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.
Having read the comments on my class, I'm really unsure how to proceed now.
Most people are fine with the Hero Power, but few like the Keyword. The problem is, if I change the keyword, then the Hero Power is out of control. The options I currently have are:
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, discard this at the start of your turn.
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, transform this into Willpower at the start of your turn.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If this minion has X Health, do something.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If you control a minion with X Health, do something.
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.
Having read the comments on my class, I'm really unsure how to proceed now.
Most people are fine with the Hero Power, but few like the Keyword. The problem is, if I change the keyword, then the Hero Power is out of control. The options I currently have are:
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, discard this at the start of your turn.
Hero Power: At the start of your turn, draw a card. Keyword: If this card is in your hand, transform this into Willpower at the start of your turn.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If this minion has X Health, do something.
Hero Power: Give a character +1 Health OR Give a character and your Hero -1 Health. Keyword: If you control a minion with X Health, do something.
Since I'm one of the people who liked both, I'll say that you should stick with it. Maybe you'll disagree. What I feel you need to show though, is more Willpower synergy because thus far there is not that much of it. Especially as I said, with the shuffling it into your deck. Since you're drawing and producing Willpower cards, you can also try implement Discard into your class since you'll have more cards to discard. But yeah, maybe if you show some more synergy with willpower people will like the idea more? They might not, but if you yourself like the idea and want to go through with it, it's worth a try at least.
Quote from Pircival>>Fine, I'll present my class the usual way.
Well, this is awkward. Our Hero Powers are literally identical.
As someone who's first CCC entry was a weapon-based class: don't. You'll find weapons are very limiting in terms of design, and you'll hit a roadblock down the line. Then again, you're a card design champion, so what do I know.
I won't comment on your basic and classic cards since those will inevitably change once phase II starts because of restrictions. Steeltipper doesn't seem that great, you loose a lot of Armor for a one attack weapon that, in a class focused on weapons, won't last long since you'll most likely want to change it. The quest reward is absolutely insane, it's 15 mana worth and gives you a full hand almost every time. Everything else seems ok.
So I've come up with a new keyword for my class along with a few cards that use it:
Feel free to come up with another name for it. Preferably one that's not 5 character too long.
Most Hero Powers are similar, there's very limited design space for Hero Powers. Honestly? With aura weapons, I feel like I can do a lot with weapons. On attack effects, regular auras with decay, changing Attack auras, etc. means that for weapons, I can make much more than the usual weapons class. I share your concerns with Steeltipper, but Archeologist should be able to survive in a deck that only runs 1 weapon. Constant attack for the rest of the game is pretty decent as a free ping and win condition. For the quest reward, I compared it to Megafin. Losing out on the body and synergies makes it about equal to the Discover benefits.
Morphilibrium seems like a weird keyword just because of how long it is. It's pretty hard to trigger because minions will usually take a bit more or less damage. The idea is neat, but I can't see it working out in-game. Maybe Sync?
Sync sounds more like something for a tech-based class. An idea I have is Consummorph, from the latin "consummatus", meaning complete, and "morph". It's still pretty long, but at least it's easier to read.
Good luck with your class. If I may give you an idea for a weapon: "Checkov's Gun": Decay.Battlecry: Destroy a minion. Deathrattle: Resummon it. Not sure on the stats.
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!
The wording on your hp is very long. How about: "Draw a card. The next card you play costs (0) and it's discarded instead." It makes it a bit stronger, but I feel it works with the idea of cheating.
Aaaand I now see this is an older post. I'll leave my feedback here nonetheless.
Morphiblabla (really need a better name) only triggers when the life is EXACTLY equal to it's cost. So if something did, say, 4 damage to it, the keyword wouldn't trigger because it would go to -1.
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):
@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!
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
'Street Magician' - Changed from 2/2/2 to 2/2/3.
'Splitting Image' - Changed from "Random card" to "Left-most card".
'Splitting Image' - Changed from Classic Set to Boomsday Set.
'Splitting Image' - Name changed to 'Magic Mirror'.
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
I'm going to take some time later to properly review what people have posted, but I want to warn against going full-ham with sets. If you want to make everything right now that's okay, but we're not looking for you to do that yet. We're going to introduce challenges after this initial Phase, and that might change the direction you're headed. Be ready to adapt! You're also showing off more than you need, which might get you into trouble (unique tokens). Love the enthusiasm; just...rein it in a little ;P
Also, specifically aimed at you Noah, "take damage" is not a Hearthstone term in regards to you/your hero. Every card that deals damage to your hero says that phrase in full (Bittertide Hydra). If you want to introduce the phrasing that's fine, but I would make note of it somewhere.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've 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.
EDIT: Reviews for other classes incoming.
I like the second option for the Alchemist best since it has a distinct flavor and not steal a bunch of artworks and function from the Kazakus potion.
Minions heal/protect you and reduce damage taken from your spells
Strong hero power interactions
Self Damage is the main theme
Uses health as a condition like priest uses attack; many effects depend on minion/hero current health
Has many effects active during opponent's turn, but no secrets
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 sadly already a neutral legendary)
Feedback is welcomed and encouraged!
I like the overall feel of your class. It create a fantasy of sacrificing Health for power. However, your cards need rename to have more "blood" in name. Out of 15 cards, I only count 4 that fulfill the "blood" fantasy while the "Burn" fantasy has been filling in for 7 cards.
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
'Street Magician' - Changed from 2/2/2 to 2/2/3.
'Splitting Image' - Changed from "Random card" to "Left-most card".
'Splitting Image' - Changed from Classic Set to Boomsday Set.
'Splitting Image' - Name changed to 'Magic Mirror'.
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Basic Set:
Others:
Overall, your class is very well-designed and has a very distinct feel and flavor to it. However, I think that the Script effect has the name doesn't make sense in the class at all. While does a Magician needs a book? Especially since almost all cards have Script effect are barely related to book. If it was me, I would change the name "Presto" - a word used by magician which means "quickly", which would fit into the feel and describe the keyword.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I go backwards because classes that were posted recently obviously had less reviews.
@Noah_McGrath
General concept
Death's Door reminds me from Illusionist's Alter from last comp, but I guess I should stop saying HPs are overused since there's so little design space for them...Apart from that it's good!
I think you need more Spell Damage synergy. It's a natural fit in your deck.
I think you should change your class' name and take more Warcraft-y artwork.
Individual cards
Overall I like those cards a lot!
Enduring Sethrak is too good because too snowbally. People who played against pre-nerf Undertaker will confirm.
Does Blood for Power's self damage also have the Spell Damage bonus?
Fiery Blood is underpowered
I don't like Zgrashh artwork. Effect is good.
Blood Seal's effect isn't clear.
@Muddler
General concept
Not a fan of the HP. I know you explained that Card in hand selection could be a thing, but it still feels weird. One possibility is to stick with the right-most card (as opposed to left-most, which will generally be an important late game card), or the lowest-Cost card, instead of a selected one. Be aware that a similar version of your hero power was already done last comp, so you should be able to bring to it a special touch.
