I'm a bit late to the feedback party, and there are a ton of ideas so far, so I think I'll just feedback the last page and cL4wzHS, since (s)he's the only one who reviewed my previous post.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
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So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
I think the new Script mechanic is definitively a step in the right direction, although you need a lot of shuffle effects so that it's not too draw-dependant.
However, there are still several effects that synergize with the last card of your deck (even the Hero Power!), which kinda goes against the point of changing Script. I don't know :_D
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
I fear your class is too reminiscent of Druid, as that class already has Armor, Taunts and Hero attacks. I'd give it a slight redesign that still focuses on Hero attacks but has some other unique aspects (or less ideally, aspects already present other classes which are not Druid).
Also, I'm not sure people will like the Hollow Knight theme, although I might be wrong.
Hi everyone. Last year I was to late to join the CCC but this time around I want to be part of it. I don't have much experience with card creation so I'm looking for as much feedback as possible. Withot further ado, here it comes :
THE DETECTIVE
A class all about solving mysteries with style
Being a big fan of the game "professor Layton", I wanted to build a class around it.
The professor is a true gentleman, which in game translates to effects that apply to both players (like the hero power)
He is also a smart detective, quick to pick up hints and solve puzzles. Puzzles are token cards unique to this class that play into the control focus of the class, as well as enabling a mill archetype (the following cards should be from the Classic set, not the Basic cards, I'll change it enventually)
Now, you might think that the professor is just an old man solving ridiculously complex puzzles late at night, but he is more than that. He's a man of action, ready to step in and fight for justice.
Last but not least, he is accompanied by many friends, in particular he's loyal assistant Luke Triton who's eager to fight crime and make as many animal friends as possible.
Overall, this class has access to a lot of draw, powerful removal and some self sustain tools, making it great for Control and Combo archetypes, with some Mill options. It lacks raw power and stong minions, however, so it wouldn't be suited for Mid-range and Aggro decks.
Well I believe that'll about do it. I hope you like this class as much as I do. Any feedack will be very appriciated, especially in regard to balance or image sizing (I'm not sure that I'm doing it right...)
Very excited to take part in this competion !
The class mechanics are cool, but I would not go with Professor Layton theme. Especially because all cards feature the same characters.
I'd go with an aesthetic that fits Hearthstone better, while changing the name of some cards (for instance, Puzzle could be Clue instead). If you Google "detective fantasy artwork" or something like that, I'm pretty sure you can find very legit arts.
Okay and just a general question but which portrait seems better for my Weather Wizard? Cogito is making me doubt about so many things XD
And while I still want to show the keyword potential, I also wanted to show other type of cards, I really don't want to make a keyword just to make something flashy (and me getting stressed just by trying to make more spells than minions) so I brought a couple more cards here.
And as always I have serious complication making spells with interesting mechanics, as I don't want to make this the new Mage or Shaman.
I like the first artwork better, but the second one seems more like a weather mage. I'd still go with the first one, though.
As for the cards and mechanics, they are all right, although the whole Orb thing might be a bit too complex for being a core mechanic.
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
The Spiritwalkersare mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
The Gambler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his resources. I'm not quite sure yet, if the Power is too strong or too restrictive, but I just liked the concept.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
example:
I've been playing around with two different keywords I couldn't decide upon:
Both effects should work similar to the "Choose one" effects of Druid. So when playing a card, you might get something like this to choose from:
or
Both keywords could grant more flexibility, though bribe is a little harder to balance (but also more interesting imo).
As the hero power might burn down the deck quite fast, flexibility is the main benefit this class could grant you. Finding the right balance might be challenging - but I'll surely try!
Eager to hear your comments!
Really like the idea of the class. Not sure the hero power would work, since you can't target cards in your hand. Maybe make it left-most minion?
You might want to make seductive dancer only be able to target friendly minions, since you can't switch sides. Stunning waitress could probably be 2 mana.
Recruit is from your deck only, so unless you meant his minion, I'd change it to summon. That keyword is impossible to balance anyway, since late game you'd only get the benefit without the downside (unless it doesn't procc). I like All In better. I'm pretty sure, however, that the bouncer wouldn't get permanent stats.
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Classic: Weapon focus
Un'goro: Elemental focus, Discover
KnC: Weapon focus + buffing, armor
KoFT: Armor focus (decaying armor), taunt
Boomsday: Board manipulation, mechs
Witchwood: Shuffling, heal
RR: Discover, Miracle
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
Well, this is awkward. Our hero powers are literally identical.
As someone who's first CCC entry was a weapon-based class: don't. You'll find weapons are very limiting in terms of design, and you'll hit a roadblock down the line. Then again, you're a card design champion, so what do I know.
I won't comment on your basic and classic cards since those will inevitably change once phase II starts because of restrictions. Steeltipper doesn't seem that great, you loose a lot of Armor for a one attack weapon that, in a class focused on weapons, won't last long since you'll most likely want to change it. The quest reward is absolutely insane, it's 15 mana worth and gives you a full hand almost every time. Everything else seems ok.
So I've come up with a new keyword for my class along with a few cards that use it:
Feel free to come up with another name for it. Preferably one that's not 5 character too long.
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
Careful on the hero power. Keywords on it are not well received. Otherwise, I really like the class identity and the keyword. Just be careful with cost-specific cards, transmutating those can be very dangerous. (I'm gonna guess you didn't have the Ratsearcher tutor for a 2-cost because of Prince Keleseth)
The Spiritwalkersare mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
Really cool idea with the class. Something I want to know about Spectral: is it a keyword that activates in hand? Also, will you be able to shuffle the Willpower into wour deck? As for Brain Power, is that a permanent effect. Because it may be really strong, dependng on how many Spectral cards you have.
