question, does combining card effects create non-functional cards? I haven't played HS in awhile and I'm rusty at class design, but I remember avoiding combining text in the past cards. The epic can already basically combine card text if you use the spell with him. I can always limit stuff to tribes if I need to.
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