You shouldn't have blank lines in your card text. Several of your cards have this issue.
I prefer All In to Bribe, though I don't like the name.
I think you should change the name and theme to something more Warcraft-y.
Individual cards
Stunning Waitress has a blank like at the bottom.
Seductive Dancer should swap a minion with the minion on its left.
Beneath your Dignity should cost more. 4 or 5. More 5 than 4.
I think Human Shield could deal 2 damage. Also, damage numbers shouldn't be between parentheses. Only costs should.
@SunnoxPL
General concept
Personal issue, but I don't like classes based on universes other than Warcraft.
The art style also doesn't fit Hearthstone. It's waaay TOO SIMPLE.
I think the Hero Power is too strong.
Fury is too similar to Overkill
Individual cards
Old Nail costs too much, even when accounting for the HP. I mean, Light's Justice bro.
Ice Crawler (the 4/8 one) is too good with this statline. 4/6 is the max .
Training is OP AF. Should cost 2 or even 3.
Hidden weaver is a worse Saronite Chain Gang or am I missing something? Didn't you mean "Does something whenever you hero kills a minion"?
@Shatterstar1998
General concept
The HP is too complicated. You should absolutely change it.
"Deal" is the same mechanic as Summoner's "Invoke" from last comp
Individual cards
Unexpected Power should draw you 2 cards at baseline, otherwise it's too weak.
Salhadaar doesn't feel legendary
Uh, how does the second Salhadaar work?
@Wailor
General concept
BUT WHY AN ALCHEMIST???? NNNNNOOOO
Transmute is very good keyword and also very flavorful! You should keep it, as much as it pains me to say it.
I prefer the first HP, though be aware that Tox's Scribbler from last comp used a similar one. Other HP have issues because you must have a minion on the board.
Art doesn't fit HS's style.
Individual cards
Ratsearcher is excellent, should def be among your showcase.
Mr Clyde feels underpowered.
Essence of should read. "Choose a minion. It will damage any character it damages. Draw a card".
I don't understand how Transmute work on combustion.
@Klipce
General concept
I don't like custom classes that come from franchises other than Warcraft, but I suppose it's a personal issue and many will disagree. Still think you should try to make it fit into the Warcraft universe. Gilneas in particular has a very film noir atmostphere, you can do a worgen detective.
The other issue is that you will be extremely limited in terms of the art you can use. You already used Luke for 3 minions and Layton for two, it's not good.
Individual cards
Case Complete is underpowered, even when accounting for all the ways you generate Puzzles. Remember Bolvar Fordragon?
We won't do TGT, so you can't use Unexperienced Mount.
We don't do LOE so you can't use Young Explorer, unless you make it Un'Goro
Same for Old Gods..
@cl4wzHS
General concept
"Jacques" takes an s at the end
I really don't like the card border you used. Orange and Purple don't go well together...
Many of your images don't show, so I can't evaluate them.
I don't think the restriction on Moment of Truth makes sense. It makes the card uselessly complicated.
Script was already used during last... Ok I stop :(
Individual cards
Tommy Kruz seems UP, as I assume your Script effects have to be UP due to the very nature of script.
1-mana Mad Shuffle. Would work better as basic too.
Bribed Dealer should be epic because it's effect is situational. Can also be 3/4.
@Wishmaster333
General concept
As always, I'd prefer classes that fit the Warcraft universe.
I can't really give a detailed opinion on your class because you don't have many cards and I don't see what it's theme really is.
Individual cards
Corrupted Inciter is extremely weak...
Strike from within can be Basic
Arcane monk can be a 5/6
Gushing blow is also extremely weak...
@MurderyUnicorn
General concept
As always, I'd prefer classes that fit the Warcraft universe.
Your Hero Power is too complicated.
Your showcased cards don't show your class' theme very well.
Individual cards
Collect energy can be abused by copying itself. Limits design space.
Reduction light could cost 4.
Silent Blocker. NOPE NOPE NOPE NOPE NOPE NOPE. Too unfair against some deck.
@Demonxz95
General concept
Battlemage? Isn't there a better name? I really don't like it tbh.
The diffrent themes of your class don't seem to go well together (in particular the Freeze stuff). You need a "transversal" theme. That minion positioning thing could do it.
As a general way, many of your card's art could be improved.
Individual cards
I love Split the Ground! Though the art doesn't fit Boomsday
Flaming War Axe hahaha
Icewielder is OP AF, it basically prevents enemy minions from attacking TWO turns after they're played!
thanks for feedback guys. Also Reduceion Light was meant to cost 4. I must be blind that i hadn't saw this by all this time. I changed also some cards, so they'll be more balanced. I just posted my class in submission topic, because I'm not sure if I'll be able to do that later. If it comes to Hero Power, I felt that it's too complicated from the begining, but nothing other comed to my mind, so I just went with it. Now, when I submitted, I won't make too many changes, but i would probably make balance changes to Reduction Light and Collect Energy. Also good luck to all! (but not enough to beat me)
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
'Street Magician' - Changed from 2/2/2 to 2/2/3.
'Splitting Image' - Changed from "Random card" to "Left-most card".
'Splitting Image' - Changed from Classic Set to Boomsday Set.
'Splitting Image' - Name changed to 'Magic Mirror'.
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Basic Set:
Others:
Overall, your class is very well-designed and has a very distinct feel and flavor to it. However, I think that the Script effect has the name doesn't make sense in the class at all. While does a Magician needs a book? Especially since almost all cards have Script effect are barely related to book. If it was me, I would change the name "Presto" - a word used by magician which means "quickly", which would fit into the feel and describe the keyword.
Thanks for the feedback! Just going to try explain why I picked "Script", though it is subject to change. Doubt I'll use Presto though since that's not the concept I'm going for. Essentially it will be hard to only have Magicians as a theme so I'm taking the preformers as a whole. But even in a magician's case, the way I thought, was that the magician follows a script for the magic show and if all goes as planned and as performed, it will have a much stronger effect on the audience. I will think on it though.
I really don't like the card border you used. Orange and Purple don't go well together...
Many of your images don't show, so I can't evaluate them.
I don't think the restriction on Moment of Truth makes sense. It makes the card uselessly complicated.
Script was already used during last... Ok I stop :(
Individual cards
Tommy Kruz seems UP, as I assume your Script effects have to be UP due to the very nature of script.
1-mana Mad Shuffle. Would work better as basic too.
Bribed Dealer should be epic because it's effect is situational. Can also be 3/4.
Thank you for your review and honesty! I'll just put my response to the feedback here.
Jacque was a play on Jack, and Treflez is Clubs in french (to my knowladge). So essencially he's the Jack of Clubs which also suits his Hero art as he has a massive Clubs sign on his cape.
I was going to go for a red card border. But didn't find a fitting one to use.
Is the images not showing a thing on your end or? If it's not then check my latest post. Everything should be showing there.