Really cool idea with the class. Something I want to know about Spectral: is it a keyword that activates in hand? Also, will you be able to shuffle the Willpower into wour deck? As for Brain Power, is that a permanent effect. Because it may be really strong, dependng on how many Spectral cards you have.
Spectral only happens in hand. I should specify that in the keyword tooltip, for sure.
You will be able to.
This is a very hard card to balance. It is permanent, but I suppose I could either make it 2 mana and temporary, or 4 mana and permanent.
Really cool idea with the class. Something I want to know about Spectral: is it a keyword that activates in hand? Also, will you be able to shuffle the Willpower into wour deck? As for Brain Power, is that a permanent effect. Because it may be really strong, dependng on how many Spectral cards you have.
Spectral only happens in hand. I should specify that in the keyword tooltip, for sure.
You will be able to.
This is a very hard card to balance. It is permanent, but I suppose I could either make it 2 mana and temporary, or 4 mana and permanent.
If you decide to make it permanent you have to keep in mind that casting two of those will make your willpower deal 4. I'd honestly make it temporary, you can still deal 12 damage in a turn with this and a bunch of willpowers in deck.
Quote from Pircival>>Fine, I'll present my class the usual way.
Well, this is awkward. Our Hero Powers are literally identical.
As someone who's first CCC entry was a weapon-based class: don't. You'll find weapons are very limiting in terms of design, and you'll hit a roadblock down the line. Then again, you're a card design champion, so what do I know.
I won't comment on your basic and classic cards since those will inevitably change once phase II starts because of restrictions. Steeltipper doesn't seem that great, you loose a lot of Armor for a one attack weapon that, in a class focused on weapons, won't last long since you'll most likely want to change it. The quest reward is absolutely insane, it's 15 mana worth and gives you a full hand almost every time. Everything else seems ok.
So I've come up with a new keyword for my class along with a few cards that use it:
Feel free to come up with another name for it. Preferably one that's not 5 character too long.
Most Hero Powers are similar, there's very limited design space for Hero Powers. Honestly? With aura weapons, I feel like I can do a lot with weapons. On attack effects, regular auras with decay, changing Attack auras, etc. means that for weapons, I can make much more than the usual weapons class. I share your concerns with Steeltipper, but Archeologist should be able to survive in a deck that only runs 1 weapon. Constant attack for the rest of the game is pretty decent as a free ping and win condition. For the quest reward, I compared it to Megafin. Losing out on the body and synergies makes it about equal to the Discover benefits.
Morphilibrium seems like a weird keyword just because of how long it is. It's pretty hard to trigger because minions will usually take a bit more or less damage. The idea is neat, but I can't see it working out in-game. Maybe Sync?
Bump with update. New cards and first draft of showcase cards.
And I'm the only class in this entire competition without a new keyword.
Notes:
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.
Current showcase cards:
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flaming War Axe does exactly that! Swing in with axe, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chaser is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Icewielder in particular will require play order to deal with.
Additional cards:
I'm considering moving Purge of Flames to Classic as minion positioning is becoming a theme. Also optionally seeking for a new name for Tar Monster.
Are any of these better?
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Click the image to go to my custom Time Traveler class.
The Spiritwalkersare mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
First thing I want to mention. Ol' Faithful's art is already used on War Kodo. I've seen a surprising number of people make this mistake, so don't feel bad. I'm also not a fan of the Hero Power. It's not as clunky as Bountiful Seas, but it's not as effective. The Hero Power literally does nothing on the turn you play it.
Spectral is an okay-ish keyword, reminiscent of Quick-Time to me. You have to play the card on the same turn you draw it if you don't want a "Willpower", and without something like Glimpse, this becomes a problem. You'll need cards to control this in a way, like I do with Quick-Time in Time Traveler. I think Reservoir was a much better keywords.
Willpower itself seems fine, reminiscent of Ocean Depths. I would say basing a whole class around it seems very gimmicky, but I suppose it's about as gimmicky as Ocean Depths.
Ol' Faithful, aside from what I said about the name, is a basic idea with Spectral. It can be seen as either a better or worse Frostwolf Grunt depending on your perspective (and Frostwolf Grunt is not a card you want your card to be compared to).
Brain Power I'm assuming is permanent? It seems pretty cool.
Sweet Dreams Hammer has an interesting idea, but the name is pretty terrible.
Spirit of the Bear seems okay, but it's hard to tell what it would be like without other Overkill cards. It also assumes the Spiritwalker's Overkill cards will be very good and most of the class will have it, because let's be honest, most of the Neutral Overkill cards aren't that great.
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Click the image to go to my custom Time Traveler class.
Ok, so I finally have time to post some of my content. Watch the glory of the powerful...
Reality Shaper!!!
What are Form cards? They are four cards that cannot be played and have disruptive effect on played cards. Just look:
As you can see each of them activates one time, and then it's destroyed. (It's not discarded because discard warlock exists)
So, to the cards:
Reality Shaper has many card draw. Sometimes for you, sometimes for your opponent. His Hero Power and Classic Legendary, Stellas Coactore, shows us mill mechanics that Reality Shaper has more than any other class. Of course not too much, since that could make meta sick. Then you should take a look at Collect Energy. It showcase spell synergy which this class also have, however you can be sure his spells won't be like Mage or Priest ones. He uses spell generate and card draw, to get many spells, and then he won't just shoot them into face, but use them as fuel for his spell oriented cards. Another example of spell generating/drawing card is Energy Flow. Also it's an example of 4 Mana Secrets this class use. Another mechanic common to Reality Shifter is reducing stats. He won't just deal damage by smashing, but he'll destroy the whole mattery the object is made of. Example of card that use stat lowering is Reduction Light. Reality Shifter also have ways to get advantage from stat lowering. One of them is SilentBlocker.He could also easily counter aggro decks which are strong against this class.
