Further review of all classes I didn't review before
@Linkblade91/Lich
General concept
Lich is a race, not a class. I know a Worgen class won, but it still bugs me.
I wouldn't use tha card border.
The HP is good! I don't mind the Freeze keyword on a HP though.
Individual cards
The 2-Cost Rise Again.
Immortality Project can cost 1.
Kilnara can read "Set a minion's Attack to 0. Restore Health to your hero equal to Attack lost".
Overall a promising class!
Thanks :) I've tried out a couple card borders with some of the mods, and we agree that this one looks best:
I wasn't a fan originally - hence why I didn't start with that border - but I can say it's growing on me. I like that it has purple and blue together, both very appropriate for the Scourge and a Lich/Necromancer class.
Here are the other cards I plan to use as showcases, so they're all in one place (again):
Edit: Keep changing my mind on the last card. Can't nail my ideas down.
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
P.S I think I'll change Fury to this newer (actually always-intended) version.
I think that's a good idea.
Rollback Post to RevisionRollBack
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
@MurderyUnicorn, I feel like your Stellas Coactore fails as a card. What I mean is that even if you hand is full when you play this card, your hand is no longer full when it leaves your hand.
You would still mill a bunch of cards in order to play this card. Or are you saying that, in most cases if your hand is full, you would draw 1 card and then this card would also prevent you from drawing more cards? But you would still most likely mill at least one card each time you played this card, unless your hand pretty empty when you played it.
Statline is fine for the ability. But that's still a crazy amount of card draw. What would mirror game look like?
tl;dr
Q: Does Stellas Coactore's ability "You cannot draw cards while your hand is full" reflexively stop the Battlecry when you reach a full hand?
I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.
Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.
The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.
This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.
* Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.
The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.
I will return later to review other people's works as well.
Here's what I currently have made for my class, the Researcher
Some themes in the class are card draw and things that synergize with it, spell synergy, solid single-target removal but limited board clears, discard but often in a more controlled way than warlock.
I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.
Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.
The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.
This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.
* Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.
The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.
I will return later to review other people's works as well.
Oh boy. We’ve got 2 tech based heroes with the same hero image, similar names (Blast in the last name), and the same card color. But your Demolitionist has the themes of 2-cost Secrets, board placement, and lots of explosions. Whereas my Tinker has 1-cost Secrets, hand size, weapons, and a keyword... and also explosions but probably not as many.
Kaboom is just Hellfire that doesn’t hit heroes. Short Fuse is too short a time limit, and I had a lot of people not like my similar version from my Chronomancer class. But otherwise your cards look good. I’d like to see more of what makes yours stand out than just blowing things up. Some more unique effects.
I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.
Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.
The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.
This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.
* Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.
The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.
I will return later to review other people's works as well.
So I see someone else is using minion positioning.
To be honest, I'm not really a big fan of the Hero Power.
Homing Missile I particularly like because I'm also using minion positioning, but it may be weak. I don't know.
Fireworks is like one of my cards. It seems slightly weak, but perhaps that it only hits minions is a bigger benefit than I thought. Spreading Madness would be beyond broken if it only hit minions, whereas now it's weak.
Here's what I currently have made for my class, the Researcher
Some themes in the class are card draw and things that synergize with it, spell synergy, solid single-target removal but limited board clears, discard but often in a more controlled way than warlock.
You could probably change "Study a Dragon" to "Study (Dragon)" to make it better to read. Interesting mechanic though.
I mentioned before on Discord that Deduce to Reduce may be too strong for 3 mana, but not strong enough for 4 mana which puts it at an awkward spot.
Dragonologist is cool, although the artwork looks like it's focusing more so on the dragon than the actual dragonologist himself.
I like the hand position mechanic of New Innovation, so good job.
Brain Blast doesn't need to say "other" because it leaves your hand when you play it anyway. Otherwise, it's a nice card. Flavor text needs to be a Jimmy Neutron reference.
Replicable Results probably looks more like a Boomsday card in terms of artwork than Classic, but I suppose it's fine. I also don't like the idea of a spell that has a requisite for an effect and nothing else. The same thing I said about Study applies here as well.
Laboratory Guard is cool. Could be pretty powerful if you have buffs in your class.
You could probably change "Study a Dragon" to "Study (Dragon)" to make it better to read. Interesting mechanic though.
Study was originally formatted like that, but after some discussion on Discord, I chose to use "Study a Dragon" instead of "Study (Dragon)" because it reads very smoothly and can give a slight idea on what the keyword does.
I mentioned before on Discord that Deduce to Reduce may be too strong for 3 mana, but not strong enough for 4 mana which puts it at an awkward spot.
That's true, and I might change it to be 5 mana but look at 4 and draw 3 of them, or just put it to 3 mana as the class is supposed to have good card draw.
Dragonologist is cool, although the artwork looks like it's focusing more so on the dragon than the actual dragonologist himself.
Had some trouble finding art for it, and will probably try again later.
Brain Blast doesn't need to say "other" because it leaves your hand when you play it anyway. Otherwise, it's a nice card. Flavor text needs to be a Jimmy Neutron reference.
I put "other" in there for clarity, but it could be removed and I'll think about it.
Replicable Results probably looks more like a Boomsday card in terms of artwork than Classic, but I suppose it's fine. I also don't like the idea of a spell that has a requisite for an effect and nothing else. The same thing I said about Study applies here as well.
I agree with you about not liking a spell that does nothing without the requisite, but in this case i thought it'd be fine as minions are very common.
Laboratory Guard is cool. Could be pretty powerful if you have buffs in your class.
The class is unlikely to have buffs, but it is capable of some spell-spam. I wanted to have some decently big payoff for a spell-focused deck in Researcher.
Probably gonna try give feedback to other people's classes tomorrow, once I have more time.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
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I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
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Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
OR
Armored Baldur is way too powerful. 5 Armor worth 1 mana (Iron Hide) and this minion will become a 5/5 for that? I would increase the cost to 4 mana.