The drawback on Moment of Truth was spawned when I used a similar HP in CCC#3 where I had to drop out in Phase II pretty much because of lack of time. There it was named differently but people complained that it would be OP with Gadgetzan Auctioneer without the restriction.
And I am aware script is the same as Quick-Time. It was suggested by someone else entirely and I asked Demon for permission to use it since apart from that our classes would be quite different, he approved.
I need to make some more Script Cards to really be able to balance Tommy Kruz but on average Script cards will be very slightly weaker than normal cards but stronger than normal cards when script is activated. For example Science Show! Costs 1 more than Consecration but 2 less than Flamestrike.
Reduced Mana on Mad Shuffle was suggested before but I got a lack of responses on it so thank you for this. And as it so happens I have a free slot in the Basic cards right now due to Bribed Dealer moving to classic.
I'll take into consideration the stat change, but I like it as a Common. It'll likely be a staple in most decks as it allows you to find the answer and put them at the bottom of your deck for when you actually need them. For example against aggro being able to pull out a Moment of Truth into a Science Show!
THIS IS JUST RESPONSES TO THE FEEDBACK, FEEL FREE TO FOLLOW UP ON THEM IF YOU HAVE ANYTHING TO ADD, OR JUST IGNORE THEM COMPLETELY ^ ^ Thanks again for the feedback.
Transmute is very good keyword and also very flavorful! You should keep it, as much as it pains me to say it.
I prefer the first HP, though be aware that Tox's Scribbler from last comp used a similar one. Other HP have issues because you must have a minion on the board.
Art doesn't fit HS's style.
Individual cards
Ratsearcher is excellent, should def be among your showcase.
Mr Clyde feels underpowered.
Essence of should read. "Choose a minion. It will damage any character it damages. Draw a card".
I don't understand how Transmute work on combustion.
I'm a bit surprised about your claim about the artwork. Which cards do you have an issue with?
Mr. Clyde would be underpowered in other classes, but keep in mind the Alchemist has a lot of tutors, in the form of Transmute effects. So, fetching the potion will be quite easy.
As for Combustion, I'll illustrate its behaviour with an example: you target a Boulderfist Ogre. The ogre dies, you shuffle a card into your deck and draw a card that costs 6 mana (the same as the ogre). I admit the wording isn't very clear, but I coudn't come up with anything better.
I'll review your classes tomorrow, along with others.
Been working on my class, and I'm ready to show some more. I'll start reviewing other classes after dinner :)
The Lich
Strengths + Themes
Power over the cold = Freeze as a primary defensive tool.
Power over death = Deathrattles, "if it dies" effects.
Power over life = Reviving minions, healing, "if it survives" effects.
Power over the endless Scourge = acquiring late-game fuel to outlast enemies.
Weaknesses
Archetypes are on the slower side. The Lich needs minions to die to fuel spells and effects, and that takes time.
Freeze is not equivalent to a removal tool. At some point, you'll have to stop stalling and kill them.
Lacking card draw. Necromancy focuses on recycling old material, which can mean less new material.
Potential showcase cards:
Classic
Dark Resurgence is flexible: it can be a light removal tool or a full-heal for a minion. Could work well with a card like Injured Blademaster or Damaged Stegotron.
Rise Again would be a staple card, reviving minions like Resurrect but with more control. I made two versions 'cause I'm not sure on the cost and the phrasing. The 2-mana card is phrased that way to include minions lost on either person's turn, whereas the 3-mana card does not include minions lost on your opponent's turn. The 2-mana card also includes this turn, which is not intended but maybe that's okay.
Year of the Mammoth
Unnatural Selector comes from Un'goro, with a focus on reviving that which was lost. You also benefit if you play the same minion a second time (or more) the old fashion way. Not sure how to stat him.
Lady Deathwhisper is a boss from the KFT missions. She does not specify enemies-only...maybe there's a reason for that? ...Yes: KFT is going to introduce "self-Freeze" benefits like Cryostasis and Moorabi, but for a class that can actually use them.
Kel'Thuzad does not wield a weapon, so I had to search for an appropriate one. Bloodsurge makes all of your minions like Abominations, leading to significant damage...but the damage is universal! The weapon has Attack so you can bail out of the effect if necessary.
Year of the Raven
Baroness Anastari comes from The Witchwood. The Battlecry's damage output is low, but the payoff could be significant. Proper setup could yield huge gains...or a flood of Silver Hand Recruits, I guess. Take that, Odd Pally!
The intention behind Immortality Project is that each player would gain a copy of a minion that died on their side of the board, so the minions would most likely be different. Another tool for the Lich to gain fuel.
High Priestess Kilnara emphasizes the Lich's theme for Rastakhan's Rumble: sapping the strength/energy from your opponent.
Right now, my gut is telling me the showcase cards will be Dark Resurgence, the correct form of Rise Again, Unnatural Selector, Baroness Anastari, and...something else, preferably Freeze related. Still working on it!
Thank you to those who give my class a look; feedback is always appreciated <3 Again, I'll try to look through the thread and reciprocate in a little bit.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Mr. Clyde would be underpowered in other classes, but keep in mind the Alchemist has a lot of tutors, in the form of Transmute effects. So, fetching the potion will be quite easy.
I imagine the concern comes from the power of the potion itself moreso than how easy it is to fetch it. 5 mana to transform a minion into a 6/6 with Taunt could just be a regular card, it could easily be cheaper. As of right now, it may be easy to fetch the potion, but there's not much reason for the player to do so. As a player, I'd like to feel rewarded for managing to reach my potion so many times in a game, so I feel it'd be a lot better at 1 to 3 mana, depending on personal fancy.
Icewielder now replaced by Rain of Ice in the showcase.
Icewielder is also now a 3 mana 4/3 instead of a 2 mana 2/3.
Flaming War Axe art and name changed (now called Flame Rune Sword).
Hero has changed artwork. Original artwork will be used for the DK.
Hero now has a name (Markus Dragonheart).
New card: Conjured Arbiter.
Tar Monster is now called Tar Fiend.
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. Flame Rune Sword does exactly that! Swing in with the sword, 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 Chase 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. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.
Additional cards:
I'm considering moving Purge of Flames to Classic with minion positioning now a prominent theme.
And I'm the only class in this entire competition without a new keyword.
If it makes you feel any better, I'm not creating a new Keyword for the Lich: Freeze is my Keyword of choice. I'm just gonna own Freeze and do new things with it.
Edit: *sees your Freeze archetype* ...I see I have competition in this regard :P
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The 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.
(Classic Legendary)
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'm having trouble choosing my Classic Legendary. I have 4 options:
Additionally, I added new Archaeologist cards, inside the spoiler, and changed up my showcase cards. Please tell me what you think, and what cards in Archaeologist would be best for the preview 5 cards! I would love to hear your feedback.
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.
