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).
Alright. I was uncertain about Rejan because it's a substitute for a classic Legendary. I suppose if enough people like it, it'll do. I should probably add Bone Hatchling for the cute factor, yea. Titan Gravedigging is supposed to support Discover decks, as I said. Is it too flashy for a showcase card? I don't know what would be best for showcase cards.
@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.
It's funny because I have received the opposite feedback. Over half of every class with a keyword has 7+ cards with that keyword! Shaman has 7 Overload cards, Rogue has 8 Combo cards, and Druid has 10 Choose One card. Maybe because it's that the cards with Decay come out as too bland? For Uncover, I thought that since Animal Companion existed in Basic, Uncover wouldn't be an issue. Your criticism for Mystery Depths makes sense, but I think it's fine considering the Classic set is super generic. Can you clarify what you mean by cluttered? You seem to both suggest that too much and not enough is going on. (Also, the quest is its own reward. That's why it's a showcase card.)
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
x
Reserve Cards:
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
x
Reserve Cards:
The Hero Power is way, way too complex. I see what you were going for, with the hero power cycling through the upgraded HPs of Mage, Priest, and Warlock, but that is not a Basic mechanic whatsoever. I like the deal mechanic, even though it's pretty much identical to the keyword Summoner, a finalist from the last comp, had. I'm afraid of 0-Mana Spell Damage because it seems like it could make burst and OTKs super easy because you play both of those, maybe another spell damage minion, and each spell deals 3 additional damage (especially tokens generated from your Hero Power!). Also, the Deal legendary feels redundant because Malygos exists. You should try to seperate the flavor from Warlock more, because you should be able to differenciate a Warlock and Ethereal card from name alone mostly. I'm not fond of what you're doing with Spell Damage synergy, because it's synergy is very obvious (Dealing damage), and you choose to go the redundant route and synergise with minions with Spell Damage instead. The Contract theme is fine, and if Contract generation was moved to Classic, pretty cool.
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Themes, rules and weaknesses of the class:
Strong boardclears
Weak stated minions
Minions are always on the defensive side (they heal, protect, reduce damage or destroy enemy minions)
Strong hero power interactions
Spells benefit from low health, unless they have tribal synergy
Self damage and self healing are core themes; Health is like a resource
No way to heal minions, only your hero
No aggro options, always control oriented cards
Since you want to be at low health for Death's Door, you are very weak to burst damage
Dragon synergy since blackrock, deathrattle synergy since WotOG, blood trolls + G'hun in RR (Hakkar is sady already a neutral legendary)
I made some reworks/new cards to better showcase the class' theme of benefiting from self damage:
Master Zugrashh: Reworked to be in line with the other classic class legends (all of them are designed to be a major threat; kill it now or lose the game type of deal). Similarly stated with Archmage Antonidas. Like the mage legendary, if you let this guy alive for one turn you are very screwed. At 8 mana your easiest combo is with the hero power, dealing 2 dmg to one target and 2 split dmg to other (or the same) targets.
Fiery Blood: The basic boardclear for the class. It punishes large boards, windfury and other hp/spell spam. However, you need to take damage, thus the enemy can just not attack you for one turn, becoming a pseudo-Frost Nova
Swamp healer: The old version was balanced around the old hero power. Now it's more in line with Earthen Ring Farseer, as it can heal for more, but it can only target you.
Blood Seal: New spell, the class needed some offence. Can be used as removal or as a finisher. Similar to Mind Blast, but has flexibility. Self damage can be transformed into enemy damage through Zugrashh. (this might not feel exciting enough, i'll probably change it later; is a number change enough or is the mechanic itself bad?)
Spontaneous Combustion: Comparable to Shadowflame, but it's triggered by your opponent. The minion is doomed to die, unless it gains divine shield, but if it is something like Ragnaros, this spell won't get rid of him. Might be too powerful on 4 mana, but i wanted to have another boardclear that doesn't cost 5.
Enduring Sethrak: Small guy made for a turn 1 play. The intended follow-up is a hero power on turn 2. This allows for early game control of the board. (is 2/3 on turn 2 ok or should i make it 1/3 base?)
Bloodlfame Bold and Serpentine Apprentice are the only cards who aren't changed/discarded. I'll make some another healing minion next for the basic set. Feedback is welcome and encouraged!
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.
Thanks for your feedback! I know that directly targeting cards in your hands is currently not possible, but I think the Hero Power should grant a selected discard to be viable. I could change the wording to:
Something like that should be technically possible. (It's basically identical to the Counterspell effect. You play a card without triggering its effects.) But the description is really clunky. So I hope I can leave it this way, assuming Blizzard would find a tech-solution...
The dancer is supposed to also target enemy minions! Just think about moving a Flametongue Totem to a position where it has inferior effect. The "can't change side" part is just to make clear that you can't steal an enemy minion (which would be OP).
You're absolutely right about the Recruit in Woo Away! I'll change it to Summon! Thanks for pointing that out!
And the Bouncer would surely get no permanent stats. I just didn't know how to simulate Buffs on Hearthcards... Sorry!
Regarding the Balancing of Bribe: I imagined that the lategame effect would be to grant the opponent Excess Mana - so basically a free carddraw. I know that this is quite strong, so the Bribe-effects would have to be strong also.
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.
I think Morphilibrium is cool! It's quite challenging (for the opponent also!) to keep track of the possible triggers. I like that!
I just see a problem with the Magma Guard: If he's 0 Mana - wouldn't that mean that his death is automatically Morphilibrium also? So the positive Deathrattle-effect will practically never trigger and you'll always suffer the damage yourself? Or did I get something wrong? So maybe change the Mana Cost to 1 to avoid that.
But I'm really curious what other cards you'll come up with! Keep up the work!
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
x
Reserve Cards:
I like the class idea of an Ethereal, so name and artwork are very fitting. I think the Hero Power should be allowed (The "Basic Totems" in Shaman aren't explained either...). It 's hard to predict the value, though, because the changing every turn will make it hard to play. But the idea is quite interesting and genuine.
But granting the option to actively choose so many different amounts of Mana might be annoying in actual gameplay (Hello Galvadon!) So I'd rather offer only two or three different Mana-Costs to keep it playable. (Having three options like Discover seems viable).
I personally also don't like the term "Deal". I have the feeling that it doesn't run well with the overall flavor of the Ethereals. "Deal" sounds more like something I'd expect with a merchant or trader kind of class. Maybe you could focus it more on the "magical-energy-void" theme and call it "Mana-Drain" or something? (I know that's a little longer, but would be more appropriate imo).
Keep up the work, though! I'd like to see where you are going!
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.
Thanks for your feedback! Regarding the Hero-Artwork: I appreciate your honesty! ;-) I'll try to find something more "Hearthstoney"!
I thought that the Hero Power fits the flavor of the gambler in terms of cheating /sleight of hand. I didn't want to focus the other cards on the Hero Power too much at this stage, because that would basically just involve effects regarding burning down your deck. (Warlock doesn't focus too much on the card draw, either. It's more on the self-damage part of the Hero Power).