Helpful Wanderer is way too weak. The condition warrant it to have full vanilla 5/6 stats.
Protective Weevil is much better than Husk Guardian. I'd showcase that instead.
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
I'll be honest: Most of these cards seem gimmicky. They seem to only fit in exactly mill deck and nowhere else, which is not a good way to showcase a class that is already good at mill decks. I'd turn the attention to building other archetype.
I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.
Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.
The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.
This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.
* Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.
The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.
I will return later to review other people's works as well.
I'll be honest: Your class just seems like GvG: Electric Boogaloo. I'm not sure how good of an ideal it is to based a class so similar to an expansion.
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.
Your showcase cards are decent but if Armor is going to be a big theme in your class, you seriously need to design more in quantites and qualities of Armor cards than Molten Chaser. If not, then you need to take the Chaser out of the line up. As of right now, it looks really weak and out of place among the rest of your card.
Repost my Ethereal and my Astromancer class with some minor adjustment. Remember to tell me which class you think is better / more well-designed.
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Reserve Cards:
Class: The Astromancer
Silent Night has been buffed
Another Secret has been added.
Gazed keyword now clarify that it only disappear if the effect eligible.
A few more version of Starscyer Sera has been added.
Add Doomsday Hysteria and Cosmic Guardian
I don't think Mark of Leo is too powerful. Your opponent is fully aware what will happen if they play a low attack high health minion. If they want to make one of their board space useless, that's on them. They can just play around it by summon a 3 or less health minion or summon a mid to big size minion and eat the cost.
When multiple characters are Gazed, they are chosen randomly by the effect.
Hero: Rishi Sterling (terrible name, I know)
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astronomers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergize with the Ogres.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles during the missile, the card will randomly pick another target. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Not to mention in the case of Sera has her backfiring on you if the opponent has several higher-cost minions on their field.
Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.
I feel that i haven't really reviewed other people's classes enough so here i go:
@Pircival: The Archaeologist
Hero power is nice but i'm not sure what that name/image has to do with healing.
Kobold Crafter is a cool idea. keep in mind there are no neutral weapons, so balance your weapons with the frequency they can be obtained in match in mind.
Hallkeper is a real power card. I imagine you'd have high durability and low attack weapons, because otherwise this can be too snowbally. For just 1 mana the effect is very good, a lot more powerful than vodoo doctor (which gives 2 health, this gives armor and weapon durability). Maybe consider making him 2 mana? (with a 2/2 or 1/3 body)
Divvy Digger: Has a pseudo-taunt, as the enemy can't let it live for too long. I like the idea.
Rejan, Arisen seems ok-ish. 5 damage to face is when you play him (you attack and break your weapon) plus his 5 attack makes him a good finisher for the classic set. Like Antonidas, he won'e have much relevance in further expansion unless you go for some combo cards, but for now he really captures the themes of the class
My advice if you pass this stage? Try to not base too many cards on weapons, as it can get stale fast.
Gaze seems like it can be hard to use. The always available option is the hero power, but besides that you didn't really show any random effects in your class besides...
...Meteor Shower. This is powerful both with and without gaze. It's in between arcane missiles and cinderstorm and it can be flamecanon. Good cheap damage for clearing and finishing.
Blessing of the star seems too good. It's 1 mana cheaper kings with 1 less attack. Personally, i think you should make it +3/+3.
Marks are a nice mechanic, but mark of the scorpion i think it's too cheap. for 1 mana, any minion that deals damage is an assasinate. Elven Archer for example. Sure, it's a 2 card combo, but on turn 9 you can have Primordial drake with poisonous, which is basically a Twisting Nether with a big ass taunt. It should cost 2 at least.
Hero power seems too complex to me. Basic hp should be simple and to the point. The only exception is Totem Call, and because of that i think this may be fine, but in my eyes it's too much.
Consortium Warden has an interesting effect. Nice interaction with the hero power.
Heart of Corruption is unlikely to stay active for more than 1 turn, so you have to stack up on the contracts to make it worth. Even so, for such unreliable damage and the fact that it hurts you makes this seem bad to me. Unreliable, expansive and can backfire.
The echo version of the Nexus-King seems better to me. Easier to understand and easier to pull off.
Rise again should cost 2. It has more control than Ressurect, but it can bring up the same minion over and over and over and over and ...
Unnatural selector has a weird name but a cool card art. The effect is strong and combos well with your other stuff. But how many resurrect cards do you plan on having?
Lady Deathwhisper: How do you damage multiple minions? Just minion combat or are there aoe spells? if there are than this is fine, as it's a double freeze. If there aren't than this seems rather weak.
Someone would make a complex and convoluted otk with that legendary sword. Besides that, it can certainly transform a full board into a mega bomb. It's very risky, as the defile effect will hurt you too, but i can see it work. How much healing/armor does your class have?
Baroness Anastari: FEAR MY ARMY OF DUDES! But really, for it's effect, it's certainly strong.
Overall, you have a nice theme going on, but your biggest weakness is no offensive spells. I get the thematic weakness of having bad removals, but even druid has some stuff like swipe or naturalize. Either you make some taunts/ minions with damaging battlecries, or you're going to get overwhelmed by the aggro squad. And if you plan on reviving stuff the whole game to live, keep in mind how much people hate big priest. Be careful with that!
Now, time for my stuff.
Bloodburner
Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?
I've decided these are the 5 cards that will represent my class in this stage of the contest:
Themes of the class:
Self damage for power
Spells benefit from low health or damage you
Minions heal you and protect you from self damage
Creates effects active during your opponent's turn, making them play around certain stuff (effects are known, they aren't secrets)
Uses Hero's and minions's health as a resource/condition
Strengths/ Weaknesses:
Powerful removal, but low stated minions
benefits from low health/ easy to get bursted down
Many minion removal options/few direct ways to damage the enemy hero
Here are some other cards i made:
Changes i need to make, but i will later as these aren't for the first stage:
Fire master needs new art, as i now use it for the hero portrait;
Blood for power should damage you more
Enduring Sethrak should be either 0/4 and only gain attack, or 0/2 and gain both attack and health.