(Classic Legendary)
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'm having trouble choosing my Classic Legendary. I have 4 options:
Additionally, I added new Archaeologist cards, inside the spoiler, and changed up my showcase cards. Please tell me what you think, and what cards in Archaeologist would be best for the preview 5 cards! I would love to hear your feedback.
I'm going to repeat a lot of what I said on Discord, so bear with me.
You've made a class with weapons and Armor as prominent themes and made it feel different than Warrior. That's honestly a job nicely done. The first thing I'd like to point out is that Slush Defender and Rust Blade both use some of the same artwork I've used, and Stalagmite Stomper (great name by the way) has a very similar to effect to my Molten Chaser.
I don't like Mystery Depths. It literally just adds anything to your hand. I understand the idea, but it's too random, even for current Hearthstone standards.
Explore seems to be a slightly worse than 1 mana draw a card, unless you have some other synergies with it. Seems weak compared to Power Word: Shield.
I don't know if Dig-up Shovel is OP or not. It's 2 mana to draw 3 cards, albeit delayed 1 a turn.
Hallkeeper has a cool ability, but I feel like it might be too powerful.
Blessed Wand - Oh, so I see you've taken some inspiration from the minion position aspect of my class. Jokes aside, this is actually really cool, especially with Taunt minions.
Dive Down should probably say "of your deck" instead of "in your deck". Makes it a bit less awkward to say out load (Hex Lord Malacrass's effect is already a bit awkward to say out loud).
As I, and someone else on Discord pointed out in Discord, Master Eroder wouldn't work as you intended because the Decay is attached to the enemies, so they would Decay from their point of view. This means that they would lose 1 Health at the end of their turn, not your turn.
Iron Preserver should probably be reworded to say "add a copy of it to your hand", so weapon Deathrattles would still activate. The artwork also looks more like a Boomsday card than a Classic one. Nice effect though.
Witherer De'thal looks like it should be an Elemental.
I quite like the interaction with Divvy Digger and stacking the Deathrattles.
Protector Rafaam doesn't look very useful, as you'd constantly draw weapons. Ironically, one of the cool things about the weapons in this class is how long they last, so you'll constantly find yourself in a position where you will need to overwrite your current weapon.
I really like Timesnipper.
It would be cool if Lost Fangs had alternate art for it swaps its stats like the other Worgen cards.
Kobold Crafter and Shield Shot have interesting mechanics. I like these.
In general, you may just have too many weapons.
As for the Classic Legendary of choice, the only thing I do know is you shouldn't pick Guardian Qux, as he's probably better for a future set. I'd like to point out that one version of Rejan the Lost is an Elemental, whereas the other one isn't. They also look like they could be Mechs.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Here's my review post! Hot damn this took forever. They're backward chronologically; it's just easier on me, finding your latest posts and whatnot.
Demonxz95's Battlemage
I've seen a couple of these "Do X, Gain 1 Armor" Hero Powers, and I don't know if I'm a fan. The Druid does this, but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor. These other Powers get to do two separate things simultaneously, which seems wrong to me.
It was a long time before we saw things like "left-most" and "right-most" in the card text of a collectible card; Crushing Walls was the first, if I'm not mistaken. It will be weird to see Basic/Classic cards with these qualifiers.
Does Split the Ground last forever? That seems really significant for a 5-mana spell. I assume you could use the two sides to side-step Taunts, which could devastate archetypes relying on them. Conversely, if you still need to get through all Taunts, the minions on the wrong side have nothing to do.
Flame Rune Sword is my favorite card of yours, and a good showcase. Simple and effective at communicating the class' connection between spells and martial prowess.
I love Elementals, and I love Freeze, so there's a lot of themes in your class I can get behind.
cL4wzHS' Magician
I like the new Discard idea, benefiting from what was discarded. I don't like Discard in general, but it's still a nice touch to make it more appealing.
I've seen Script's effect before; it's a common Keyword concept. It adds a lot of weight to the luck of drawing: Science Show! at the wrong time is a worse Consecration, while Science Show! at the right time is a much cheaper Flamestrike. That's a significant difference, and finding the balance is paramount for a class like this to avoid feeling bad to play or play against.
Bribed Dealer demonstrates how you can place a card on the bottom of your deck, but you don't have a showcase card that demonstrates how you might benefit from that. I could extrapolate such an effect, but it would be nice to see a potential combo presented. Master Puppeteer, for example.
Noah_McGrath's Bloodburner
Just to reiterate from before, "deal damage to your hero" is the phrase of choice for Hearthstone, as opposed to "take damage". If you plan to change this, I would mention it.
Death's Door seems fine, but such a class would definitely be playing with fire (wordplay intended). Team 5 would have to evaluate the game's damage cards differently, to make sure that the Bloodburner can survive at Death's Door often/long enough for it to matter. Otherwise, they (you) risk creating an idea that cannot thrive in practice.
Putting "for the rest of the game" on a Basic card seems really wrong to me. That's more of a Legendary ability, or at least an Epic.
Self-damage is a themed I've explored with the Warlock and Priest, and I like the concept. I'm concerned, however, about maintaining that theme over a long stretch of time. As Hearthstone continued its life, the Bloodburner would gain new and stronger tools to deal damage to himself and/or to recover from being at Death's Door. If you're not careful, a player could take all of the best cards to make a deck that has essentially negated the class' weaknesses (and therefore part of its identity). It's the Warlock healing problem.
CheeseEtc's two classes
I think I like the hand-Alchemist the most. They have the most fun-looking synergy/Basic cards, and it honestly looked like you had the most fun coming up with cards for the Alchemist. The Blademaster could work but the hero-Stealth seems like an annoying thing to deal with as the opponent, and such cards strip away the uniqueness of Valeera the Hollow.
I think the Spellstones should keep the upgrade mechanic as their own special thing. I wouldn't introduce it as a Keyword.
As I noted to Demon, you should not be discussing Hero cards or Quests. The first Phase does not allow showcase cards that produce unique tokens, and we'd rather people not share them at this time.
Cocktail Throw, Rapid Contamination, and Apothecary Putress are my favorite cards. Of those listed, I would showcase those.
Muddler's Swindler
Thanks for the feedback :) I admit Phylactery Keeper is rather messy, so I'm gonna shelve it for now and avoid from using the card as a showcase.
The first Trickery is the most clear, and the likely iteration Team 5 would implement. Shuffling a card back into your deck is basically a free draw, as you would select a card that has no current use to you. Discard is a significant drawback but more appropriate.
Stunning Waitress and Bored Bouncer have weird spacing issues. It appears you left a line break on the bottom of the former, while there's a needless gap in the latter.
I agree in-that Bribe is more interesting than All-In. That said, it's a major detriment early in the game before eventually becoming meaningless in the late-game. Balancing the Keyword will be difficult.
"Woo away" cannot be a Classic card, as Discover did not exist back then. You need to be careful to "respect the timeline", as Sinti would say.