So maybe I'll introduce more card-effects that depend on having few cards in your deck / in your hand.
I'd of course like to give some feedback on your Class also:
I like the overall concept and flavor of your Class. Though I see some practical problems regarding your Hero Power: As it is now, you can only use it, if you've got a minion on the board, right? (Like Binding Heal, you can't just use it to gain armor without having a targettable minion). I think, that's quite restrictive. Maybe you can change it to "Restore (1) Health to a character, gain (1) Armor". I know that this is not the same as actually increasing a minion's Health, but as your concept seems to aim on damage / healing effects, this could be more practical and can always be used to benefit your Hero.
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
x
Reserve Cards:
First of all, Ethereal is a race, not a class. From what I'm seeing your class would fit into either more of a Merchant type of class or Void mage. Void mages still could make deals, after all some are still ethereals. I'm saying this based on what I'm seeing here, since I don't see much you could do with the Ethereal concept alone.
I'm really not a fan of the Hero Power, as it brings unnecesary complexity to somethign that should be relatively basic. I think it'd be simpler if you could just make it randomly put one into your hand or make you choose one. That's just me, though.
why not try to include Discard as a mechanic, since it's the void we're talking about. Even though you generate tokens you can discard maybe you can find a way around it. Though maybe it sticks too close to Warlock then.
And since Ethereals are something of thiefs, maybe include card-recovering abilities like "Add to your hand the last card you've played" or something like that. Your class could probably take advantage of this.
You can always make cards that interact directly with tokens, such as Void Singularities an Contracts. Maybe, also cards that interact with card generation or hand size, since you can already put cards into your hand.
Deal is pretty cool, maybe make some more cards that, rather than directly interacting with it, take advantage of the increase in Mana cost it brings?
I'm just brainstorming, see what you think. Also I got some art you might find useful for the hero portrait, since it seems to be just a WoW screenshot.
This one's more on the void side. If you don't like that maybe it can be a legendary.
Ok so I'm here to give some feedback (even if I'm bad at it and I hadn't go through even first phase last time):
@cL4wzHS
Your class looks realy cool! I'm sure you'll get to the third phase, since your basic set also looks realy well. It has mostly simple, but funny cards. I love your idea of card drawing themed class, and 'last card in deck' idea. Your cards looks nice balanced, and the only cards I could change are Faceless Stunt Double, Splitting Image and Street Magician, since I don't think that adding cards to deck would be so strong, even if you know when you would draw them. 6/4/6 could be probably stats of basic minions which would draw you a card at battlecry. And drawing cards is much better than shuffling cards into deck. But, since you know where you put your card, I think you can keep the stats, but I'm sure this effect don't need to be Deathrattle. Same comes with splitting image, discarding a random card is huge payment for this effect. Street Magician could be cool, but since you need to discard a card earlier, and as dicarding in your showcased cards is random, sometimes you can discard a card that you realy don't wanna to be your next draw, so this effect can be even downside. I'd change the stats to 2/3.
@linkblade91
So you're idea is Freezing, death and resummon. That's nice, but as many mentioned, Freezing could be not good idea of Hero Power. However I'm sure that's not too strong itself. I think the problem comes with some kinds of decks that are already in game, and that could be easily destroyed by your Hero Power (like Kingsbane) and these decks against which Freezing is almost useless (like Spell Mage). However, your cards are realy nice, however I think that Onyxia and Phylactery Keeper are kinda weak. Somebody actualy meant Onyxia earlier, but Phylactery Keeper also has hard condition to be met.
@Demonxz95
Wow, a class with armor, spells, weapons and tribe synergy. What's best it's not similar to any other class! Hero Power looks nice, and concept of minion positioning is realy good. But' isn't Split the Ground a bit overcosted? I mean it has some crazy effect, but actually, it makes nothing by itself (also I'm curious what does your class represent in Boomsday). All other cards seems good balanced, and i hope you'll get further. I have an idea to change the name of Tar Monster to Tar Splasher, but I'm not native speaker, and I don't know if it sounds weird or not.
@Wailor
Transmute is realy nice keyword. Card/Hand effects are realy nice concept. Also your buffing style also seems good, and your cards are pretty balanced. Keep it up!
@Vilegloom
I'm not realy a fan of giving armor to minions, but maybe your class would be attractive to other people. Anyways cards you made looks balanced. Also I want to make sure if i know what Blazing Hammer does. I guess, it can target friendly minions, and if so, instead of attacking it you give it +1 Attack, this looses 1 Durability, and you cannot use weapon again this turn? I like this idea, however I think it can be confusing of what it does.
@NiRaSt
Hero Power is nice. Not to much to say about it. Amorphic is also nice concept. Also i realy like morphilibium keyword, even if it's kinda clunky. Beyonde morphilibium (which are hard to evaluate for me) your cards and class looks nice balanced. With some luck you can go further!
@Noah_McGrath
I like the way your class benefit from self-damage, in a bit other way than warlock. However, I think you shouldn't make the whole class about it. I mean, all classes has more than one kind of cards, and making cards of only one archetype would make your class boring. Also, I think that Blood Seal is a bit to strong, when you compare it to Spirit Bomb. Other cards looks balanced to me.
@user-180773
Hero Pwer seems nice. I like the idea of Officers. Cards also looks nice, but I don't see any class core mechanics other than Officers, what is bad. Also, you must know that you can't use Death Knight in this phase, like any other cards with tokens. Strategy Meeting should cost less, and you should change the text of Aspiring Cadet to 'Whenever you target a minion with your Hero Power, target also this minion', because otherwise it would be countered by mage Hero Power. Good luck!
@Pircival
Your class looks great! I like it, and I hope you'll get further. It has many well designed themes, I like it. I don't have mch to say, but I'm not sure if Steeltipper and Witherer De'thatl aren't broken. Also I love Decay weapons.
@LarryMoments
Wow, this class is realy good! Elemental Orbs and Forecast are realy nice themes! The only bad thing is, that forecast is a bit confusing.
@Phoenixfeather
I realy like an idea of turn interaction of your class, but I don'trealy like it as Hero Power or basic cards. Also Countdown looks realy nice! If you change the Hero Power, this class would be great!
@thepowrofcheese
That's realy good concept of class. I like most of your cards, and Scrapbot synergy cards. However, there's a problem with your keyword, since if you'll have good draw, this ca become unstoppable.
@freddoccino
I like your Hero Power. Your cards also are well designed, however Phasing Strike is a bit weak. You can increase it's cost and damage to 2. I realy like Reaving Kama and Superposition, however the second one would never be real card.
@Giz4Gamer
This class is nice! I like idea of stealing stats and text and weakening minions. However, I don't realy thinks that you need a Keyword. Actualy if you could use 'steal' it'll have the same effect, and is even shorter.
@SunnoxPL
I like idea of class with face attacking. Druid already have this, but your class seems to be much better in it. However, you should make another themes for this class, like idk, Beasts, because bugs are actualy beasts. Also I think you should make your bugs into beasts. If you'll go up only with face attacking, this could became boring. Also you should buff Ice Crawler and Husk Guardian.