List of themes for this class:
Main themes:
Card draw, Spells, Combos.
Other themes:
Mill/Deck disrupting, stats lowering, secrets.
Weaknesses:
Almost no burst, weak minions, tech cards that could be weak against some opponents, fatigue, weak against aggro
Most of the arts and names are in progress, also I could take some suggestions from you if you have any.
Feedback would be realy appreciated, also I would feedback some ideas posted here tomorrow ( I just realized that tomorrow is now).
Well, Howdy y'all. Hope you're having a good day, evening, whatever out there. There's some pretty neat stuff so far in this thread when I skimmed it. I'll get to looking through fully and giving some feedback once I get my stuff posted. I wasn't sure if I was going to jump into this because I kept drawing blanks and scrapping my ideas. (This is like, my 6th different class I brainstormed for. Each other one felt more restrictive, or I didn't fall in love in the flavor. Etc.) No keyword, not a lot of flash to show right now. I am not quite sure where I'm going fully with the class but I do feel I got a good base that I have eked out here. I'm open to any and all suggestions, direction, criticisms, whatever, lay it all on me. So, without further spiel from me let's get into it!
Introducing, The Runemaster. Runemasters, arcane barbarians, punch wizards, whatever you wanna call em, are a bit like a battle mages and monks love child with a cool name as an added bonus. More lone wanderers and wardens of the world. They harness arcane power to improve their own fighting prowess. Capable brawlers in their own right, they seek out battle and are prone to putting themselves in dangerous situations for nothing more than the thrill of the engagement.
I think the cards kind of speak for themselves right now. Outside of Gushing Blow they all mostly have synergies with each other. Clearly a class that wants to try and mow you down with sword and sorcery abound. I thought Gushing Blow would be a pretty cool control/tempo card to force your opponent to go from a bad situation to worse. Not part of the base/classic set but something to add to one of the expansions down the line as power levels increase. I really like the 'Enrage' type effect. Not everything is solely designed around that, but it's a main core component. I'm not sure if this is fully balanced or not. I feel most of it is pretty on target though.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
tl:dr List of Changes
Bribed Dealer - Changed from Basic to Classic set.
Lady Reine - Cost reduced from 7 to 6 Mana.
Planned Sacrifice - Text changed from "Burn" to "Discard".
Sleight of Hand - From 4 to 3 Mana.
Opinions on changes wanted
to or ?
Discard Mechanic Suggestion (by McF4rtson)
Wanted to get some opinions on this before I started making actually cards for this mechanic. I'll just go with the way he called it and call it "Variable Discarding". Basically when you discard a card, if it was a Spell do X. Or if it was a Minion do Y. This can also extend to Tribes for even stronger bonuses and maybe even costs. I made two really basic examples which I'm showing below, I didn't really try balancing much but they should be alright. The important part that I want feedback on is the text.
"Shuffle to the bottom of the deck" Theme
Okay so while it was always meant to be a major part of the class, I didn't make many cards for it before. Only two actually, one of which I stopped posting because I forgot about it so I'll include it below. Basically these are cards which get cards that you want to the bottom of the deck. Going to try make these few examples as diverse as posible to show the different types of cards they can be.
Going to be reviewing the classes I haven't done yet tomorrow, obviously people who give feedback will be prioritied as long as they have something new in their class.
So, people have been responding positively to my class but confuse about how the Legendary work. Here's a repost with explaination, card showcase selection and the Hero Power with the correct border:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The Deal effect also differs in that you have to choose more than one time if there is multiple Deal value. Here's an example:
When you play the card with multiple Deals, here's what will first appear on your screen:
If you pick the No Deal! option, you get the 2/4 minion. If you pick the Deal! option, this will pop up in your screen:
If you pick the No Deal! option, you pay 4 mana and have a 2/4 plus a 0/2. If you pick the Deal! option, the 6 option pops up. This repeat until you picked the 9 mana option.
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Reserve Cards:
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Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
tl:dr List of Changes
Bribed Dealer - Changed from Basic to Classic set.
Lady Reine - Cost reduced from 7 to 6 Mana.
Planned Sacrifice - Text changed from "Burn" to "Discard".
Sleight of Hand - From 4 to 3 Mana.
Opinions on changes wanted
to or ?
Discard Mechanic Suggestion (by McF4rtson)
Wanted to get some opinions on this before I started making actually cards for this mechanic. I'll just go with the way he called it and call it "Variable Discarding". Basically when you discard a card, if it was a Spell do X. Or if it was a Minion do Y. This can also extend to Tribes for even stronger bonuses and maybe even costs. I made two really basic examples which I'm showing below, I didn't really try balancing much but they should be alright. The important part that I want feedback on is the text.
"Shuffle to the bottom of the deck" Theme
Okay so while it was always meant to be a major part of the class, I didn't make many cards for it before. Only two actually, one of which I stopped posting because I forgot about it so I'll include it below. Basically these are cards which get cards that you want to the bottom of the deck. Going to try make these few examples as diverse as posible to show the different types of cards they can be.
Going to be reviewing the classes I haven't done yet tomorrow, obviously people who give feedback will be prioritied as long as they have something new in their class.
Most of these cards seem okay, but Faceless Stunt Double doesn't look like it needs both the Battlecry and Deathrattle. Probably just needs one. Street Magician also looks like it could be a 2/3 or 3/2.
So, people have been responding positively to my class but confuse about how the Legendary work. Here's a repost with explaination, card showcase selection and the Hero Power with the correct border:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The Deal effect also differs in that you have to choose more than one time if there is multiple Deal value. Here's an example:
When you play the card with multiple Deals, here's what will first appear on your screen:
If you pick the No Deal! option, you get the 2/4 minion. If you pick the Deal! option, this will pop up in your screen:
If you pick the No Deal! option, you pay 4 mana and have a 2/4 plus a 0/2. If you pick the Deal! option, the 6 option pops up. This repeat until you picked the 9 mana option.