SunnoxPL's Bug
I love Hollow Knight! It's an amazing game, filled with atmosphere, horror and beauty. Metroidvanias are a fun genre, and there's a number of great things you can reference. Sadly not its wonderful music. Anyway, not everyone appreciates it when you make classes/expansions that reference other games, but they've done alright in the past. It's just a question of how well you make them :)
Training is a much better version of Heroic Strike. For one less Attack, it costs 1 less and lets you draw a card. One is a Basic and one is an Epic, but Training is a Classic card so it's not as significant a difference as one might say. I think +2 Attack and the draw would be more fair, while still being a good card.
Fury is a decent Keyword if you have enough means to kill stuff with your hero, and it appears that you do. However, that equates to a lot of face-damage, and you'll need to introduce some survivability. I would showcase at least one card that could help in this manner.
The weapons seem fine; a good variety without significant overlap of existing weapons. I like Pure-Nail in particular, showing simplicity and yet its appeal is obvious.
Shatterstar1998's Ethereal
I was going to say something about how I didn't like your Hero Power, that it felt too complex and strong for a Basic, but the more I look at it...it's fine. The Shaman's Hero Power is pretty complex on its own. Learned players would be aware of the rotation, and well-experienced players would come to recognize what their opponent has access to based on the turn-count. All-in-all, it seems fair.
It will be interesting to see you proceed through the competition if-only to see how far you can make it with Ethereal art lel. I already feel boxed in with Kel'Thuzad/necromancer art; you must be even more restricted.
I like all of your showcase cards. They're a good combination of effects, demonstrating ways to interact with Deal, your Hero Power, and whatnot. I don't really have anything negative to say about them at this time. You were right to reserve your Void Singularity cards; it's just simpler to not worry about such tokens in this Phase.
I'm personally not a fan of multiple Deal options ("Deal 1, 2, 3, 4, 5, 6" seems excessive), but as long as they're relegated to Legendaries it should be fine.
All-in-all, I am a lot less down on your class now after giving it a good read versus before when I only glanced at it. The Hero Power and the multi-Deal combined to me an impression of "ugh, not looking forward to reviewing that one." Hopefully I'm the only one who felt that way.
Wailor's Alchemist
Your Hero Power can include Keywords if you want: the Shaman has Taunt and Spell Damage on his basic Totems. The one thing you definitely cannot do is introduce a modern Keyword retroactively, which is what your fourth alternative-option is doing. Lifesteal is from KFT, and Rush is from The Witchwood; they would not be on a basic Hero Power from Vanilla Hearthstone. If you're suggesting that Transmute existed at the beginning of the game, then you could get away with putting it on your Hero Power; if you're uncomfortable with that, the first alternative (doing the same thing but without the Keyword) should be fine.
Rat Trap produces a 6/6/6 rat; I think your pun is fine ;)
I'm confused about Combustion: it destroys a minion, then shuffles itself back into your deck for another card? Or it shuffles a card in your hand with mana cost equal to the destroyed minion? May-hap I'm being dense.
Regardless, I still think Combustion is an acceptable showcase replacement for Mr. Clyde, of the three presented.
I really like Ratsearcher and Essence of Frost; those are my favorite cards and make for good showcases.
Wishmaster333
As I said under Demon's feedback, I've seen a number of the "Do X, Gain 1 Armor" Hero Powers and I'm not a fan of the Power's ability to do two separate things simultaneously. The Druid has a Power like this but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor. Yours has the added complication of requiring a minion on the field, which gives it "Priest Syndrome" (having a useless Hero Power for significant lengths of time).
I like Calming Wave and Gushing Blow, but the other cards don't excite me that much. I would like to see a major end-piece to all of the "damaged" synergy; now's the time to wow people with your showcase, so hit us with a Legendary! Really drive the uniqueness of your class home.
MurderyUnicorn's Reality Shaper
I have to agree with cL4wzHS: your Hero Power is crazy-complex for a basic. It's also quite strong, continuously disrupting your enemy in significant ways like causing their cards to cost more. I think this would lead to a lot of feel-bad moments for your opponent, situations that cannot be easily remedied. In my opinion, the Hero Power is not salvageable in this form.
Silent Blocker is too strong. 6 Health is a lot to get through when you can't attack with your minions, and with the -1s you plan to include this could become frustrating really quickly. Especially when you can combine it with Neutral cards like Defender of Argus or Dire Wolf Alpha to shut them down further.
I despise Mill, so I cannot speak favorably of Stella Coactore. I know some people like it, but from my point of view Mill bucks against the established rules of engagement. I came to play with the understanding that I'm attacking your life total, and you're coming to the table with the intention to attack my deck; you're playing a completely different game compared to the rest of us.
I know this is a lot of negativity, so I apologize :/ There's just a number of frustrating possibilities going on here, and altogether it creates a feeling where the Reality Shaper's goal is not to defeat their opponent but rather to force a concede, and that's not healthy gameplay.
McF4rtson's Spiritwalker
To completely eliminate confusion, your Hero Power should specify "At the start of your next turn, draw a card." Either-way, a Hero Power that has no effect now is really odd. I'm not against that - it's certainly unique - but some people will find it off-putting.
Spectral is interesting, forcing you to use the card immediately lest you lose it. Of course, some people might want that if they're looking to blast you down with a machine-gun unloading of Willpower. Balancing Willpower with Neutral Spell Damage cards could be an issue.
Is Brain Power's +1 damage effect for the rest of the game, or the rest of the turn? It should specify.
Sweet Dreams Hammer seems insane at first glance, considering you can theoretically drop a 10-mana on turn 4 or 5 by playing two weapons in a row. Coin-SDH turn-3, or play on curve.
I agree with cL4wzHS in-that you need a showcase card that tells us how copies of Willpower could make it into your deck. We could extrapolate such an idea ourselves, but it would be better if you demonstrated such comboes yourself.
Pircival's Archaeologist
Another "Do X, Gain 1 Armor" Hero Power. As I noted with the others, I am not a fan of the Power's ability to do two separate things simultaneously. The Druid has a Power like this but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor.
Decay seems good; I've seen it before but it's appropriate for an Archaeologist. You're using it in interesting ways that keeps it fresh.
I noted this with Noah, but be careful about going full-out with the different sets right now. We plan to introduce challenges that might throw your gameplan off a bit, perhaps forcing you to rethink how you will proceed. If you want to create the entire Classic set right now that's fine, but do know that if you make to the next Phase you're gonna have to change it somewhat. This also means you don't need to worry about solidifying your Classic Legendary at this point in time; you have a lot of time before that decision becomes final.
I wouldn't use your Quest as a showcase card. I personally don't find it terribly exciting, and it doesn't jive with the other Quests that give fully unique Rewards. Such a card wouldn't be allowed in this Phase, but still. You have more interesting Legendaries, like Witherer De'thal or Rejan the Lost; I'd pick one of those.
The Fossils definitely need to be the same mana, like Animal Companion. Discovering/acquiring dramatically different cards is fine in Adventures and single-player content, but it's a lot more swingy in a regular game.