If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.
Sorry I haven't been too active the last few day, I've had to figure out the gravitational pull of a cylinder for my squirrel simulator. Anyway, I have a bunch of new cards here:
Revisions of old cards based on some feedback.
I've decided to go with "adjacent minions" as one identity for my class on top of elementals and that one keyword nobody can spell (I'll get to that in a minute). This is Defender of Argus as a spell. I was thinking of making it cost 1, since it's class specific, but that might be op.
Morphillibrium is noweasy(er) to propounce. From the latin Consummatus/Integrum, both meaning complete, and morph (tell me which you like more). Also a new card, the idea is to heal right after you play it with your hero power, making it a 6 mana 3/4 with rush and divine shield (or even 5 mana, wink wink).
I'll try to review some classes tomorrow morning since it's pretty late and I don't want to misjudge them, if you'd like to be on the list, let me know.
I won't comment on Psychonaut since you apparently dropped it.
General concept
Your Hero Power doesn't seem to fit with the rest of your cards.
Amorphic is meh. It's not bad but it's not class-defining.
Again, not a fan of non-Warcraft classes
Individual cards
I think Metamorph:Dust can cost (1), you still have to spend resources to deal that damage.
The other cards are ok, but they don't feel unique.
I've dropped the keyword as well, hopefully the one above makes the HP fit better with the class.
We're not exactly spoiled when it comes to warcraft casses. And if you mean fantasy-like, I feel like a guy who uses magic to transform the elements into armor and weapons fits quite nicely. The only thing that doesn't really fit is the portrait, so if you find a better one, please let me know.
Metamorph: Dust can also be used on your stuff, that's why it's so expensive. I'm mostly thinking Deathrattle, otherwise I can just run my cube into a slver hand and get two lich kings.
Thanks everyone for your feedback. Now I'm gonna review the classes in the last 3 pages or so.
@Pircival
I like the concept of the class and using Armor as resource. Your showcase cards are pretty interesting, and the keyword works really nicely with weapons. Most of the artwork is pretty good and lore-friendly as well. The exceptions are the Legendary and the hero portrait, although I do like the first one a lot and think it fits decently. The latter, not so much.
@Klipce
Not a fan of the hero portrait. The whole thing with the spells in the enemy's hand is cool and I always like to see effects that give you small strategical advantages over your opponent, though often they're not impactful enough to be worth playing. The real problem I see is how polarizing cards like Interrogation and the Legendary weapon are: the first one is really not that great against aggro, which is exactly the deck you should be targeting with it, while the latter can be so stupidly strong against some control decks and mediocre versus other strategies.
@SunnoxPL
So, I assume Fury works like Combo, right? You kill a minion that turn and then it enables an effect that triggers upon playing. At least that's what the wording led me to think, and if so, it seems really weak, as do most of the weapons. If you're going for attack buffs for your hero, perhaps you should ditch weapons altogether. Training and Hive Knight, on the other hand, are too strong tools for aggro, even after the rework. And the Armor cards also feel quite weak; the reward is too small for such a high cost.
@Shatterstar1998
I'm not a fan of the Ethereal's Hero Power and the cards that synergyze with it. Without other ways to add Contracts to your hand, you might end up being forced to HP a lot more than you'd like to and fall too far behind your opponent. Deal is a sweet keyword, tho.
I like the Astromancer better overall. Don't like the name or the hero portrait, but I do most of the cards and especially the keyword. Props for Starscryer Sera as well; I'm not sure how powerful the card itself is, but it's so nice to look at with that artwork and the border. I'd like to point out how weak Silent Night is as well; I was gonna make the exact same effect on a 2-Cost Secret and thought it was already bad.
@thepowrofcheese
Well, crap. The artwork really is the same. I kinda liked it over the other one I was gonna use - which is the same as your Spark of Genius - 'cus it seemed a bit less "crazy", but I'll have to settle for it now or find another. I really don't want to change the name, though; can't we make a compromise on that? xD Anyway, let's talk about your class now:
- I think Synchronize will be a cool mechanic if you manage to make more cards like Lab Archivist and less cards like Tink-Tailored Soldier. - The first Secret is cool; the other one seems somewhat hard to trigger, and I'm not sure it's worth the trouble. - Love Clockroach, Exploit Un'Goro and Recyclops.
So far I think we're heading in very different directions and our classes probably won't turn out very similar, which is really good.
@Demonxz95
Well, I remember someone else using minion positioning as a main theme in the past class creation competition. The game's been out for five years now, there's really not much that wasn't already touched upon by other fan creators.
- Your HP is alright; I like that it damages the right-most minion, which makes it more efficient at killing tokens. - Showcase cards are fine as well. I wonder if Split the Ground is overcosted. - I think Shatterstar also made a card identical to your Meteor Shower. This is part of the reason I added the restriction to my card; it is all but an original idea. - Purge of Flames does seem like a Basic card. I agree it should be moved. - Your Legendary seems like a Mage card. I assume it is intentional. - The artwork of your cards is really nice. I especially like Tar Fiend.
@linkblade91
Oh boy, that Hero Power looks so cheesy. Freeze is so infuriating sometimes. I just don't like it, but I can't say it's broken or anything.
The first version of Rise Again seems better if you want more control over it. I really don't know what to say about the other cards; they look mostly fine, and the Legendaries all have great potential.
Further review of all classes I didn't review before
@Linkblade91/Lich
General concept
Lich is a race, not a class. I know a Worgen class won, but it still bugs me.
I wouldn't use tha card border.
The HP is good! I don't mind the Freeze keyword on a HP though.
Individual cards
The 2-Cost Rise Again.
Immortality Project can cost 1.