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Reserve Cards:
To be honest, I feel like every keyword you make it just "Something: X". It gets a little bit old after a while, but I actually like Deal, so I think it's good. Make a Deal! is also an interesting Hero Power. Maybe you could even add a card that makes the Contracts progress to the next one (not sure how to word it).
All the showcase cards look okay. I actually understand Nexus-King Salhadaar perfectly fine, but 2 Basic and 3 Classic doesn't show much set variety. There's also the "no token" rule which might be interfered.
Power of the Void also is probably worded "Give your Spell Damage minions +1/+2."
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Click the image to go to my custom Time Traveler class.
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
@Giz4Gamer. I like the flavor of this class. Master Enchanter Ravius feels pretty strong, Given he basically silences away effects from a group of targeted keywords and gains them himself. Cool idea, I think I'd bump it up to an 8 at least with the same stat-line. Corrupt infusion feels a bit more like a warlock card, but since all nine classes are so diverse and basic there's bound to be crossover, right. Plus, with how many competitions that have been run? It can be hard to find something unique. I like it, nice card. Arcane Muzzle is my favorite card here. Simple, glorious card.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
@Shatterstar, I am all about them etherals. Last time I tried(And failed to make it past round 1) with an etheral inspired class I dubbed the Aethermancer. Etherals are cool. Your hero power and class however, is complicated and overblown. I'd scrap it entirely and go with something else. Remember, hero powers are basic (0 cost mana spell worthy) effects that your class has. What you got does not fit that bill at all. Cheap, easy access to spell damage is dangerous and I think you are overplaying yourself with it here, heavily. The deal keyword definitely could work. There's no way that Nexus-King Salhadar is remotely balanced nor would it feel intuitive to play. Vir'aani trader is the only card that works for me right now. Good usage of your keyword while not being exploitable. Collapsing void should be 4 mana. Especially if you really want to continue on the path of cheap access spell damage. (Which, again, I urge you to not do.) I think I'd go back to the drawing board on this one.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
I'm known for not being a big fan of things that don't really fit hearthstone. What can I say. I love my wow lore. That being said, I do like hollow-knight so I'm not 100% opposed as I normally am. Bias, eh. Lol. Anyway more so about your cards. 5 mana 3/7 is a straight up bad stat-line for the downside. Beef that card up or make it 4 mana. Hive Knight needs a name change. Legendaries don't have generic sounding names for a reason! They are supposed to sound cool and powerful, or unique. The added cards definitely added more insight into your class design. The fury cards seem pretty balanced to me.
The Gambler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his resources. I'm not quite sure yet, if the Power is too strong or too restrictive, but I just liked the concept.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
example:
I've been playing around with two different keywords I couldn't decide upon:
Both effects should work similar to the "Choose one" effects of Druid. So when playing a card, you might get something like this to choose from:
or
Both keywords could grant more flexibility, though bribe is a little harder to balance (but also more interesting imo).
As the hero power might burn down the deck quite fast, flexibility is the main benefit this class could grant you. Finding the right balance might be challenging - but I'll surely try!
Eager to hear your comments!
@Muddler Honestly your heroes card art unsettles me. Something about the coloring I think, I can't explain it. I just hate it. Your hero power is a little complicated and I'm not sure really fits the class you've presented so far. Seductive minion, I like positioning effects and its a good card. Stunning waitress seems good to me. All in is the better keyword I think. It'll provide more open design as you can do some cool effects with it. The card you show is good for it.
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Classic: Weapon focus
Un'goro: Elemental focus, Discover
KnC: Weapon focus + buffing, armor
KoFT: Armor focus (decaying armor), taunt
Boomsday: Board manipulation, mechs
Witchwood: Shuffling, heal
RR: Discover, Miracle
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
@Pircival. WOW, you put in a lot of work early huh. Man I wish I had your levels of dedication. I tend to only focus on the task at hand and that's it. Now I'm sure you know you can't show off token generating cards like the quest, but I do appreciate it being here to look at. Seems you like weapons, neat, it works. Uncover, I don't believe there are any random basic cards at all. They are called basic for a reason. Don't believe it should be here. Mystery Depths also feels a slight bit out of element, however since we won't be visiting GVG or other sets with a lot of heavy random effects you could sneak it into your core. I think you are way too heavy on weapon focus and too many things do Decay. There aren't a lot of classic cards with class specific keywords for a reason.
I do like the flavor and the general feel of the class, but I think it's a slight bit too cluttered at the moment.
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
@Wailor. Hero power shouldn't have a keyword. It needs to be simple and support your whole aesthetic. I know you want it to do that, but maybe add that effect to a hero card later down the road! Otherwise, I do really like this keyword. I think your other cards are solidly balanced. Mr. Clyde I imagine would be really useful in a deck that spawns a lot of lil dudes.
The Spiritwalkersare mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
@mcf4rtson. Passive hero powers are a no go for me and as an added bonus this one is directly stronger than Warlock's Hero Power. I would go back to the drawing board for that. But of course, that also destroys your willpower mechanic that you balanced around your hero power. I think a cheap damaging spell that cycles is also too strong. Especially one that cycles itself, even at the cost of other cards. Maylygos would love your 'downside'. I'm not really feeling this and I don't think a class should be balanced so heavily on the hero power.
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Classic: Weapon focus
Un'goro: Elemental focus, Discover
KnC: Weapon focus + buffing, armor
KoFT: Armor focus (decaying armor), taunt
Boomsday: Board manipulation, mechs
Witchwood: Shuffling, heal
RR: Discover, Miracle
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
Overall, I like the design of the class. You managed to created a weapon-focus class that is completely distinct in gamestyle and feel from Warrior, which is not easy to do.