I apologize if I did not get to you: what I managed so far took a lot longer than I expected and it's getting late :/ I'll continue to reciprocate feedback tomorrow or after you've posted an update/reply. If you're interested, my updated Lich class is located further up this page (post #152, to be more specific) <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Time for an update! Here's a few more cards and some explanations. Will do some reviews tomorrow.
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
Mechs!
Weapons!
1-Cost Secrets!
Disruption!
Tokens! including replacing Hero Power tokens!
Hand size!
I'm still picking my 5 cards for submission, so any direction with that would be great. Thanks for viewing!
Having read the comments on my class, I'm really unsure how to proceed now.
Most people are fine with the Hero Power, but few like the Keyword. The problem is, if I change the keyword, then the Hero Power is out of control. The options I currently have are:
Since I'm one of the people who liked both, I'll say that you should stick with it. Maybe you'll disagree. What I feel you need to show though, is more Willpower synergy because thus far there is not that much of it. Especially as I said, with the shuffling it into your deck. Since you're drawing and producing Willpower cards, you can also try implement Discard into your class since you'll have more cards to discard. But yeah, maybe if you show some more synergy with willpower people will like the idea more? They might not, but if you yourself like the idea and want to go through with it, it's worth a try at least.
Thank you Kanye,
Very Cool.
Bump+ all the basic set complete
Bloodburner
All Basic cards:
Some classic cards:
Themes, rules and weaknesses of the class:
Feedback is welcomed and encouraged!
Sync sounds more like something for a tech-based class. An idea I have is Consummorph, from the latin "consummatus", meaning complete, and "morph". It's still pretty long, but at least it's easier to read.
Good luck with your class. If I may give you an idea for a weapon: "Checkov's Gun": Decay. Battlecry: Destroy a minion. Deathrattle: Resummon it. Not sure on the stats.
The wording on your hp is very long. How about: "Draw a card. The next card you play costs (0) and it's discarded instead." It makes it a bit stronger, but I feel it works with the idea of cheating.
Aaaand I now see this is an older post. I'll leave my feedback here nonetheless.
Morphiblabla (really need a better name) only triggers when the life is EXACTLY equal to it's cost. So if something did, say, 4 damage to it, the keyword wouldn't trigger because it would go to -1.
Any feedback is welcome, thanks.
Yeah, that's the idea, you have to plan ahead in order to trigger the keyword.
"Metamorphosis" is an actual word, actually. But, yeah, my keyword is really weird.
Magician Class - Updates + First Draft of Showcase Cards
Changes Made:
Still want some feedback on:
This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.
First Showcase Draft
Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:
The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):
Basic Set:
Others:
Thank you Kanye,
Very Cool.
I'm going to take some time later to properly review what people have posted, but I want to warn against going full-ham with sets. If you want to make everything right now that's okay, but we're not looking for you to do that yet. We're going to introduce challenges after this initial Phase, and that might change the direction you're headed. Be ready to adapt! You're also showing off more than you need, which might get you into trouble (unique tokens). Love the enthusiasm; just...rein it in a little ;P
Also, specifically aimed at you Noah, "take damage" is not a Hearthstone term in regards to you/your hero. Every card that deals damage to your hero says that phrase in full (Bittertide Hydra). If you want to introduce the phrasing that's fine, but I would make note of it somewhere.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I like the second option for the Alchemist best since it has a distinct flavor and not steal a bunch of artworks and function from the Kazakus potion.
I like the overall feel of your class. It create a fantasy of sacrificing Health for power. However, your cards need rename to have more "blood" in name. Out of 15 cards, I only count 4 that fulfill the "blood" fantasy while the "Burn" fantasy has been filling in for 7 cards.
Overall, your class is very well-designed and has a very distinct feel and flavor to it. However, I think that the Script effect has the name doesn't make sense in the class at all. While does a Magician needs a book? Especially since almost all cards have Script effect are barely related to book. If it was me, I would change the name "Presto" - a word used by magician which means "quickly", which would fit into the feel and describe the keyword.
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:
Reviews for the last 10 classes posted
I go backwards because classes that were posted recently obviously had less reviews.
@Noah_McGrath
General concept
Individual cards
@Muddler
General concept
Individual cards
@SunnoxPL
General concept
Individual cards
@Shatterstar1998
General concept
Individual cards
@Wailor
General concept
Individual cards
@Klipce
General concept
Individual cards
@cl4wzHS
General concept
Individual cards
@Wishmaster333
General concept
Individual cards
@MurderyUnicorn
General concept
Individual cards
@Demonxz95
General concept
Individual cards
Will do other class' reviews, uh, later maybe.
My classes are at the end of page 3 just in case.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
thanks for feedback guys. Also Reduceion Light was meant to cost 4. I must be blind that i hadn't saw this by all this time. I changed also some cards, so they'll be more balanced. I just posted my class in submission topic, because I'm not sure if I'll be able to do that later. If it comes to Hero Power, I felt that it's too complicated from the begining, but nothing other comed to my mind, so I just went with it. Now, when I submitted, I won't make too many changes, but i would probably make balance changes to Reduction Light and Collect Energy. Also good luck to all! (but not enough to beat me)
Thanks for the feedback! Just going to try explain why I picked "Script", though it is subject to change. Doubt I'll use Presto though since that's not the concept I'm going for. Essentially it will be hard to only have Magicians as a theme so I'm taking the preformers as a whole. But even in a magician's case, the way I thought, was that the magician follows a script for the magic show and if all goes as planned and as performed, it will have a much stronger effect on the audience. I will think on it though.
Thank you for your review and honesty! I'll just put my response to the feedback here.
THIS IS JUST RESPONSES TO THE FEEDBACK, FEEL FREE TO FOLLOW UP ON THEM IF YOU HAVE ANYTHING TO ADD, OR JUST IGNORE THEM COMPLETELY ^ ^ Thanks again for the feedback.
Thank you Kanye,
Very Cool.
I'm a bit surprised about your claim about the artwork. Which cards do you have an issue with?
Mr. Clyde would be underpowered in other classes, but keep in mind the Alchemist has a lot of tutors, in the form of Transmute effects. So, fetching the potion will be quite easy.
As for Combustion, I'll illustrate its behaviour with an example: you target a Boulderfist Ogre. The ogre dies, you shuffle a card into your deck and draw a card that costs 6 mana (the same as the ogre). I admit the wording isn't very clear, but I coudn't come up with anything better.
I'll review your classes tomorrow, along with others.
Been working on my class, and I'm ready to show some more. I'll start reviewing other classes after dinner :)
The Lich
Strengths + Themes
Weaknesses
Potential showcase cards:
Classic
Year of the Mammoth
Year of the Raven
Right now, my gut is telling me the showcase cards will be Dark Resurgence, the correct form of Rise Again, Unnatural Selector, Baroness Anastari, and...something else, preferably Freeze related. Still working on it!