Kilnara can read "Set a minion's Attack to 0. Restore Health to your hero equal to Attack lost".
Overall a promising class!
Thanks :) I've tried out a couple card borders with some of the mods, and we agree that this one looks best:
I wasn't a fan originally - hence why I didn't start with that border - but I can say it's growing on me. I like that it has purple and blue together, both very appropriate for the Scourge and a Lich/Necromancer class.
Here are the other cards I plan to use as showcases, so they're all in one place (again):
Edit: Keep changing my mind on the last card. Can't nail my ideas down.
Unnatural selector seems way too specific without seeing the rest of the set. I'd cut it.
Skeletal Frostguard seems like a more fitting card rather than Freezing Blast because the latter is way too similar to Blizzard
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Edit: Keep changing my mind on the last card. Can't nail my ideas down.
Unnatural selector seems way too specific without seeing the rest of the set. I'd cut it.
Skeletal Frostguard seems like a more fitting card rather than Freezing Blast because the latter is way too similar to Blizzard
Yeah I'm being really indecisive :/
Unnatural Selector functions any time you summon a new version of a friendly minion that has died. That means revives (which Un'Goro will be about), but it also includes playing the second card in your deck. Play the first, lose it, then play the second with US for the +2/+2.
Thank you for the feedback, though. There are minutes where I'm feeling really high on the Lich, then the other minutes I'm really low. Hopefully it'll transition to the former more regularly.
Rollback Post to RevisionRollBack
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 feel that i haven't really reviewed other people's classes enough so here i go:
@Pircival: The Archaeologist
Hero power is nice but i'm not sure what that name/image has to do with healing.
Kobold Crafter is a cool idea. keep in mind there are no neutral weapons, so balance your weapons with the frequency they can be obtained in match in mind.
Hallkeper is a real power card. I imagine you'd have high durability and low attack weapons, because otherwise this can be too snowbally. For just 1 mana the effect is very good, a lot more powerful than vodoo doctor (which gives 2 health, this gives armor and weapon durability). Maybe consider making him 2 mana? (with a 2/2 or 1/3 body)
Divvy Digger: Has a pseudo-taunt, as the enemy can't let it live for too long. I like the idea.
Rejan, Arisen seems ok-ish. 5 damage to face is when you play him (you attack and break your weapon) plus his 5 attack makes him a good finisher for the classic set. Like Antonidas, he won'e have much relevance in further expansion unless you go for some combo cards, but for now he really captures the themes of the class
My advice if you pass this stage? Try to not base too many cards on weapons, as it can get stale fast.
Gaze seems like it can be hard to use. The always available option is the hero power, but besides that you didn't really show any random effects in your class besides...
...Meteor Shower. This is powerful both with and without gaze. It's in between arcane missiles and cinderstorm and it can be flamecanon. Good cheap damage for clearing and finishing.
Blessing of the star seems too good. It's 1 mana cheaper kings with 1 less attack. Personally, i think you should make it +3/+3.
Marks are a nice mechanic, but mark of the scorpion i think it's too cheap. for 1 mana, any minion that deals damage is an assasinate. Elven Archer for example. Sure, it's a 2 card combo, but on turn 9 you can have Primordial drake with poisonous, which is basically a Twisting Nether with a big ass taunt. It should cost 2 at least.
Hero power seems too complex to me. Basic hp should be simple and to the point. The only exception is Totem Call, and because of that i think this may be fine, but in my eyes it's too much.
Consortium Warden has an interesting effect. Nice interaction with the hero power.
Heart of Corruption is unlikely to stay active for more than 1 turn, so you have to stack up on the contracts to make it worth. Even so, for such unreliable damage and the fact that it hurts you makes this seem bad to me. Unreliable, expansive and can backfire.
The echo version of the Nexus-King seems better to me. Easier to understand and easier to pull off.
Rise again should cost 2. It has more control than Ressurect, but it can bring up the same minion over and over and over and over and ...
Unnatural selector has a weird name but a cool card art. The effect is strong and combos well with your other stuff. But how many resurrect cards do you plan on having?
Lady Deathwhisper: How do you damage multiple minions? Just minion combat or are there aoe spells? if there are than this is fine, as it's a double freeze. If there aren't than this seems rather weak.
Someone would make a complex and convoluted otk with that legendary sword. Besides that, it can certainly transform a full board into a mega bomb. It's very risky, as the defile effect will hurt you too, but i can see it work. How much healing/armor does your class have?
Baroness Anastari: FEAR MY ARMY OF DUDES! But really, for it's effect, it's certainly strong.
Overall, you have a nice theme going on, but your biggest weakness is no offensive spells. I get the thematic weakness of having bad removals, but even druid has some stuff like swipe or naturalize. Either you make some taunts/ minions with damaging battlecries, or you're going to get overwhelmed by the aggro squad. And if you plan on reviving stuff the whole game to live, keep in mind how much people hate big priest. Be careful with that!
Now, time for my stuff.
Bloodburner
Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?
I've decided these are the 5 cards that will represent my class in this stage of the contest:
Themes of the class:
Self damage for power
Spells benefit from low health or damage you
Minions heal you and protect you from self damage
Creates effects active during your opponent's turn, making them play around certain stuff (effects are known, they aren't secrets)
Uses Hero's and minions's health as a resource/condition
Strengths/ Weaknesses:
Powerful removal, but low stated minions
benefits from low health/ easy to get bursted down
Many minion removal options/few direct ways to damage the enemy hero
Here are some other cards i made:
Changes i need to make, but i will later as these aren't for the first stage:
Fire master needs new art, as i now use it for the hero portrait;
Blood for power should damage you more
Enduring Sethrak should be either 0/4 and only gain attack, or 0/2 and gain both attack and health.
If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.
Feedback is welcomed and encouraged!