@Shatterstar1998
Your class looks realy good. Deal is an interesting mechanic and Void Singularity theme could be crazy! (However I think that Unexpected Power is a bit weak).
@Klipce
Your class looks good! I like Puzzles and milling. However i could change damage of Then ItIs you! to 7 damage, and buff Puzzled Apprentice.
@Muddler
I think you should go with discarding left-most card or something like that in Hero Power. Cards you show are nice, especially Bribe, which is very ineresting Keyword.
@McF4rtson
Come on you already won CCC... Anyway I realy like your Hero Power. I'm not a fan of Spectral keyword but willpower itself looks like realy good mechanic. Also, I'm not to much into (10) cost minions, but anyway your cards looks good.
@Wishmaster333
Cards you show are nice, but focusing only on one mechanic is bad. Every class have many themes, and you should also. Beyonde that, you must buff Arcane Monk.
If anybody wants deeper feedback, PM me. However, I can't guarantee that I'll have time to reply!
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.
I like the class lore a lot, I've always thought Taurens deserve more love. I think the Hero Power is incredibly well designed.
That said, I'm not really convinced about the whole Willpower thing, and I definitively don't like the Spectral keyword. Lastly, Sweet Dreams Hammer looks really OP, if I'm not missing anything.
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?
There are really cool cards in the additional cards spoiler, but all of them feature positioning and you don't want to include too many of them.
Overall, the class is interesting and well balanced (except Iceweilder, who looks really OP), but it lacks something to make it really awesome. I can see it reaching a late phase, but not winning the competition.
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.
A class based on runes is cool, but I don't see a relation between them and damaged minions :/ Also, you should try to feature more than one mechanic.
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
It's cool in general, but I fear the main cards seem a bit too repetitive. I think it would feel more varied if you replaced Nexus-King Shalahadaar with Contract of Destruction.
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Themes, rules and weaknesses of the class:
Strong boardclears
Weak stated minions
Minions are always on the defensive side (they heal, protect, reduce damage or destroy enemy minions)
Strong hero power interactions
Spells benefit from low health, unless they have tribal synergy
Self damage and self healing are core themes; Health is like a resource
No way to heal minions, only your hero
No aggro options, always control oriented cards
Since you want to be at low health for Death's Door, you are very weak to burst damage
Dragon synergy since blackrock, deathrattle synergy since WotOG, blood trolls + G'hun in RR (Hakkar is sady already a neutral legendary)
I made some reworks/new cards to better showcase the class' theme of benefiting from self damage:
Master Zugrashh: Reworked to be in line with the other classic class legends (all of them are designed to be a major threat; kill it now or lose the game type of deal). Similarly stated with Archmage Antonidas. Like the mage legendary, if you let this guy alive for one turn you are very screwed. At 8 mana your easiest combo is with the hero power, dealing 2 dmg to one target and 2 split dmg to other (or the same) targets.
Fiery Blood: The basic boardclear for the class. It punishes large boards, windfury and other hp/spell spam. However, you need to take damage, thus the enemy can just not attack you for one turn, becoming a pseudo-Frost Nova
Swamp healer: The old version was balanced around the old hero power. Now it's more in line with Earthen Ring Farseer, as it can heal for more, but it can only target you.
Blood Seal: New spell, the class needed some offence. Can be used as removal or as a finisher. Similar to Mind Blast, but has flexibility. Self damage can be transformed into enemy damage through Zugrashh. (this might not feel exciting enough, i'll probably change it later; is a number change enough or is the mechanic itself bad?)
Spontaneous Combustion: Comparable to Shadowflame, but it's triggered by your opponent. The minion is doomed to die, unless it gains divine shield, but if it is something like Ragnaros, this spell won't get rid of him. Might be too powerful on 4 mana, but i wanted to have another boardclear that doesn't cost 5.
Enduring Sethrak: Small guy made for a turn 1 play. The intended follow-up is a hero power on turn 2. This allows for early game control of the board. (is 2/3 on turn 2 ok or should i make it 1/3 base?)
Bloodlfame Bold and Serpentine Apprentice are the only cards who aren't changed/discarded. I'll make some another healing minion next for the basic set. Feedback is welcome and encouraged!
Your cards are very repetitive, as all of them focus on self-damage.
You need to find more mechanics for your class, otherwise it's too similar to Warlock.
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.
I won't review -ALL- the cards since that would take a lot of time. If I have any specific changes on any I'll put them down separately but I'll mostly just talk about the archetypes and stuff.
Decay - At first I thought I wouldn't like this keyword. Your cards for it proved me wrong. You're using it in ways that makes it unique and I love it. My favorite mechanic with it is the way you can give the enemy minions and even Hero decay. Don't know how strong it is, but it sure peaks my interest. The aura weapons also seem cool but feel more reminicsent of the KnC legendary weapons. Don't think that's too big an issue though.
Basic Set - The basic set seems fine. Though you might want to take out Uncover for now since you won't be able to show it in Phase I and Demon got in trouble for showing his Quest before. At any rate while it's there I'd say all of the Fossils should probably be of the same mana, similar to how Animal Companion is.
Showcase Cards - I like some, I don't like others. And I'm not even talking about balance here. I just don't feel like you're showing the coolest cards that will stick with the audience. The cards I like from the Showcase that I feel show what the class will be capable of are: Hallkeeper and Titan Gravedigging. The first shows both Control and Armor capabilities while the second hints at the amount of Discover cards that we can be expecting. I don't feel like you included your most interesting weapons in the showcase or rather the ones you did don't show too much identity and the Deathrattle card confuses me. Why is it an end of turn effect? The only way I see that being in any way good is if you 1) Somehow give it Rush or 2) It dies to Explosive Runes and this is just a balancing mechanism.
Suggestion - I personally wouldn't added some sort of "When this minion takes damage, do X" type of mechanic to the class. Mostly because of how well Decay would work there if you could give it to your own minions in some way. That could probably allow you to make an AoE that gives Decay to ALL minions aswell.
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:
Well, I liked your class the first time you posted it, and I still like it. So this is going to be pretty brief, provided there isn't much new stuff anyway.
Transmute Support - I don't know how balanced Grave Homonculus is. I know you need both a 4 Drop and this but I'm comparing it to the old Piloted Shredder that had mediocre stats and summoned a 2-Drop. This essentially makes any 4-drop with good stats, take Chillwind Yeti even, into one that also summons a consistantly good 3-Drop. So personally I'd atleast make it abit of higher Mana requirement to summon it. I like the idea behind Mr.Clyde but don't see how it supports Transmute since you put it in that category.
Enchantments/Buffs - I like this idea of buffing minions for effects rather than stats and would love to see where this is going to go. Depending on how strong they will be Abhorrent Experiment might become too strong. Doubt it, but still keep it in consideration when creating new buffs.
Can't really say much more about this class with the cards we've seen. So I suggest you take whatever feedback people give you now and just start making more cards for us to give you feedback on. That way we'll also get more of a feel for your 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.