Thank you to those who give my class a look; feedback is always appreciated <3 Again, I'll try to look through the thread and reciprocate in a little bit.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I imagine the concern comes from the power of the potion itself moreso than how easy it is to fetch it. 5 mana to transform a minion into a 6/6 with Taunt could just be a regular card, it could easily be cheaper. As of right now, it may be easy to fetch the potion, but there's not much reason for the player to do so. As a player, I'd like to feel rewarded for managing to reach my potion so many times in a game, so I feel it'd be a lot better at 1 to 3 mana, depending on personal fancy.
Bump with second update.
And I'm the only class in this entire competition without a new keyword.
Notes:
This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.
Current showcase cards:
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flame Rune Sword does exactly that! Swing in with the sword, 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 Chase 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. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.
Additional cards:
I'm considering moving Purge of Flames to Classic with minion positioning now a prominent theme.
Click the image to go to my custom Time Traveler class.
If it makes you feel any better, I'm not creating a new Keyword for the Lich: Freeze is my Keyword of choice. I'm just gonna own Freeze and do new things with it.
Edit: *sees your Freeze archetype* ...I see I have competition in this regard :P
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The 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.
(Classic Legendary)
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Basic:
Link: https://imgur.com/a/sUl5fAA
Fossils: (will be changed later)
Classic:
Link: https://imgur.com/a/sUl5fAA
Extras:
Link: https://imgur.com/a/YZ835in
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
I'm having trouble choosing my Classic Legendary. I have 4 options:
Additionally, I added new Archaeologist cards, inside the spoiler, and changed up my showcase cards. Please tell me what you think, and what cards in Archaeologist would be best for the preview 5 cards! I would love to hear your feedback.
I'm going to repeat a lot of what I said on Discord, so bear with me.
You've made a class with weapons and Armor as prominent themes and made it feel different than Warrior. That's honestly a job nicely done. The first thing I'd like to point out is that Slush Defender and Rust Blade both use some of the same artwork I've used, and Stalagmite Stomper (great name by the way) has a very similar to effect to my Molten Chaser.
Click the image to go to my custom Time Traveler class.
Here's my review post! Hot damn this took forever. They're backward chronologically; it's just easier on me, finding your latest posts and whatnot.
Demonxz95's Battlemage
I've seen a couple of these "Do X, Gain 1 Armor" Hero Powers, and I don't know if I'm a fan. The Druid does this, but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor. These other Powers get to do two separate things simultaneously, which seems wrong to me.
It was a long time before we saw things like "left-most" and "right-most" in the card text of a collectible card; Crushing Walls was the first, if I'm not mistaken. It will be weird to see Basic/Classic cards with these qualifiers.
Does Split the Ground last forever? That seems really significant for a 5-mana spell. I assume you could use the two sides to side-step Taunts, which could devastate archetypes relying on them. Conversely, if you still need to get through all Taunts, the minions on the wrong side have nothing to do.
Flame Rune Sword is my favorite card of yours, and a good showcase. Simple and effective at communicating the class' connection between spells and martial prowess.
I love Elementals, and I love Freeze, so there's a lot of themes in your class I can get behind.
cL4wzHS' Magician
I like the new Discard idea, benefiting from what was discarded. I don't like Discard in general, but it's still a nice touch to make it more appealing.
I've seen Script's effect before; it's a common Keyword concept. It adds a lot of weight to the luck of drawing: Science Show! at the wrong time is a worse Consecration, while Science Show! at the right time is a much cheaper Flamestrike. That's a significant difference, and finding the balance is paramount for a class like this to avoid feeling bad to play or play against.
Bribed Dealer demonstrates how you can place a card on the bottom of your deck, but you don't have a showcase card that demonstrates how you might benefit from that. I could extrapolate such an effect, but it would be nice to see a potential combo presented. Master Puppeteer, for example.
Noah_McGrath's Bloodburner
Just to reiterate from before, "deal damage to your hero" is the phrase of choice for Hearthstone, as opposed to "take damage". If you plan to change this, I would mention it.
Death's Door seems fine, but such a class would definitely be playing with fire (wordplay intended). Team 5 would have to evaluate the game's damage cards differently, to make sure that the Bloodburner can survive at Death's Door often/long enough for it to matter. Otherwise, they (you) risk creating an idea that cannot thrive in practice.
Putting "for the rest of the game" on a Basic card seems really wrong to me. That's more of a Legendary ability, or at least an Epic.
Self-damage is a themed I've explored with the Warlock and Priest, and I like the concept. I'm concerned, however, about maintaining that theme over a long stretch of time. As Hearthstone continued its life, the Bloodburner would gain new and stronger tools to deal damage to himself and/or to recover from being at Death's Door. If you're not careful, a player could take all of the best cards to make a deck that has essentially negated the class' weaknesses (and therefore part of its identity). It's the Warlock healing problem.
CheeseEtc's two classes
I think I like the hand-Alchemist the most. They have the most fun-looking synergy/Basic cards, and it honestly looked like you had the most fun coming up with cards for the Alchemist. The Blademaster could work but the hero-Stealth seems like an annoying thing to deal with as the opponent, and such cards strip away the uniqueness of Valeera the Hollow.
I think the Spellstones should keep the upgrade mechanic as their own special thing. I wouldn't introduce it as a Keyword.
As I noted to Demon, you should not be discussing Hero cards or Quests. The first Phase does not allow showcase cards that produce unique tokens, and we'd rather people not share them at this time.
Cocktail Throw, Rapid Contamination, and Apothecary Putress are my favorite cards. Of those listed, I would showcase those.
Muddler's Swindler
Thanks for the feedback :) I admit Phylactery Keeper is rather messy, so I'm gonna shelve it for now and avoid from using the card as a showcase.
The first Trickery is the most clear, and the likely iteration Team 5 would implement. Shuffling a card back into your deck is basically a free draw, as you would select a card that has no current use to you. Discard is a significant drawback but more appropriate.
Stunning Waitress and Bored Bouncer have weird spacing issues. It appears you left a line break on the bottom of the former, while there's a needless gap in the latter.
I agree in-that Bribe is more interesting than All-In. That said, it's a major detriment early in the game before eventually becoming meaningless in the late-game. Balancing the Keyword will be difficult.
"Woo away" cannot be a Classic card, as Discover did not exist back then. You need to be careful to "respect the timeline", as Sinti would say.
SunnoxPL's Bug
I love Hollow Knight! It's an amazing game, filled with atmosphere, horror and beauty. Metroidvanias are a fun genre, and there's a number of great things you can reference. Sadly not its wonderful music. Anyway, not everyone appreciates it when you make classes/expansions that reference other games, but they've done alright in the past. It's just a question of how well you make them :)
Training is a much better version of Heroic Strike. For one less Attack, it costs 1 less and lets you draw a card. One is a Basic and one is an Epic, but Training is a Classic card so it's not as significant a difference as one might say. I think +2 Attack and the draw would be more fair, while still being a good card.
Fury is a decent Keyword if you have enough means to kill stuff with your hero, and it appears that you do. However, that equates to a lot of face-damage, and you'll need to introduce some survivability. I would showcase at least one card that could help in this manner.