I'm not sure having this mechanic as a keyword is a great idea. There's a reason Warrior only has a few cards with this mechanic. Mortal Strike, Revenge, and... I think that's it? Specifically, activating Death's Door early game is nearly impossible and it requires utmost management and relies on your opponent next playing burst.
The Hero Power can say "take 2 damage", (Life Tap), but the rest should say "deal X damage to your hero". 4 of your showcase cards have 4 lines in them, and your other one has 3. Not a big problem, but it looks wordy.
Your showcase cards look fine, except Zanywoop previously posted something about Classic class Legendaries being win conditions, and Master Zugrashh doesn't look like it does that too well.
Blood for Power can just give you Spell Damage until the end of turn as you can't cast spells during your opponent's turn anyway. Unless you play to have Secrets which deal damage.
Sorry I haven't been too active the last few day, I've had to figure out the gravitational pull of a cylinder for my squirrel simulator. Anyway, I have a bunch of new cards here:
Revisions of old cards based on some feedback.
I've decided to go with "adjacent minions" as one identity for my class on top of elementals and that one keyword nobody can spell (I'll get to that in a minute). This is Defender of Argus as a spell. I was thinking of making it cost 1, since it's class specific, but that might be op.
Morphillibrium is noweasy(er) to propounce. From the latin Consummatus/Integrum, both meaning complete, and morph (tell me which you like more). Also a new card, the idea is to heal right after you play it with your hero power, making it a 6 mana 3/4 with rush and divine shield (or even 5 mana, wink wink).
I'll try to review some classes tomorrow morning since it's pretty late and I don't want to misjudge them, if you'd like to be on the list, let me know.
I won't comment on Psychonaut since you apparently dropped it.
General concept
Your Hero Power doesn't seem to fit with the rest of your cards.
Amorphic is meh. It's not bad but it's not class-defining.
Again, not a fan of non-Warcraft classes
Individual cards
I think Metamorph:Dust can cost (1), you still have to spend resources to deal that damage.
The other cards are ok, but they don't feel unique.
I've dropped the keyword as well, hopefully the one above makes the HP fit better with the class.
We're not exactly spoiled when it comes to warcraft casses. And if you mean fantasy-like, I feel like a guy who uses magic to transform the elements into armor and weapons fits quite nicely. The only thing that doesn't really fit is the portrait, so if you find a better one, please let me know.
Metamorph: Dust can also be used on your stuff, that's why it's so expensive. I'm mostly thinking Deathrattle, otherwise I can just run my cube into a slver hand and get two lich kings.
Hey, nice to see you again.
New Spitfire Blade looks fine.
Defend Argus is really flavorful. I like it.
I prefer Consummorth for the keyword name. Easier to say.
I feel that i haven't really reviewed other people's classes enough so here i go:
@Pircival: The Archaeologist
Hero power is nice but i'm not sure what that name/image has to do with healing.
Kobold Crafter is a cool idea. keep in mind there are no neutral weapons, so balance your weapons with the frequency they can be obtained in match in mind.
Hallkeper is a real power card. I imagine you'd have high durability and low attack weapons, because otherwise this can be too snowbally. For just 1 mana the effect is very good, a lot more powerful than vodoo doctor (which gives 2 health, this gives armor and weapon durability). Maybe consider making him 2 mana? (with a 2/2 or 1/3 body)
Divvy Digger: Has a pseudo-taunt, as the enemy can't let it live for too long. I like the idea.
Rejan, Arisen seems ok-ish. 5 damage to face is when you play him (you attack and break your weapon) plus his 5 attack makes him a good finisher for the classic set. Like Antonidas, he won'e have much relevance in further expansion unless you go for some combo cards, but for now he really captures the themes of the class
My advice if you pass this stage? Try to not base too many cards on weapons, as it can get stale fast.
Gaze seems like it can be hard to use. The always available option is the hero power, but besides that you didn't really show any random effects in your class besides...
...Meteor Shower. This is powerful both with and without gaze. It's in between arcane missiles and cinderstorm and it can be flamecanon. Good cheap damage for clearing and finishing.
Blessing of the star seems too good. It's 1 mana cheaper kings with 1 less attack. Personally, i think you should make it +3/+3.
Marks are a nice mechanic, but mark of the scorpion i think it's too cheap. for 1 mana, any minion that deals damage is an assasinate. Elven Archer for example. Sure, it's a 2 card combo, but on turn 9 you can have Primordial drake with poisonous, which is basically a Twisting Nether with a big ass taunt. It should cost 2 at least.
Hero power seems too complex to me. Basic hp should be simple and to the point. The only exception is Totem Call, and because of that i think this may be fine, but in my eyes it's too much.
Consortium Warden has an interesting effect. Nice interaction with the hero power.
Heart of Corruption is unlikely to stay active for more than 1 turn, so you have to stack up on the contracts to make it worth. Even so, for such unreliable damage and the fact that it hurts you makes this seem bad to me. Unreliable, expansive and can backfire.
The echo version of the Nexus-King seems better to me. Easier to understand and easier to pull off.
Rise again should cost 2. It has more control than Ressurect, but it can bring up the same minion over and over and over and over and ...
Unnatural selector has a weird name but a cool card art. The effect is strong and combos well with your other stuff. But how many resurrect cards do you plan on having?
Lady Deathwhisper: How do you damage multiple minions? Just minion combat or are there aoe spells? if there are than this is fine, as it's a double freeze. If there aren't than this seems rather weak.
Someone would make a complex and convoluted otk with that legendary sword. Besides that, it can certainly transform a full board into a mega bomb. It's very risky, as the defile effect will hurt you too, but i can see it work. How much healing/armor does your class have?
Baroness Anastari: FEAR MY ARMY OF DUDES! But really, for it's effect, it's certainly strong.
Overall, you have a nice theme going on, but your biggest weakness is no offensive spells. I get the thematic weakness of having bad removals, but even druid has some stuff like swipe or naturalize. Either you make some taunts/ minions with damaging battlecries, or you're going to get overwhelmed by the aggro squad. And if you plan on reviving stuff the whole game to live, keep in mind how much people hate big priest. Be careful with that!