Your showcase cards need more work, however. Rejan the Lost and Bonehatchling are just much more superior cards compare to Steeltipper (which is just bizarre and will likely limit design for weapon buffs) and Titan Gravedigging (which is just too random for my taste).
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
I feel like you need a new Hero Power. No basic Hero Power has a keyword on it.
I like the feel of your class with the crazy experiment and buff. However, you really need to put a big draw in there because the class as of right now would just collapse without any substantial draw.
Bump with update. New cards and first draft of showcase cards.
And I'm the only class in this entire competition without a new keyword.
Notes:
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.
Current showcase cards:
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flaming War Axe does exactly that! Swing in with axe, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chaser is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Icewielder in particular will require play order to deal with.
Additional cards:
I'm considering moving Purge of Flames to Classic as minion positioning is becoming a theme. Also optionally seeking for a new name for Tar Monster.
Are any of these better?
The new cards created a much better feel of the class and helped distinguish (a little more) from Mage. So I think you did a decent job.
Well, Howdy y'all. Hope you're having a good day, evening, whatever out there. There's some pretty neat stuff so far in this thread when I skimmed it. I'll get to looking through fully and giving some feedback once I get my stuff posted. I wasn't sure if I was going to jump into this because I kept drawing blanks and scrapping my ideas. (This is like, my 6th different class I brainstormed for. Each other one felt more restrictive, or I didn't fall in love in the flavor. Etc.) No keyword, not a lot of flash to show right now. I am not quite sure where I'm going fully with the class but I do feel I got a good base that I have eked out here. I'm open to any and all suggestions, direction, criticisms, whatever, lay it all on me. So, without further spiel from me let's get into it!
Introducing, The Runemaster. Runemasters, arcane barbarians, punch wizards, whatever you wanna call em, are a bit like a battle mages and monks love child with a cool name as an added bonus. More lone wanderers and wardens of the world. They harness arcane power to improve their own fighting prowess. Capable brawlers in their own right, they seek out battle and are prone to putting themselves in dangerous situations for nothing more than the thrill of the engagement.
I think the cards kind of speak for themselves right now. Outside of Gushing Blow they all mostly have synergies with each other. Clearly a class that wants to try and mow you down with sword and sorcery abound. I thought Gushing Blow would be a pretty cool control/tempo card to force your opponent to go from a bad situation to worse. Not part of the base/classic set but something to add to one of the expansions down the line as power levels increase. I really like the 'Enrage' type effect. Not everything is solely designed around that, but it's a main core component. I'm not sure if this is fully balanced or not. I feel most of it is pretty on target though.
As of right now, your class desperately need a few more mechanic (most preferably unique class mechanic) because all the cards I can see can be easily be printed as a Warrior card. Your class is called the Runemaster and there is not a single Rune created for example.
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First thing I want to mention. Ol' Faithful's art is already used on War Kodo. I've seen a surprising number of people make this mistake, so don't feel bad. I'm also not a fan of the Hero Power. It's not as clunky as Bountiful Seas, but it's not as effective. The Hero Power literally does nothing on the turn you play it.
Spectral is an okay-ish keyword, reminiscent of Quick-Time to me. You have to play the card on the same turn you draw it if you don't want a "Willpower", and without something like Glimpse, this becomes a problem. You'll need cards to control this in a way, like I do with Quick-Time in Time Traveler. I think Reservoir was a much better keywords.
Willpower itself seems fine, reminiscent of Ocean Depths. I would say basing a whole class around it seems very gimmicky, but I suppose it's about as gimmicky as Ocean Depths.
Ol' Faithful, aside from what I said about the name, is a basic idea with Spectral. It can be seen as either a better or worse Frostwolf Grunt depending on your perspective (and Frostwolf Grunt is not a card you want your card to be compared to).
Brain Power I'm assuming is permanent? It seems pretty cool.
Sweet Dreams Hammer has an interesting idea, but the name is pretty terrible.
Spirit of the Bear seems okay, but it's hard to tell what it would be like without other Overkill cards. It also assumes the Spiritwalker's Overkill cards will be very good and most of the class will have it, because let's be honest, most of the Neutral Overkill cards aren't that great.
Yes I know it's used. I don't mind.
It's not reminiscent of Quick-Time to me, you have my word on that.
Why shouldn't it be compared to a basic card? The whole point of this card is to show how it can be a flexible choice, you either play it for a body or you save it for later.
As usual, your critique is scathing, perhaps needlessly so.
@mcf4rtson. Passive hero powers are a no go for me and as an added bonus this one is directly stronger than Warlock's Hero Power. I would go back to the drawing board for that. But of course, that also destroys your willpower mechanic that you balanced around your hero power. I think a cheap damaging spell that cycles is also too strong. Especially one that cycles itself, even at the cost of other cards. Maylygos would love your 'downside'. I'm not really feeling this and I don't think a class should be balanced so heavily on the hero power.
I don't see how it's directly stronger. You don't have to pay, but you don't get the topdeck. It is fairly passive, true enough, but a lot of the Spiritwalker's cards actually have this effect, doing things at the start of your next turn.
Malygos costs 9... and the class doesn't have a way to cheat it out. Even with a Thaurissian tick, you get 14 damage which is far less what Druid can do now, and back during BRM.
It's not so much balanced against a hero power rather than complementing it. I did have an older version of Spectral where the card was outright discarded instead. Perhaps that would be better?
I'm a bit late to the feedback party, and there are a ton of ideas so far, so I think I'll just feedback the last page and cL4wzHS, since (s)he's the only one who reviewed my previous post.
I think the new Script mechanic is definitively a step in the right direction, although you need a lot of shuffle effects so that it's not too draw-dependant.