Think it's about time I got around to giving you some feedback provided you gave some pretty usefull one for my class x3
Spectral and Willpower - I feel like it's the perfect draw back to counter-act excessive card draw. Willpower itself also seems balanced though I do have a problem with it which I'll talk about in my next point where I talk about the showcase cards.
Showcase Cards - Love some, don't love some. Don't hate them either. Just don't love them. One of those cards is Ol' Faithful, who basically just exists. He's a 2/2 Taunt for 2 Mana which isn't even great to play vs aggro. He's just a card that's waiting to turn into Willpower and even if that's his purpose, I'd atleast make it a 1/3 Taunt so it has some flexibility and gives you the option to play it when you want to protect yourself against aggro. The other thing as was already said by someone is the name on the weapon. I'd make it S.D Hammer if you want to keep the concept of the name the same. I feel like that could spawn some memes in the community similar to how B.F Sword did in League of Legends. Spirit of the Bear and Brain Power I feel are good Showcase cards and should probably stay. Willpower -should- be a showcase card, but it should be accompanied by a card that shows how you would shuffle these into your deck to begin with. It says draw from the deck but it doesn't have anything to show for how they get there at the moment. So what I'd suggest is you get another Spectral card instead of Ol' Faithful to show off that mechanic, and probably change the weapon to a card which displays the shuffle aspect of the class. With those you'll have a solid 5 cards to show.
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).
Hero Power - I like the concept but I feel like it's way too complex for something that's meant to be Basic. Sure, this is a competition so you'd need to stand out, but less is more in this case. Your Hero Power not only gives a card to your opponent, but it also has very lengthy text on the Tokens. I don't really know how to adjust it while keeping the concept the same. I'll let you know if I think of anything at a later time.
Fine Cards - Collect Energy and Reduction Light are both fine as cards, nothing too great, nothing too bad. Collect Energy might be slightly strong but I haven't seen what AoEs your class would have if any.
Okay Card - Stellas Coactore is too strong I feel. Sure it costs more mana than a 2 Coldlight Oracle but it also takes up 1 less deck slot, allowing you to play other card draws. I'd increase the mana cost by 1. That way it's harder to combo in a mill Deck.
OP Cards - Personally, I feel like both of the other two cards that I haven't mentioned yet are too strong. Drawing 3 whole spells from your deck is much stronger than drawing 3 cards in my opinion. As it allows you to make a deck in which you know what spells you're drawing. Maybe even some combo. Silent Blocker is also too strong. Far too strong in fact. As a Paladin, if you don't draw a weapon against it, you lost. Warlock might have -some- way of dealing with this and Hunter barely makes it past with most minions being exactly 3 attack so managing to buff this up to 4 Attack using a handbuff, and neutral ones exist, makes this over the top. A change I can propose is making it so that minions with lower attack can only attack the Silent Blocker, rather than not attack at all.
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.
Hero Power - As someone already said, or asked, will this work without a minion?
Basic Cards - The basic card seem balanced and pretty perfect for what a Basic Set card should be.
Classic Cards - All cards seem fine. Arcane Monk and Strike from Within both seem alright as they are right now. As for Corrupted Inciter, it doesn't feel strong enough. Mostly because I'm comparing it to Raid Leader and for 1 extra health the Raid Leader suddenly has a significant restriction. But maybe as you show more cards it might not be that bad. I'd make it have 2/4 stats though as it is right now.
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?
I like your Showcase cards and don't think any of the others fit that role better. So I'll just talk about the showcase card I haven't talked about yet and have something to say about (Arcane Force). Before I do that though, maybe as a suggestion you could work on some sort of visual representation as to how the split board will look. Not very good at that stuff myself but maybe someone can help you.
Now, Arcane Force, I feel like at 1 Mana it's too strong. If you have Gadgetzan Auctioneer and either 1) You have one more minion. or 2) The enemy has 2 or more minions. You can draw up to 9 cards in a single turn. Sure you can do this in Shaman aswell with Unstable evolution but in that scenario at some point you'll want to stop casting it because you got a big minion so the requirement is abit higher for the combo. Might just be me though tbh.
With that I'm done with reviews and feedback for now. Might do more later on today. And sorry if any of the people I reviewed posted updates for their class while I was typing this out since it took me a while, still hope it helps.
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:
Okay, several people have told me that Hero Powers should not include keywords (which was a concern I had when I made it), so I decided to create 4 alternative ones.
The first one is basically the previous one without using the keyword :_D I feel it's too wordy, however.
The others are buffs, which fit the other major theme of the Alchemist, although I'm concerned that they are useless if you don't have minions (we all know the Priest syndrome, it's not nice).
Which one do you prefer? Of course, I'm open to other alternatives.
Also, it turns out I can't submit cards that generate unique tokens, so Mr. Clyde is not allowed :( It's a shame, because he was my favourite card... Anyways, which one of these do you prefer as alternative?
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:
Okay, several people have told me that Hero Powers should not include keywords (which was a concern I had when I made it), so I decided to create 4 alternative ones.
The first one is basically the previous one without using the keyword :_D I feel it's too wordy, however.
The others are buffs, which fit the other major theme of the Alchemist, although I'm concerned that they are useless if you don't have minions (we all know the Priest syndrome, it's not nice).
Which one do you prefer? Of course, I'm open to other alternatives.
Also, it turns out I can't submit cards that generate unique tokens, so Mr. Clyde is not allowed :( It's a shame, because he was my favourite card... Anyways, which one of these do you prefer as alternative?
Definitely not the fourth Hero Power. Both Rush and Lifesteal did not yet exist. I'd say the first one is the best, but the effect shouldn't be random. As far as what card to pick, I'd probably say Combustion.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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:
Okay, several people have told me that Hero Powers should not include keywords (which was a concern I had when I made it), so I decided to create 4 alternative ones.
The first one is basically the previous one without using the keyword :_D I feel it's too wordy, however.
The others are buffs, which fit the other major theme of the Alchemist, although I'm concerned that they are useless if you don't have minions (we all know the Priest syndrome, it's not nice).
Which one do you prefer? Of course, I'm open to other alternatives.
Also, it turns out I can't submit cards that generate unique tokens, so Mr. Clyde is not allowed :( It's a shame, because he was my favourite card... Anyways, which one of these do you prefer as alternative?
Definitely not the fourth Hero Power. Both Rush and Lifesteal did not yet exist. I'd say the first one is the best, but the effect shouldn't be random. As far as what card to pick, I'd probably say Combustion.
Was going to comment pretty much the same thing so I think Demon got it pretty much on point. Basically just seconding their statement.
Update with a new portrait for Haramad thanks to Vilegloom.
@Vilegloom: There was a few CCC ago where the winner is a Worgen class, so I think it is fine.
Since people complain that the old version of Salhadaar is too OP as well as the fact that he is too complicated to explain without text, I decided to put him on reserve and design a new card. With him benched, now I don't need the Void Singularity minion in the showcase list, so I decided to make a new card to synergize with the Contract theme more.