Now, time for my stuff.
Bloodburner
Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?
I've decided these are the 5 cards that will represent my class in this stage of the contest:
Themes of the class:
Self damage for power
Spells benefit from low health or damage you
Minions heal you and protect you from self damage
Creates effects active during your opponent's turn, making them play around certain stuff (effects are known, they aren't secrets)
Uses Hero's and minions's health as a resource/condition
Strengths/ Weaknesses:
Powerful removal, but low stated minions
benefits from low health/ easy to get bursted down
Many minion removal options/few direct ways to damage the enemy hero
Here are some other cards i made:
Changes i need to make, but i will later as these aren't for the first stage:
Fire master needs new art, as i now use it for the hero portrait;
Blood for power should damage you more
Enduring Sethrak should be either 0/4 and only gain attack, or 0/2 and gain both attack and health.
If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.
Feedback is welcomed and encouraged!
I'm not sure having this mechanic as a keyword is a great idea. There's a reason Warrior only has a few cards with this mechanic. Mortal Strike, Revenge, and... I think that's it? Specifically, activating Death's Door early game is nearly impossible and it requires utmost management and relies on your opponent next playing burst.
The Hero Power can say "take 2 damage", (Life Tap), but the rest should say "deal X damage to your hero". 4 of your showcase cards have 4 lines in them, and your other one has 3. Not a big problem, but it looks wordy.
Your showcase cards look fine, except Zanywoop previously posted something about Classic class Legendaries being win conditions, and Master Zugrashh doesn't look like it does that too well.
Blood for Power can just give you Spell Damage until the end of turn as you can't cast spells during your opponent's turn anyway. Unless you play to have Secrets which deal damage.
Sorry I haven't been too active the last few day, I've had to figure out the gravitational pull of a cylinder for my squirrel simulator. Anyway, I have a bunch of new cards here:
Revisions of old cards based on some feedback.
I've decided to go with "adjacent minions" as one identity for my class on top of elementals and that one keyword nobody can spell (I'll get to that in a minute). This is Defender of Argus as a spell. I was thinking of making it cost 1, since it's class specific, but that might be op.
Morphillibrium is noweasy(er) to propounce. From the latin Consummatus/Integrum, both meaning complete, and morph (tell me which you like more). Also a new card, the idea is to heal right after you play it with your hero power, making it a 6 mana 3/4 with rush and divine shield (or even 5 mana, wink wink).
I'll try to review some classes tomorrow morning since it's pretty late and I don't want to misjudge them, if you'd like to be on the list, let me know.
I won't comment on Psychonaut since you apparently dropped it.
General concept
Your Hero Power doesn't seem to fit with the rest of your cards.
Amorphic is meh. It's not bad but it's not class-defining.
Again, not a fan of non-Warcraft classes
Individual cards
I think Metamorph:Dust can cost (1), you still have to spend resources to deal that damage.
The other cards are ok, but they don't feel unique.
I've dropped the keyword as well, hopefully the one above makes the HP fit better with the class.
We're not exactly spoiled when it comes to warcraft casses. And if you mean fantasy-like, I feel like a guy who uses magic to transform the elements into armor and weapons fits quite nicely. The only thing that doesn't really fit is the portrait, so if you find a better one, please let me know.
Metamorph: Dust can also be used on your stuff, that's why it's so expensive. I'm mostly thinking Deathrattle, otherwise I can just run my cube into a slver hand and get two lich kings.
Hey, nice to see you again.
New Spitfire Blade looks fine.
Defend Argus is really flavorful. I like it.
I prefer Consummorth for the keyword name. Easier to say.
Ty for the feedback! One thing i want to do with my class is have effects during the opponent's turn. You can see Fiery Blood for an example. Blood for Power would boost these effects.
Master Zugrashh can deal a lot of damage if left alive. Your her power for example would deal 2 to something and another 2 split to other targets. With only 5 cards i can't show all the self damage things i have in mind, so for now it just illustrates a concept.
I wanted to change Death's Door to 15 or less health. However, someone had this mechanic last year, and i don't want to copy them. 10 or less is indeed risky and limiting in design space. I want to try a new keyword about self damage. One idea i have is "if your hero took 5 or more damage this turn, do something". For this however, i need to rework a few cards which i'll do tomorrow. It takes the class away from the "stay at low health" direction it is now and towards the "sacrifice a lot of health at once" path.
Fan the flames probably should draw 2 for 2 mana or 1 for 0 mana.
Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?
I've decided these are the 5 cards that will represent my class in this stage of the contest:
Themes of the class:
Self damage for power
Spells benefit from low health or damage you
Minions heal you and protect you from self damage
Creates effects active during your opponent's turn, making them play around certain stuff (effects are known, they aren't secrets)
Uses Hero's and minions's health as a resource/condition
Strengths/ Weaknesses:
Powerful removal, but low stated minions
benefits from low health/ easy to get bursted down
Many minion removal options/few direct ways to damage the enemy hero
Here are some other cards i made:
Changes i need to make, but i will later as these aren't for the first stage:
Fire master needs new art, as i now use it for the hero portrait;
Blood for power should damage you more
Enduring Sethrak should be either 0/4 and only gain attack, or 0/2 and gain both attack and health.
If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.
Feedback is welcomed and encouraged!
My class ^
I just did a brainstorming for a new keyword and this is what i came up with:
If you dealt 5 damage to yourself this turn, certain spells and minions gain bonuses. Your hero power does 2 to you, so you just need 3 damage from other cards (which means most self damaging cards would deal 3 to your hero).
The second version is this. Every turn, the first time your hero takes damage all cards who have this keyword trigger. It can happen on your turn or during your opponent's. Thus minions could be low stated but have dangerous effects, meaning the enemy must deal with them before they attack you.