However, there are still several effects that synergize with the last card of your deck (even the Hero Power!), which kinda goes against the point of changing Script. I don't know :_D
I fear your class is too reminiscent of Druid, as that class already has Armor, Taunts and Hero attacks. I'd give it a slight redesign that still focuses on Hero attacks but has some other unique aspects (or less ideally, aspects already present other classes which are not Druid).
Also, I'm not sure people will like the Hollow Knight theme, although I might be wrong.
The class mechanics are cool, but I would not go with Professor Layton theme. Especially because all cards feature the same characters.
I'd go with an aesthetic that fits Hearthstone better, while changing the name of some cards (for instance, Puzzle could be Clue instead). If you Google "detective fantasy artwork" or something like that, I'm pretty sure you can find very legit arts.
I like the first artwork better, but the second one seems more like a weather mage. I'd still go with the first one, though.
As for the cards and mechanics, they are all right, although the whole Orb thing might be a bit too complex for being a core mechanic.
Fine, I'll present my class the usual way.
Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Basic:
Link: https://imgur.com/a/sUl5fAA
Fossils: (will be changed later)
Classic:
Link: https://imgur.com/a/sUl5fAA
Extras:
Link: https://imgur.com/a/YZ835in
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
After giving some feedback, I'll post my stuff.
The Alchemist
One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.
(I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)
In order to support Transmute, the Alchemist has in-hand and shuffle effects:
Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:
K, here's a mockup of my submission post.
This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.
To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*.
Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.
Here are my example cards
The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.
Really like the idea of the class. Not sure the hero power would work, since you can't target cards in your hand. Maybe make it left-most minion?
You might want to make seductive dancer only be able to target friendly minions, since you can't switch sides. Stunning waitress could probably be 2 mana.
Recruit is from your deck only, so unless you meant his minion, I'd change it to summon. That keyword is impossible to balance anyway, since late game you'd only get the benefit without the downside (unless it doesn't procc). I like All In better. I'm pretty sure, however, that the bouncer wouldn't get permanent stats.
Well, this is awkward. Our hero powers are literally identical.
As someone who's first CCC entry was a weapon-based class: don't. You'll find weapons are very limiting in terms of design, and you'll hit a roadblock down the line. Then again, you're a card design champion, so what do I know.
I won't comment on your basic and classic cards since those will inevitably change once phase II starts because of restrictions. Steeltipper doesn't seem that great, you loose a lot of Armor for a one attack weapon that, in a class focused on weapons, won't last long since you'll most likely want to change it. The quest reward is absolutely insane, it's 15 mana worth and gives you a full hand almost every time. Everything else seems ok.
So I've come up with a new keyword for my class along with a few cards that use it:
Feel free to come up with another name for it. Preferably one that's not 5 character too long.
Dammit, I was about to post an Alchemist class with that exact same keyword, but yours is better :(
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Careful on the hero power. Keywords on it are not well received. Otherwise, I really like the class identity and the keyword. Just be careful with cost-specific cards, transmutating those can be very dangerous. (I'm gonna guess you didn't have the Ratsearcher tutor for a 2-cost because of Prince Keleseth)
Really cool idea with the class. Something I want to know about Spectral: is it a keyword that activates in hand? Also, will you be able to shuffle the Willpower into wour deck? As for Brain Power, is that a permanent effect. Because it may be really strong, dependng on how many Spectral cards you have.
If you decide to make it permanent you have to keep in mind that casting two of those will make your willpower deal 4. I'd honestly make it temporary, you can still deal 12 damage in a turn with this and a bunch of willpowers in deck.
Most Hero Powers are similar, there's very limited design space for Hero Powers. Honestly? With aura weapons, I feel like I can do a lot with weapons. On attack effects, regular auras with decay, changing Attack auras, etc. means that for weapons, I can make much more than the usual weapons class. I share your concerns with Steeltipper, but Archeologist should be able to survive in a deck that only runs 1 weapon. Constant attack for the rest of the game is pretty decent as a free ping and win condition. For the quest reward, I compared it to Megafin. Losing out on the body and synergies makes it about equal to the Discover benefits.
Morphilibrium seems like a weird keyword just because of how long it is. It's pretty hard to trigger because minions will usually take a bit more or less damage. The idea is neat, but I can't see it working out in-game. Maybe Sync?
Bump with update. New cards and first draft of showcase cards.
And I'm the only class in this entire competition without a new keyword.
Notes:
This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.
Current showcase cards:
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flaming War Axe does exactly that! Swing in with axe, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chaser is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Icewielder in particular will require play order to deal with.
Additional cards:
I'm considering moving Purge of Flames to Classic as minion positioning is becoming a theme. Also optionally seeking for a new name for Tar Monster.
Are any of these better?
Click the image to go to my custom Time Traveler class.
First thing I want to mention. Ol' Faithful's art is already used on War Kodo. I've seen a surprising number of people make this mistake, so don't feel bad. I'm also not a fan of the Hero Power. It's not as clunky as Bountiful Seas, but it's not as effective. The Hero Power literally does nothing on the turn you play it.
Spectral is an okay-ish keyword, reminiscent of Quick-Time to me. You have to play the card on the same turn you draw it if you don't want a "Willpower", and without something like Glimpse, this becomes a problem. You'll need cards to control this in a way, like I do with Quick-Time in Time Traveler. I think Reservoir was a much better keywords.
Willpower itself seems fine, reminiscent of Ocean Depths. I would say basing a whole class around it seems very gimmicky, but I suppose it's about as gimmicky as Ocean Depths.
Ol' Faithful, aside from what I said about the name, is a basic idea with Spectral. It can be seen as either a better or worse Frostwolf Grunt depending on your perspective (and Frostwolf Grunt is not a card you want your card to be compared to).
Brain Power I'm assuming is permanent? It seems pretty cool.