The weapons seem fine; a good variety without significant overlap of existing weapons. I like Pure-Nail in particular, showing simplicity and yet its appeal is obvious.
Shatterstar1998's Ethereal
I was going to say something about how I didn't like your Hero Power, that it felt too complex and strong for a Basic, but the more I look at it...it's fine. The Shaman's Hero Power is pretty complex on its own. Learned players would be aware of the rotation, and well-experienced players would come to recognize what their opponent has access to based on the turn-count. All-in-all, it seems fair.
It will be interesting to see you proceed through the competition if-only to see how far you can make it with Ethereal art lel. I already feel boxed in with Kel'Thuzad/necromancer art; you must be even more restricted.
I like all of your showcase cards. They're a good combination of effects, demonstrating ways to interact with Deal, your Hero Power, and whatnot. I don't really have anything negative to say about them at this time. You were right to reserve your Void Singularity cards; it's just simpler to not worry about such tokens in this Phase.
I'm personally not a fan of multiple Deal options ("Deal 1, 2, 3, 4, 5, 6" seems excessive), but as long as they're relegated to Legendaries it should be fine.
All-in-all, I am a lot less down on your class now after giving it a good read versus before when I only glanced at it. The Hero Power and the multi-Deal combined to me an impression of "ugh, not looking forward to reviewing that one." Hopefully I'm the only one who felt that way.
Wailor's Alchemist
Your Hero Power can include Keywords if you want: the Shaman has Taunt and Spell Damage on his basic Totems. The one thing you definitely cannot do is introduce a modern Keyword retroactively, which is what your fourth alternative-option is doing. Lifesteal is from KFT, and Rush is from The Witchwood; they would not be on a basic Hero Power from Vanilla Hearthstone. If you're suggesting that Transmute existed at the beginning of the game, then you could get away with putting it on your Hero Power; if you're uncomfortable with that, the first alternative (doing the same thing but without the Keyword) should be fine.
Rat Trap produces a 6/6/6 rat; I think your pun is fine ;)
I'm confused about Combustion: it destroys a minion, then shuffles itself back into your deck for another card? Or it shuffles a card in your hand with mana cost equal to the destroyed minion? May-hap I'm being dense.
Regardless, I still think Combustion is an acceptable showcase replacement for Mr. Clyde, of the three presented.
I really like Ratsearcher and Essence of Frost; those are my favorite cards and make for good showcases.
Wishmaster333
As I said under Demon's feedback, I've seen a number of the "Do X, Gain 1 Armor" Hero Powers and I'm not a fan of the Power's ability to do two separate things simultaneously. The Druid has a Power like this but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor. Yours has the added complication of requiring a minion on the field, which gives it "Priest Syndrome" (having a useless Hero Power for significant lengths of time).
I like Calming Wave and Gushing Blow, but the other cards don't excite me that much. I would like to see a major end-piece to all of the "damaged" synergy; now's the time to wow people with your showcase, so hit us with a Legendary! Really drive the uniqueness of your class home.
MurderyUnicorn's Reality Shaper
I have to agree with cL4wzHS: your Hero Power is crazy-complex for a basic. It's also quite strong, continuously disrupting your enemy in significant ways like causing their cards to cost more. I think this would lead to a lot of feel-bad moments for your opponent, situations that cannot be easily remedied. In my opinion, the Hero Power is not salvageable in this form.
Silent Blocker is too strong. 6 Health is a lot to get through when you can't attack with your minions, and with the -1s you plan to include this could become frustrating really quickly. Especially when you can combine it with Neutral cards like Defender of Argus or Dire Wolf Alpha to shut them down further.
I despise Mill, so I cannot speak favorably of Stella Coactore. I know some people like it, but from my point of view Mill bucks against the established rules of engagement. I came to play with the understanding that I'm attacking your life total, and you're coming to the table with the intention to attack my deck; you're playing a completely different game compared to the rest of us.
I know this is a lot of negativity, so I apologize :/ There's just a number of frustrating possibilities going on here, and altogether it creates a feeling where the Reality Shaper's goal is not to defeat their opponent but rather to force a concede, and that's not healthy gameplay.
McF4rtson's Spiritwalker
To completely eliminate confusion, your Hero Power should specify "At the start of your next turn, draw a card." Either-way, a Hero Power that has no effect now is really odd. I'm not against that - it's certainly unique - but some people will find it off-putting.
Spectral is interesting, forcing you to use the card immediately lest you lose it. Of course, some people might want that if they're looking to blast you down with a machine-gun unloading of Willpower. Balancing Willpower with Neutral Spell Damage cards could be an issue.
Is Brain Power's +1 damage effect for the rest of the game, or the rest of the turn? It should specify.
Sweet Dreams Hammer seems insane at first glance, considering you can theoretically drop a 10-mana on turn 4 or 5 by playing two weapons in a row. Coin-SDH turn-3, or play on curve.
I agree with cL4wzHS in-that you need a showcase card that tells us how copies of Willpower could make it into your deck. We could extrapolate such an idea ourselves, but it would be better if you demonstrated such comboes yourself.
Pircival's Archaeologist
Another "Do X, Gain 1 Armor" Hero Power. As I noted with the others, I am not a fan of the Power's ability to do two separate things simultaneously. The Druid has a Power like this but the effects offset each other: the Druid loses the Armor when he Attacks, and must lose the Attack if he wants to keep the Armor.
Decay seems good; I've seen it before but it's appropriate for an Archaeologist. You're using it in interesting ways that keeps it fresh.
I noted this with Noah, but be careful about going full-out with the different sets right now. We plan to introduce challenges that might throw your gameplan off a bit, perhaps forcing you to rethink how you will proceed. If you want to create the entire Classic set right now that's fine, but do know that if you make to the next Phase you're gonna have to change it somewhat. This also means you don't need to worry about solidifying your Classic Legendary at this point in time; you have a lot of time before that decision becomes final.
I wouldn't use your Quest as a showcase card. I personally don't find it terribly exciting, and it doesn't jive with the other Quests that give fully unique Rewards. Such a card wouldn't be allowed in this Phase, but still. You have more interesting Legendaries, like Witherer De'thal or Rejan the Lost; I'd pick one of those.
The Fossils definitely need to be the same mana, like Animal Companion. Discovering/acquiring dramatically different cards is fine in Adventures and single-player content, but it's a lot more swingy in a regular game.
I apologize if I did not get to you: what I managed so far took a lot longer than I expected and it's getting late :/ I'll continue to reciprocate feedback tomorrow or after you've posted an update/reply. If you're interested, my updated Lich class is located further up this page (post #152, to be more specific) <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Time for an update! Here's a few more cards and some explanations. Will do some reviews tomorrow.
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
I'm still picking my 5 cards for submission, so any direction with that would be great. Thanks for viewing!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
How bad of an idea is it to make a Bard class, seeing as one won a long time ago?