The final option is just raising death's Door to 15 health or less, but i get the feeling people won't like a repeated keyword from last year.
Which one of these 3 do you think it's best? Should i just continue with what i already made or is this change necessary?
So, I assume Fury works like Combo, right? You kill a minion that turn and then it enables an effect that triggers upon playing. At least that's what the wording led me to think, and if so, it seems really weak, as do most of the weapons. If you're going for attack buffs for your hero, perhaps you should ditch weapons altogether. Training and Hive Knight, on the other hand, are too strong tools for aggro, even after the rework. And the Armor cards also feel quite weak; the reward is too small for such a high cost.
So I posted an updated version of Fury (can't paste, writing on phone) which activates WHENEVER your hero kills a minion, so it can trigger multiple times. I buffed basic weapons (will post tommorow), Dream Nail seems to be ok. Weapons allow activating Fury easier, because you don't have to spend a card each turn to activate it. I have some ideas how to fix other cards, but thanks for pointing out the issue with the Armor gain cards. They probably will receive changes later (also tommorow, maybe Tuesday). However, I'm keeping Protective Weevil unchanged, it is a nice 2-drop, which also fits Armor archetype while being a reliable option for more aggressive deck. Right now I don't have an idea how to fix Training, but Hive Knight will also be changed (probably mana cost or stats), I do not plan many AoE's or boardclears, Hive Knight will be one of the few options.
Thanks :) I've tried out a couple card borders with some of the mods, and we agree that this one looks best:
I wasn't a fan originally - hence why I didn't start with that border - but I can say it's growing on me. I like that it has purple and blue together, both very appropriate for the Scourge and a Lich/Necromancer class.
Here are the other cards I plan to use as showcases, so they're all in one place (again):
Edit: Keep changing my mind on the last card. Can't nail my ideas down.
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 think that's a good idea.
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
@MurderyUnicorn, I feel like your Stellas Coactore fails as a card. What I mean is that even if you hand is full when you play this card, your hand is no longer full when it leaves your hand.
You would still mill a bunch of cards in order to play this card. Or are you saying that, in most cases if your hand is full, you would draw 1 card and then this card would also prevent you from drawing more cards? But you would still most likely mill at least one card each time you played this card, unless your hand pretty empty when you played it.
Statline is fine for the ability. But that's still a crazy amount of card draw. What would mirror game look like?
tl;dr
Q: Does Stellas Coactore's ability "You cannot draw cards while your hand is full" reflexively stop the Battlecry when you reach a full hand?
I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.
Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.
The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.
This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.
* Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.
The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.
I will return later to review other people's works as well.
Here's what I currently have made for my class, the Researcher
Some themes in the class are card draw and things that synergize with it, spell synergy, solid single-target removal but limited board clears, discard but often in a more controlled way than warlock.
Oh boy. We’ve got 2 tech based heroes with the same hero image, similar names (Blast in the last name), and the same card color. But your Demolitionist has the themes of 2-cost Secrets, board placement, and lots of explosions. Whereas my Tinker has 1-cost Secrets, hand size, weapons, and a keyword... and also explosions but probably not as many.
Kaboom is just Hellfire that doesn’t hit heroes. Short Fuse is too short a time limit, and I had a lot of people not like my similar version from my Chronomancer class. But otherwise your cards look good. I’d like to see more of what makes yours stand out than just blowing things up. Some more unique effects.
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
So I see someone else is using minion positioning.
To be honest, I'm not really a big fan of the Hero Power.
You could probably change "Study a Dragon" to "Study (Dragon)" to make it better to read. Interesting mechanic though.
Click the image to go to my custom Time Traveler class.
Responding to some of demonxz's feedback
Probably gonna try give feedback to other people's classes tomorrow, once I have more time.
Armored Baldur is way too powerful. 5 Armor worth 1 mana (Iron Hide) and this minion will become a 5/5 for that? I would increase the cost to 4 mana.
Helpful Wanderer is way too weak. The condition warrant it to have full vanilla 5/6 stats.
Protective Weevil is much better than Husk Guardian. I'd showcase that instead.
I'll be honest: Most of these cards seem gimmicky. They seem to only fit in exactly mill deck and nowhere else, which is not a good way to showcase a class that is already good at mill decks. I'd turn the attention to building other archetype.
I'll be honest: Your class just seems like GvG: Electric Boogaloo. I'm not sure how good of an ideal it is to based a class so similar to an expansion.
Your showcase cards are decent but if Armor is going to be a big theme in your class, you seriously need to design more in quantites and qualities of Armor cards than Molten Chaser. If not, then you need to take the Chaser out of the line up. As of right now, it looks really weak and out of place among the rest of your card.
Repost my Ethereal and my Astromancer class with some minor adjustment. Remember to tell me which class you think is better / more well-designed.
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
Class: The Astromancer
Hero: Rishi Sterling (terrible name, I know)
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astronomers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergize with the Ogres.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles during the missile, the card will randomly pick another target. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.
Flavor:
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Not to mention in the case of Sera has her backfiring on you if the opponent has several higher-cost minions on their field.
Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.
Other cards:
New cards:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I feel that i haven't really reviewed other people's classes enough so here i go:
@Pircival: The Archaeologist
My advice if you pass this stage? Try to not base too many cards on weapons, as it can get stale fast.
@Shatterstar1998: The Astromancer
Cool concept.
@Shatterstar1998: The Ethereal
@linkblade91: The Lich
Now, time for my stuff.
Bloodburner
Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?
I've decided these are the 5 cards that will represent my class in this stage of the contest:
Themes of the class:
Strengths/ Weaknesses:
Here are some other cards i made:
Changes i need to make, but i will later as these aren't for the first stage:
If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.
Feedback is welcomed and encouraged!
I've dropped the keyword as well, hopefully the one above makes the HP fit better with the class.