Sweet Dreams Hammer has an interesting idea, but the name is pretty terrible.
Spirit of the Bear seems okay, but it's hard to tell what it would be like without other Overkill cards. It also assumes the Spiritwalker's Overkill cards will be very good and most of the class will have it, because let's be honest, most of the Neutral Overkill cards aren't that great.
Click the image to go to my custom Time Traveler class.
Ok, so I finally have time to post some of my content. Watch the glory of the powerful...
Reality Shaper!!!
What are Form cards? They are four cards that cannot be played and have disruptive effect on played cards. Just look:
As you can see each of them activates one time, and then it's destroyed. (It's not discarded because discard warlock exists)
So, to the cards:
Reality Shaper has many card draw. Sometimes for you, sometimes for your opponent. His Hero Power and Classic Legendary, Stellas Coactore, shows us mill mechanics that Reality Shaper has more than any other class. Of course not too much, since that could make meta sick. Then you should take a look at Collect Energy. It showcase spell synergy which this class also have, however you can be sure his spells won't be like Mage or Priest ones. He uses spell generate and card draw, to get many spells, and then he won't just shoot them into face, but use them as fuel for his spell oriented cards. Another example of spell generating/drawing card is Energy Flow. Also it's an example of 4 Mana Secrets this class use. Another mechanic common to Reality Shifter is reducing stats. He won't just deal damage by smashing, but he'll destroy the whole mattery the object is made of. Example of card that use stat lowering is Reduction Light. Reality Shifter also have ways to get advantage from stat lowering. One of them is Silent Blocker. He could also easily counter aggro decks which are strong against this class.
List of themes for this class:
Main themes:
Card draw, Spells, Combos.
Other themes:
Mill/Deck disrupting, stats lowering, secrets.
Weaknesses:
Almost no burst, weak minions, tech cards that could be weak against some opponents, fatigue, weak against aggro
Most of the arts and names are in progress, also I could take some suggestions from you if you have any.
Feedback would be realy appreciated, also I would feedback some ideas posted here tomorrow ( I just realized that tomorrow is now).
Well, Howdy y'all. Hope you're having a good day, evening, whatever out there. There's some pretty neat stuff so far in this thread when I skimmed it. I'll get to looking through fully and giving some feedback once I get my stuff posted. I wasn't sure if I was going to jump into this because I kept drawing blanks and scrapping my ideas. (This is like, my 6th different class I brainstormed for. Each other one felt more restrictive, or I didn't fall in love in the flavor. Etc.) No keyword, not a lot of flash to show right now. I am not quite sure where I'm going fully with the class but I do feel I got a good base that I have eked out here. I'm open to any and all suggestions, direction, criticisms, whatever, lay it all on me. So, without further spiel from me let's get into it!
Introducing, The Runemaster. Runemasters, arcane barbarians, punch wizards, whatever you wanna call em, are a bit like a battle mages and monks love child with a cool name as an added bonus. More lone wanderers and wardens of the world. They harness arcane power to improve their own fighting prowess. Capable brawlers in their own right, they seek out battle and are prone to putting themselves in dangerous situations for nothing more than the thrill of the engagement.
I think the cards kind of speak for themselves right now. Outside of Gushing Blow they all mostly have synergies with each other. Clearly a class that wants to try and mow you down with sword and sorcery abound. I thought Gushing Blow would be a pretty cool control/tempo card to force your opponent to go from a bad situation to worse. Not part of the base/classic set but something to add to one of the expansions down the line as power levels increase. I really like the 'Enrage' type effect. Not everything is solely designed around that, but it's a main core component. I'm not sure if this is fully balanced or not. I feel most of it is pretty on target though.
tl:dr List of Changes
Opinions on changes wanted
to or ?
Discard Mechanic Suggestion (by McF4rtson)
Wanted to get some opinions on this before I started making actually cards for this mechanic. I'll just go with the way he called it and call it "Variable Discarding". Basically when you discard a card, if it was a Spell do X. Or if it was a Minion do Y. This can also extend to Tribes for even stronger bonuses and maybe even costs. I made two really basic examples which I'm showing below, I didn't really try balancing much but they should be alright. The important part that I want feedback on is the text.
"Shuffle to the bottom of the deck" Theme
Okay so while it was always meant to be a major part of the class, I didn't make many cards for it before. Only two actually, one of which I stopped posting because I forgot about it so I'll include it below. Basically these are cards which get cards that you want to the bottom of the deck. Going to try make these few examples as diverse as posible to show the different types of cards they can be.
Going to be reviewing the classes I haven't done yet tomorrow, obviously people who give feedback will be prioritied as long as they have something new in their class.
Thank you Kanye,
Very Cool.
So, people have been responding positively to my class but confuse about how the Legendary work. Here's a repost with explaination, card showcase selection and the Hero Power with the correct border:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The Deal effect also differs in that you have to choose more than one time if there is multiple Deal value. Here's an example:
When you play the card with multiple Deals, here's what will first appear on your screen:
If you pick the No Deal! option, you get the 2/4 minion. If you pick the Deal! option, this will pop up in your screen:
If you pick the No Deal! option, you pay 4 mana and have a 2/4 plus a 0/2. If you pick the Deal! option, the 6 option pops up. This repeat until you picked the 9 mana option.
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
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:
Most of these cards seem okay, but Faceless Stunt Double doesn't look like it needs both the Battlecry and Deathrattle. Probably just needs one. Street Magician also looks like it could be a 2/3 or 3/2.
The Exhibits depend on how the discard works.
To be honest, I feel like every keyword you make it just "Something: X". It gets a little bit old after a while, but I actually like Deal, so I think it's good. Make a Deal! is also an interesting Hero Power. Maybe you could even add a card that makes the Contracts progress to the next one (not sure how to word it).