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 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:
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
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
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
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I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Working my way up backwards and found the time to comment on the first postings:
@linkblade91:
I think the overall concept and flavor is coherent. Dark Resurgence is a cool idea (pun intended), because you can also use it to heal one of your own minions. The wording of Phylactery Keeper is a bit vague. If a friendly minion died...when? Last turn? During the game? That should be specified, though I understand that the cardtext is already quite long.
@Vilegloom:
Don't know if it has been said before, but I think your Hero Power needs rethinking. Hero Powers that are minion-dependent might be quite restrictive, because you might not be able to use them in many cases. Maybe change it to "Give a character 1 Armor. Gain 1 Armor". This will basically be Warrior in the first rounds, but doesn't kill of your other interactions. The whole concept of the Blacksmith is quite coherent, though. Blazing Hammer is a really cool card! Never seen anything like it and would definetly show it in the competition.
@NiRaSt:
The concept is okay, though I have the feeling that your card-effects are too confusing. Counterhock wouldn't work the way it is worded now. "Gain +2 Attack" usually refers to your Hero. If you can't attack this turn, it practically does nothing. I the opponent attacks your Hero on his turn, your +2 Attack have no effect (because that's how it works at the moment). The idea would only work if put on a minion. So it could be "Give a minion +2 Attack until your next turn. It can't attack until then." But even then I don't really think this would see play...
@Noah_McGrath
I understand where you're trying to go in terms of flavor, but I personally think your Hero Power wouldn't really work. (Remember: Try to imagine another Class getting this Hero Power by Sir Finley!) Dealing 2 damage to minions only and suffering 4 in return is absolutely awful. Even with your Death's Door benefits. The Hero Power should also work without any of your Keyword-Cards. So maybe: "Deal (2) Damage to an enemy and to your Hero". Making it targetable is of course stronger than eiter Mage or Hunter, but suffering yourself outweighs it.
@user_180773
I'm a great fan of Tauren and would really like to see a class for them. But I personally think your Hero Power wouldn't really work. (You said it yourself: Try to imagine another Class getting this Hero Power by Sir Finley!) Essentially just granting a minion +1 Attack is rather weak. The Hero Power should also work without any of your Keyword-Cards. And Hero Powers that are minion-dependent might be quite restrictive, because you might not be able to use them in many cases. But I admittedly got no idea, how to modify it without taking away the whole "Officer"-concept. Maybe "Give a character +1 Attack and restore 1 Health. If it's a minion, mark it as "Officer". That allows it to use it for your Hero also. But it's quite a long text...
Here's my updated Class Concept, in case somebody might want to check it again:
The Swindler
Alternative wording for the Hero Power:
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
The Swindler'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 ressources.
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.
Examples:
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!
Edit: By the comments so far, I'd rather go for "Bribe", because I think it is more interesting.
Another example of how it could be used:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects:
I've been thinking of a new class since several weeks, here are my ideas for now. I will possibly make a coop submission with @Broeck1 so we might end up decining on another class.
Alchemist
I know it's not the most original name for a class, but there's a reason it's so popular: it has a lot of potentiality! I may change it.
Synergies with any and all tribes (but mostly demons and murlocs)
Board buffs/token playstyle
Hand synergies
Secondary characteristics
Big spells
Resurrect
Strengths
Minion swarming
Board control
Weaknesses
Few big minions
Few direct damage
Hero Power
I am not set on the hero power. Here's what I'm thinking of:
#1 - Minion buff
"If you can't" = If you have no minions OR only nontargetable minions (e.g. Faerie Dragon)
Token playstyle. Sets the tone for future token synergies and demon synergies. Promotes a snowball-y playstyle.
Possible synergies with this:
#2 - Minions to hand
Warlock is supposed to be the hand synergy class but this theme is underexploited by Blizzard. There's a lot of uncharted territory here.
In case you're worried about Mountain Giant, I calculated that even as Even-Alchemist, you won't be able to summon the Giant before turn 3, which is what Evenlock does.
Possible synergies with this:
Hands-on helps you summon the stuff you accumulated with several Hero Powers, good if your Homonculi (yes, it's the plural of Homonculus) were handbuffed.
#3 - Random 1-Cost spells
(these effects are negotiable ofc)
More insistance on the spell synergy. I also want this to set spell-in-hand synergies for Alchemist, such as transforming and combining those basic potions (which is what an alchemist does). Yes these are Kazakus tokens but nobody will give a shit.
Possible synergies with this:
I'm too lazy to do the upgrades, but they will be merely numerical upgrades.
Possible keyword
Basically the Spellstone mechanic. However I am not sure whether I should include it or not. See an example below. Unfortunately, @Wailor's Alchemist also use that name, so I may change it if I keep it.
Samuro is a blademaster that appeared in WC3 and is in HOTS.Not gonna lie this is heavily inspired by Zany's berserker
Main characteristics
Hero Attack (more so than druid)
1mana Secrets
???
Strengths
Board control through hero attacks
Weaknesses
Board presence
Possible Keywords
I won't keep both. I need to choose one. Firefury is basically Fool's Bane.
The first HP lasts until next turn, therefore during your opponent's turn, which means that your hero will deal damage to attackers when attacked. In other words it's the "Tar" mechanic but for heroes.
Possible Basic cards
Yes, the class will have both hero attacks and weapons
(The Illusion would also be a Basic card of its own)
Possible other cards
Yes, Shurken Toss is a powercreep on Cheap Shot, but Cheap shot sucks.
Details on Felomelorn:
The hero will be able to attack each turn with each weapon, effectively making ambidexterity a pseudo-windfury;
The player will choose the weapon with which to attack by selection the weapon rather than the hero;
Effects that affects weapons (Upgrade, Oozes) will now have to be targeted toward the chosen weapon
You can choose on which slot you want to equip future weapons;
Backup Armory counters Ooze-like effects. Maybe not in Classic though.
From the feedback I've received before, people prefer Alchemist.
Alright. I was uncertain about Rejan because it's a substitute for a classic Legendary. I suppose if enough people like it, it'll do. I should probably add Bone Hatchling for the cute factor, yea. Titan Gravedigging is supposed to support Discover decks, as I said. Is it too flashy for a showcase card? I don't know what would be best for showcase cards.
It's funny because I have received the opposite feedback. Over half of every class with a keyword has 7+ cards with that keyword! Shaman has 7 Overload cards, Rogue has 8 Combo cards, and Druid has 10 Choose One card. Maybe because it's that the cards with Decay come out as too bland? For Uncover, I thought that since Animal Companion existed in Basic, Uncover wouldn't be an issue. Your criticism for Mystery Depths makes sense, but I think it's fine considering the Classic set is super generic. Can you clarify what you mean by cluttered? You seem to both suggest that too much and not enough is going on. (Also, the quest is its own reward. That's why it's a showcase card.)
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
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, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. 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 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:
x
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:
The Hero Power is way, way too complex. I see what you were going for, with the hero power cycling through the upgraded HPs of Mage, Priest, and Warlock, but that is not a Basic mechanic whatsoever. I like the deal mechanic, even though it's pretty much identical to the keyword Summoner, a finalist from the last comp, had. I'm afraid of 0-Mana Spell Damage because it seems like it could make burst and OTKs super easy because you play both of those, maybe another spell damage minion, and each spell deals 3 additional damage (especially tokens generated from your Hero Power!). Also, the Deal legendary feels redundant because Malygos exists. You should try to seperate the flavor from Warlock more, because you should be able to differenciate a Warlock and Ethereal card from name alone mostly. I'm not fond of what you're doing with Spell Damage synergy, because it's synergy is very obvious (Dealing damage), and you choose to go the redundant route and synergise with minions with Spell Damage instead. The Contract theme is fine, and if Contract generation was moved to Classic, pretty cool.
Bump+Updates+New cards
I made some reworks/new cards to better showcase the class' theme of benefiting from self damage:
Bloodlfame Bold and Serpentine Apprentice are the only cards who aren't changed/discarded. I'll make some another healing minion next for the basic set. Feedback is welcome and encouraged!
Thanks for your feedback! I know that directly targeting cards in your hands is currently not possible, but I think the Hero Power should grant a selected discard to be viable. I could change the wording to:
Something like that should be technically possible. (It's basically identical to the Counterspell effect. You play a card without triggering its effects.) But the description is really clunky. So I hope I can leave it this way, assuming Blizzard would find a tech-solution...
The dancer is supposed to also target enemy minions! Just think about moving a Flametongue Totem to a position where it has inferior effect. The "can't change side" part is just to make clear that you can't steal an enemy minion (which would be OP).
You're absolutely right about the Recruit in Woo Away! I'll change it to Summon! Thanks for pointing that out!
And the Bouncer would surely get no permanent stats. I just didn't know how to simulate Buffs on Hearthcards... Sorry!
Regarding the Balancing of Bribe: I imagined that the lategame effect would be to grant the opponent Excess Mana - so basically a free carddraw. I know that this is quite strong, so the Bribe-effects would have to be strong also.
Here now my thoughts on your ideas:
I think Morphilibrium is cool! It's quite challenging (for the opponent also!) to keep track of the possible triggers. I like that!
I just see a problem with the Magma Guard: If he's 0 Mana - wouldn't that mean that his death is automatically Morphilibrium also? So the positive Deathrattle-effect will practically never trigger and you'll always suffer the damage yourself? Or did I get something wrong? So maybe change the Mana Cost to 1 to avoid that.
But I'm really curious what other cards you'll come up with! Keep up the work!
I like the class idea of an Ethereal, so name and artwork are very fitting. I think the Hero Power should be allowed (The "Basic Totems" in Shaman aren't explained either...). It 's hard to predict the value, though, because the changing every turn will make it hard to play. But the idea is quite interesting and genuine.
The Keyword Deal might need some refinement imo. I like the general idea (it goes in the same direction as my "All-In" proposal - but in my case you can't actively choose the amount of mana, but you'll have to spend all remaining crystals or none. Here the link to my proposal if you'd like to check: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228746-trials-and-errors-class-creation-competition-5?comment=100 ).
But granting the option to actively choose so many different amounts of Mana might be annoying in actual gameplay (Hello Galvadon!) So I'd rather offer only two or three different Mana-Costs to keep it playable. (Having three options like Discover seems viable).
I personally also don't like the term "Deal". I have the feeling that it doesn't run well with the overall flavor of the Ethereals. "Deal" sounds more like something I'd expect with a merchant or trader kind of class. Maybe you could focus it more on the "magical-energy-void" theme and call it "Mana-Drain" or something? (I know that's a little longer, but would be more appropriate imo).
Keep up the work, though! I'd like to see where you are going!
Thanks for your feedback! Regarding the Hero-Artwork: I appreciate your honesty! ;-) I'll try to find something more "Hearthstoney"!
I thought that the Hero Power fits the flavor of the gambler in terms of cheating /sleight of hand. I didn't want to focus the other cards on the Hero Power too much at this stage, because that would basically just involve effects regarding burning down your deck. (Warlock doesn't focus too much on the card draw, either. It's more on the self-damage part of the Hero Power).
So maybe I'll introduce more card-effects that depend on having few cards in your deck / in your hand.
I'd of course like to give some feedback on your Class also:
I like the overall concept and flavor of your Class. Though I see some practical problems regarding your Hero Power: As it is now, you can only use it, if you've got a minion on the board, right? (Like Binding Heal, you can't just use it to gain armor without having a targettable minion). I think, that's quite restrictive. Maybe you can change it to "Restore (1) Health to a character, gain (1) Armor". I know that this is not the same as actually increasing a minion's Health, but as your concept seems to aim on damage / healing effects, this could be more practical and can always be used to benefit your Hero.
I'm just brainstorming, see what you think. Also I got some art you might find useful for the hero portrait, since it seems to be just a WoW screenshot.
This one's more on the void side. If you don't like that maybe it can be a legendary.
Ok so I'm here to give some feedback (even if I'm bad at it and I hadn't go through even first phase last time):
@cL4wzHS
Your class looks realy cool! I'm sure you'll get to the third phase, since your basic set also looks realy well. It has mostly simple, but funny cards. I love your idea of card drawing themed class, and 'last card in deck' idea. Your cards looks nice balanced, and the only cards I could change are Faceless Stunt Double, Splitting Image and Street Magician, since I don't think that adding cards to deck would be so strong, even if you know when you would draw them. 6/4/6 could be probably stats of basic minions which would draw you a card at battlecry. And drawing cards is much better than shuffling cards into deck. But, since you know where you put your card, I think you can keep the stats, but I'm sure this effect don't need to be Deathrattle. Same comes with splitting image, discarding a random card is huge payment for this effect. Street Magician could be cool, but since you need to discard a card earlier, and as dicarding in your showcased cards is random, sometimes you can discard a card that you realy don't wanna to be your next draw, so this effect can be even downside. I'd change the stats to 2/3.
@linkblade91
So you're idea is Freezing, death and resummon. That's nice, but as many mentioned, Freezing could be not good idea of Hero Power. However I'm sure that's not too strong itself. I think the problem comes with some kinds of decks that are already in game, and that could be easily destroyed by your Hero Power (like Kingsbane) and these decks against which Freezing is almost useless (like Spell Mage). However, your cards are realy nice, however I think that Onyxia and Phylactery Keeper are kinda weak. Somebody actualy meant Onyxia earlier, but Phylactery Keeper also has hard condition to be met.
@Demonxz95
Wow, a class with armor, spells, weapons and tribe synergy. What's best it's not similar to any other class! Hero Power looks nice, and concept of minion positioning is realy good. But' isn't Split the Ground a bit overcosted? I mean it has some crazy effect, but actually, it makes nothing by itself (also I'm curious what does your class represent in Boomsday). All other cards seems good balanced, and i hope you'll get further. I have an idea to change the name of Tar Monster to Tar Splasher, but I'm not native speaker, and I don't know if it sounds weird or not.