All the showcase cards look okay. I actually understand Nexus-King Salhadaar perfectly fine, but 2 Basic and 3 Classic doesn't show much set variety. There's also the "no token" rule which might be interfered.
Power of the Void also is probably worded "Give your Spell Damage minions +1/+2."
Click the image to go to my custom Time Traveler class.
@Giz4Gamer. I like the flavor of this class. Master Enchanter Ravius feels pretty strong, Given he basically silences away effects from a group of targeted keywords and gains them himself. Cool idea, I think I'd bump it up to an 8 at least with the same stat-line. Corrupt infusion feels a bit more like a warlock card, but since all nine classes are so diverse and basic there's bound to be crossover, right. Plus, with how many competitions that have been run? It can be hard to find something unique. I like it, nice card. Arcane Muzzle is my favorite card here. Simple, glorious card.
@Shatterstar, I am all about them etherals. Last time I tried(And failed to make it past round 1) with an etheral inspired class I dubbed the Aethermancer. Etherals are cool. Your hero power and class however, is complicated and overblown. I'd scrap it entirely and go with something else. Remember, hero powers are basic (0 cost mana spell worthy) effects that your class has. What you got does not fit that bill at all. Cheap, easy access to spell damage is dangerous and I think you are overplaying yourself with it here, heavily. The deal keyword definitely could work. There's no way that Nexus-King Salhadar is remotely balanced nor would it feel intuitive to play. Vir'aani trader is the only card that works for me right now. Good usage of your keyword while not being exploitable. Collapsing void should be 4 mana. Especially if you really want to continue on the path of cheap access spell damage. (Which, again, I urge you to not do.) I think I'd go back to the drawing board on this one.
I'm known for not being a big fan of things that don't really fit hearthstone. What can I say. I love my wow lore. That being said, I do like hollow-knight so I'm not 100% opposed as I normally am. Bias, eh. Lol. Anyway more so about your cards. 5 mana 3/7 is a straight up bad stat-line for the downside. Beef that card up or make it 4 mana. Hive Knight needs a name change. Legendaries don't have generic sounding names for a reason! They are supposed to sound cool and powerful, or unique. The added cards definitely added more insight into your class design. The fury cards seem pretty balanced to me.
@Muddler Honestly your heroes card art unsettles me. Something about the coloring I think, I can't explain it. I just hate it. Your hero power is a little complicated and I'm not sure really fits the class you've presented so far. Seductive minion, I like positioning effects and its a good card. Stunning waitress seems good to me. All in is the better keyword I think. It'll provide more open design as you can do some cool effects with it. The card you show is good for it.
@Pircival. WOW, you put in a lot of work early huh. Man I wish I had your levels of dedication. I tend to only focus on the task at hand and that's it. Now I'm sure you know you can't show off token generating cards like the quest, but I do appreciate it being here to look at. Seems you like weapons, neat, it works. Uncover, I don't believe there are any random basic cards at all. They are called basic for a reason. Don't believe it should be here. Mystery Depths also feels a slight bit out of element, however since we won't be visiting GVG or other sets with a lot of heavy random effects you could sneak it into your core. I think you are way too heavy on weapon focus and too many things do Decay. There aren't a lot of classic cards with class specific keywords for a reason.
I do like the flavor and the general feel of the class, but I think it's a slight bit too cluttered at the moment.
@Wailor. Hero power shouldn't have a keyword. It needs to be simple and support your whole aesthetic. I know you want it to do that, but maybe add that effect to a hero card later down the road! Otherwise, I do really like this keyword. I think your other cards are solidly balanced. Mr. Clyde I imagine would be really useful in a deck that spawns a lot of lil dudes.
@mcf4rtson. Passive hero powers are a no go for me and as an added bonus this one is directly stronger than Warlock's Hero Power. I would go back to the drawing board for that. But of course, that also destroys your willpower mechanic that you balanced around your hero power. I think a cheap damaging spell that cycles is also too strong. Especially one that cycles itself, even at the cost of other cards. Maylygos would love your 'downside'. I'm not really feeling this and I don't think a class should be balanced so heavily on the hero power.
Overall, I like the design of the class. You managed to created a weapon-focus class that is completely distinct in gamestyle and feel from Warrior, which is not easy to do.
Your showcase cards need more work, however. Rejan the Lost and Bonehatchling are just much more superior cards compare to Steeltipper (which is just bizarre and will likely limit design for weapon buffs) and Titan Gravedigging (which is just too random for my taste).
I feel like you need a new Hero Power. No basic Hero Power has a keyword on it.
I like the feel of your class with the crazy experiment and buff. However, you really need to put a big draw in there because the class as of right now would just collapse without any substantial draw.
The new cards created a much better feel of the class and helped distinguish (a little more) from Mage. So I think you did a decent job.
As of right now, your class desperately need a few more mechanic (most preferably unique class mechanic) because all the cards I can see can be easily be printed as a Warrior card. Your class is called the Runemaster and there is not a single Rune created for example.
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:
Yes I know it's used. I don't mind.
It's not reminiscent of Quick-Time to me, you have my word on that.
Why shouldn't it be compared to a basic card? The whole point of this card is to show how it can be a flexible choice, you either play it for a body or you save it for later.
As usual, your critique is scathing, perhaps needlessly so.
I don't see how it's directly stronger. You don't have to pay, but you don't get the topdeck. It is fairly passive, true enough, but a lot of the Spiritwalker's cards actually have this effect, doing things at the start of your next turn.
Malygos costs 9... and the class doesn't have a way to cheat it out. Even with a Thaurissian tick, you get 14 damage which is far less what Druid can do now, and back during BRM.
It's not so much balanced against a hero power rather than complementing it. I did have an older version of Spectral where the card was outright discarded instead. Perhaps that would be better?