@Wailor
Transmute is realy nice keyword. Card/Hand effects are realy nice concept. Also your buffing style also seems good, and your cards are pretty balanced. Keep it up!
@Vilegloom
I'm not realy a fan of giving armor to minions, but maybe your class would be attractive to other people. Anyways cards you made looks balanced. Also I want to make sure if i know what Blazing Hammer does. I guess, it can target friendly minions, and if so, instead of attacking it you give it +1 Attack, this looses 1 Durability, and you cannot use weapon again this turn? I like this idea, however I think it can be confusing of what it does.
@NiRaSt
Hero Power is nice. Not to much to say about it. Amorphic is also nice concept. Also i realy like morphilibium keyword, even if it's kinda clunky. Beyonde morphilibium (which are hard to evaluate for me) your cards and class looks nice balanced. With some luck you can go further!
@Noah_McGrath
I like the way your class benefit from self-damage, in a bit other way than warlock. However, I think you shouldn't make the whole class about it. I mean, all classes has more than one kind of cards, and making cards of only one archetype would make your class boring. Also, I think that Blood Seal is a bit to strong, when you compare it to Spirit Bomb. Other cards looks balanced to me.
@user-180773
Hero Pwer seems nice. I like the idea of Officers. Cards also looks nice, but I don't see any class core mechanics other than Officers, what is bad. Also, you must know that you can't use Death Knight in this phase, like any other cards with tokens. Strategy Meeting should cost less, and you should change the text of Aspiring Cadet to 'Whenever you target a minion with your Hero Power, target also this minion', because otherwise it would be countered by mage Hero Power. Good luck!
@Pircival
Your class looks great! I like it, and I hope you'll get further. It has many well designed themes, I like it. I don't have mch to say, but I'm not sure if Steeltipper and Witherer De'thatl aren't broken. Also I love Decay weapons.
@LarryMoments
Wow, this class is realy good! Elemental Orbs and Forecast are realy nice themes! The only bad thing is, that forecast is a bit confusing.
@Phoenixfeather
I realy like an idea of turn interaction of your class, but I don'trealy like it as Hero Power or basic cards. Also Countdown looks realy nice! If you change the Hero Power, this class would be great!
@thepowrofcheese
That's realy good concept of class. I like most of your cards, and Scrapbot synergy cards. However, there's a problem with your keyword, since if you'll have good draw, this ca become unstoppable.
@freddoccino
I like your Hero Power. Your cards also are well designed, however Phasing Strike is a bit weak. You can increase it's cost and damage to 2. I realy like Reaving Kama and Superposition, however the second one would never be real card.
@Giz4Gamer
This class is nice! I like idea of stealing stats and text and weakening minions. However, I don't realy thinks that you need a Keyword. Actualy if you could use 'steal' it'll have the same effect, and is even shorter.
@SunnoxPL
I like idea of class with face attacking. Druid already have this, but your class seems to be much better in it. However, you should make another themes for this class, like idk, Beasts, because bugs are actualy beasts. Also I think you should make your bugs into beasts. If you'll go up only with face attacking, this could became boring. Also you should buff Ice Crawler and Husk Guardian.
@Shatterstar1998
Your class looks realy good. Deal is an interesting mechanic and Void Singularity theme could be crazy! (However I think that Unexpected Power is a bit weak).
@Klipce
Your class looks good! I like Puzzles and milling. However i could change damage of Then ItIs you! to 7 damage, and buff Puzzled Apprentice.
@Muddler
I think you should go with discarding left-most card or something like that in Hero Power. Cards you show are nice, especially Bribe, which is very ineresting Keyword.
@McF4rtson
Come on you already won CCC... Anyway I realy like your Hero Power. I'm not a fan of Spectral keyword but willpower itself looks like realy good mechanic. Also, I'm not to much into (10) cost minions, but anyway your cards looks good.
@Wishmaster333
Cards you show are nice, but focusing only on one mechanic is bad. Every class have many themes, and you should also. Beyonde that, you must buff Arcane Monk.
If anybody wants deeper feedback, PM me. However, I can't guarantee that I'll have time to reply!
I like the class lore a lot, I've always thought Taurens deserve more love. I think the Hero Power is incredibly well designed.
That said, I'm not really convinced about the whole Willpower thing, and I definitively don't like the Spectral keyword. Lastly, Sweet Dreams Hammer looks really OP, if I'm not missing anything.
I like your keyword. It's simple on the surface but it will be very "puzzle-y" to play with (like Defile).
The name is weird, but that's okay because your class name is weird too xD
There are really cool cards in the additional cards spoiler, but all of them feature positioning and you don't want to include too many of them.
Overall, the class is interesting and well balanced (except Iceweilder, who looks really OP), but it lacks something to make it really awesome. I can see it reaching a late phase, but not winning the competition.
A class based on runes is cool, but I don't see a relation between them and damaged minions :/ Also, you should try to feature more than one mechanic.
It's cool in general, but I fear the main cards seem a bit too repetitive. I think it would feel more varied if you replaced Nexus-King Shalahadaar with Contract of Destruction.
Your cards are very repetitive, as all of them focus on self-damage.
You need to find more mechanics for your class, otherwise it's too similar to Warlock.
Hey, THE DETECTIVE is back ! Updates and new cards incomming.
Updates based on feedback:
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Now onto new cards:
Well hope y'all liked it. I would still love feedback so please leave some. Still having trouble with sizing, I hope it's not to disturbing.
Happy CCC to everyone !
You should probably make your cards smaller so that the post as a whole is easier to read.
Click the image to go to my custom Time Traveler class.
I won't review -ALL- the cards since that would take a lot of time. If I have any specific changes on any I'll put them down separately but I'll mostly just talk about the archetypes and stuff.
Well, I liked your class the first time you posted it, and I still like it. So this is going to be pretty brief, provided there isn't much new stuff anyway.
Can't really say much more about this class with the cards we've seen. So I suggest you take whatever feedback people give you now and just start making more cards for us to give you feedback on. That way we'll also get more of a feel for your class.
Think it's about time I got around to giving you some feedback provided you gave some pretty usefull one for my class x3
I like your Showcase cards and don't think any of the others fit that role better. So I'll just talk about the showcase card I haven't talked about yet and have something to say about (Arcane Force). Before I do that though, maybe as a suggestion you could work on some sort of visual representation as to how the split board will look. Not very good at that stuff myself but maybe someone can help you.
Now, Arcane Force, I feel like at 1 Mana it's too strong. If you have Gadgetzan Auctioneer and either 1) You have one more minion. or 2) The enemy has 2 or more minions. You can draw up to 9 cards in a single turn. Sure you can do this in Shaman aswell with Unstable evolution but in that scenario at some point you'll want to stop casting it because you got a big minion so the requirement is abit higher for the combo. Might just be me though tbh.
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With that I'm done with reviews and feedback for now. Might do more later on today. And sorry if any of the people I reviewed posted updates for their class while I was typing this out since it took me a while, still hope it helps.
Thank you Kanye,
Very Cool.
Bump + Update
Okay, several people have told me that Hero Powers should not include keywords (which was a concern I had when I made it), so I decided to create 4 alternative ones.
The first one is basically the previous one without using the keyword :_D I feel it's too wordy, however.
The others are buffs, which fit the other major theme of the Alchemist, although I'm concerned that they are useless if you don't have minions (we all know the Priest syndrome, it's not nice).
Which one do you prefer? Of course, I'm open to other alternatives.
Also, it turns out I can't submit cards that generate unique tokens, so Mr. Clyde is not allowed :( It's a shame, because he was my favourite card... Anyways, which one of these do you prefer as alternative?
Definitely not the fourth Hero Power. Both Rush and Lifesteal did not yet exist. I'd say the first one is the best, but the effect shouldn't be random. As far as what card to pick, I'd probably say Combustion.
Click the image to go to my custom Time Traveler class.
Was going to comment pretty much the same thing so I think Demon got it pretty much on point. Basically just seconding their statement.
Thank you Kanye,
Very Cool.
Update with a new portrait for Haramad thanks to Vilegloom.
@Vilegloom: There was a few CCC ago where the winner is a Worgen class, so I think it is fine.
Since people complain that the old version of Salhadaar is too OP as well as the fact that he is too complicated to explain without text, I decided to put him on reserve and design a new card. With him benched, now I don't need the Void Singularity minion in the showcase list, so I decided to make a new card to synergize with the Contract theme more.
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 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:
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
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
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I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Working my way up backwards and found the time to comment on the first postings:
@linkblade91:
I think the overall concept and flavor is coherent. Dark Resurgence is a cool idea (pun intended), because you can also use it to heal one of your own minions. The wording of Phylactery Keeper is a bit vague. If a friendly minion died...when? Last turn? During the game? That should be specified, though I understand that the cardtext is already quite long.
@Vilegloom:
Don't know if it has been said before, but I think your Hero Power needs rethinking.
Hero Powers that are minion-dependent might be quite restrictive, because you might not be able to use them in many cases. Maybe change it to "Give a character 1 Armor. Gain 1 Armor". This will basically be Warrior in the first rounds, but doesn't kill of your other interactions. The whole concept of the Blacksmith is quite coherent, though. Blazing Hammer is a really cool card! Never seen anything like it and would definetly show it in the competition.
@NiRaSt:
The concept is okay, though I have the feeling that your card-effects are too confusing. Counterhock wouldn't work the way it is worded now. "Gain +2 Attack" usually refers to your Hero. If you can't attack this turn, it practically does nothing. I the opponent attacks your Hero on his turn, your +2 Attack have no effect (because that's how it works at the moment). The idea would only work if put on a minion. So it could be "Give a minion +2 Attack until your next turn. It can't attack until then." But even then I don't really think this would see play...
@Noah_McGrath
I understand where you're trying to go in terms of flavor, but I personally think your Hero Power wouldn't really work. (Remember: Try to imagine another Class getting this Hero Power by Sir Finley!) Dealing 2 damage to minions only and suffering 4 in return is absolutely awful. Even with your Death's Door benefits. The Hero Power should also work without any of your Keyword-Cards. So maybe: "Deal (2) Damage to an enemy and to your Hero". Making it targetable is of course stronger than eiter Mage or Hunter, but suffering yourself outweighs it.
@user_180773
I'm a great fan of Tauren and would really like to see a class for them. But I personally think your Hero Power wouldn't really work. (You said it yourself: Try to imagine another Class getting this Hero Power by Sir Finley!) Essentially just granting a minion +1 Attack is rather weak. The Hero Power should also work without any of your Keyword-Cards. And Hero Powers that are minion-dependent might be quite restrictive, because you might not be able to use them in many cases. But I admittedly got no idea, how to modify it without taking away the whole "Officer"-concept. Maybe "Give a character +1 Attack and restore 1 Health. If it's a minion, mark it as "Officer". That allows it to use it for your Hero also. But it's quite a long text...
Here's my updated Class Concept, in case somebody might want to check it again:
The Swindler
Alternative wording for the Hero Power:
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
The Swindler'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 ressources.
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.
Examples:
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!
Edit: By the comments so far, I'd rather go for "Bribe", because I think it is more interesting.
Another example of how it could be used:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects:
Eager to hear your comments!
I've been thinking of a new class since several weeks, here are my ideas for now. I will possibly make a coop submission with @Broeck1 so we might end up decining on another class.
Alchemist
I know it's not the most original name for a class, but there's a reason it's so popular: it has a lot of potentiality! I may change it.
Album: https://imgur.com/a/ZRCs0Hg
Summary
Main characteristics
Secondary characteristics
Strengths
Weaknesses
Hero Power
I am not set on the hero power. Here's what I'm thinking of:
#1 - Minion buff
"If you can't" = If you have no minions OR only nontargetable minions (e.g. Faerie Dragon)
Token playstyle. Sets the tone for future token synergies and demon synergies. Promotes a snowball-y playstyle.
Possible synergies with this:
#2 - Minions to hand
Warlock is supposed to be the hand synergy class but this theme is underexploited by Blizzard. There's a lot of uncharted territory here.
In case you're worried about Mountain Giant, I calculated that even as Even-Alchemist, you won't be able to summon the Giant before turn 3, which is what Evenlock does.
Possible synergies with this:
Hands-on helps you summon the stuff you accumulated with several Hero Powers, good if your Homonculi (yes, it's the plural of Homonculus) were handbuffed.
#3 - Random 1-Cost spells
(these effects are negotiable ofc)
More insistance on the spell synergy. I also want this to set spell-in-hand synergies for Alchemist, such as transforming and combining those basic potions (which is what an alchemist does). Yes these are Kazakus tokens but nobody will give a shit.
Possible synergies with this:
I'm too lazy to do the upgrades, but they will be merely numerical upgrades.
Possible keyword
Basically the Spellstone mechanic. However I am not sure whether I should include it or not. See an example below. Unfortunately, @Wailor's Alchemist also use that name, so I may change it if I keep it.
Possible Basic cards
Possible other cards
Blademaster
Album: https://imgur.com/a/zZxW7Ie
Summary
Samuro is a blademaster that appeared in WC3 and is in HOTS.Not gonna lie this is heavily inspired by Zany's berserker
Main characteristics
Strengths
Weaknesses
Possible Keywords
I won't keep both. I need to choose one. Firefury is basically Fool's Bane.
The first HP lasts until next turn, therefore during your opponent's turn, which means that your hero will deal damage to attackers when attacked. In other words it's the "Tar" mechanic but for heroes.
Possible Basic cards
Yes, the class will have both hero attacks and weapons
(The Illusion would also be a Basic card of its own)
Possible other cards
Yes, Shurken Toss is a powercreep on Cheap Shot, but Cheap shot sucks.
Details on Felomelorn:
Backup Armory counters Ooze-like effects. Maybe not in Classic though.
From the feedback I've received before, people prefer Alchemist.
EDIT: Reviews for other classes incoming.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)