We're not exactly spoiled when it comes to warcraft casses. And if you mean fantasy-like, I feel like a guy who uses magic to transform the elements into armor and weapons fits quite nicely. The only thing that doesn't really fit is the portrait, so if you find a better one, please let me know.
Metamorph: Dust can also be used on your stuff, that's why it's so expensive. I'm mostly thinking Deathrattle, otherwise I can just run my cube into a slver hand and get two lich kings.
Thanks everyone for your feedback. Now I'm gonna review the classes in the last 3 pages or so.
@Pircival
I like the concept of the class and using Armor as resource. Your showcase cards are pretty interesting, and the keyword works really nicely with weapons. Most of the artwork is pretty good and lore-friendly as well. The exceptions are the Legendary and the hero portrait, although I do like the first one a lot and think it fits decently. The latter, not so much.
@Klipce
Not a fan of the hero portrait. The whole thing with the spells in the enemy's hand is cool and I always like to see effects that give you small strategical advantages over your opponent, though often they're not impactful enough to be worth playing. The real problem I see is how polarizing cards like Interrogation and the Legendary weapon are: the first one is really not that great against aggro, which is exactly the deck you should be targeting with it, while the latter can be so stupidly strong against some control decks and mediocre versus other strategies.
@SunnoxPL
So, I assume Fury works like Combo, right? You kill a minion that turn and then it enables an effect that triggers upon playing. At least that's what the wording led me to think, and if so, it seems really weak, as do most of the weapons. If you're going for attack buffs for your hero, perhaps you should ditch weapons altogether. Training and Hive Knight, on the other hand, are too strong tools for aggro, even after the rework. And the Armor cards also feel quite weak; the reward is too small for such a high cost.
@Shatterstar1998
I'm not a fan of the Ethereal's Hero Power and the cards that synergyze with it. Without other ways to add Contracts to your hand, you might end up being forced to HP a lot more than you'd like to and fall too far behind your opponent. Deal is a sweet keyword, tho.
I like the Astromancer better overall. Don't like the name or the hero portrait, but I do most of the cards and especially the keyword. Props for Starscryer Sera as well; I'm not sure how powerful the card itself is, but it's so nice to look at with that artwork and the border. I'd like to point out how weak Silent Night is as well; I was gonna make the exact same effect on a 2-Cost Secret and thought it was already bad.
@thepowrofcheese
Well, crap. The artwork really is the same. I kinda liked it over the other one I was gonna use - which is the same as your Spark of Genius - 'cus it seemed a bit less "crazy", but I'll have to settle for it now or find another. I really don't want to change the name, though; can't we make a compromise on that? xD Anyway, let's talk about your class now:
- I think Synchronize will be a cool mechanic if you manage to make more cards like Lab Archivist and less cards like Tink-Tailored Soldier.
- The first Secret is cool; the other one seems somewhat hard to trigger, and I'm not sure it's worth the trouble.
- Love Clockroach, Exploit Un'Goro and Recyclops.
So far I think we're heading in very different directions and our classes probably won't turn out very similar, which is really good.
@Demonxz95
Well, I remember someone else using minion positioning as a main theme in the past class creation competition. The game's been out for five years now, there's really not much that wasn't already touched upon by other fan creators.
- Your HP is alright; I like that it damages the right-most minion, which makes it more efficient at killing tokens.
- Showcase cards are fine as well. I wonder if Split the Ground is overcosted.
- I think Shatterstar also made a card identical to your Meteor Shower. This is part of the reason I added the restriction to my card; it is all but an original idea.
- Purge of Flames does seem like a Basic card. I agree it should be moved.
- Your Legendary seems like a Mage card. I assume it is intentional.
- The artwork of your cards is really nice. I especially like Tar Fiend.
@linkblade91
Oh boy, that Hero Power looks so cheesy. Freeze is so infuriating sometimes. I just don't like it, but I can't say it's broken or anything.
The first version of Rise Again seems better if you want more control over it. I really don't know what to say about the other cards; they look mostly fine, and the Legendaries all have great potential.
Unnatural selector seems way too specific without seeing the rest of the set. I'd cut it.
Skeletal Frostguard seems like a more fitting card rather than Freezing Blast because the latter is way too similar to Blizzard
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:
Yeah I'm being really indecisive :/
Unnatural Selector functions any time you summon a new version of a friendly minion that has died. That means revives (which Un'Goro will be about), but it also includes playing the second card in your deck. Play the first, lose it, then play the second with US for the +2/+2.
Thank you for the feedback, though. There are minutes where I'm feeling really high on the Lich, then the other minutes I'm really low. Hopefully it'll transition to the former more regularly.
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'm not sure having this mechanic as a keyword is a great idea. There's a reason Warrior only has a few cards with this mechanic. Mortal Strike, Revenge, and... I think that's it? Specifically, activating Death's Door early game is nearly impossible and it requires utmost management and relies on your opponent next playing burst.
The Hero Power can say "take 2 damage", (Life Tap), but the rest should say "deal X damage to your hero". 4 of your showcase cards have 4 lines in them, and your other one has 3. Not a big problem, but it looks wordy.
Hey, nice to see you again.
Click the image to go to my custom Time Traveler class.
No, it doesn't. The card deals 2 damage to it, bringing it down to 3. you have to heal it for 1 to make it 4, equal to the cost.
Was thinking Attack. Sorry.
Click the image to go to my custom Time Traveler class.
Ty for the feedback! One thing i want to do with my class is have effects during the opponent's turn. You can see Fiery Blood for an example. Blood for Power would boost these effects.
Master Zugrashh can deal a lot of damage if left alive. Your her power for example would deal 2 to something and another 2 split to other targets. With only 5 cards i can't show all the self damage things i have in mind, so for now it just illustrates a concept.
I wanted to change Death's Door to 15 or less health. However, someone had this mechanic last year, and i don't want to copy them. 10 or less is indeed risky and limiting in design space. I want to try a new keyword about self damage. One idea i have is "if your hero took 5 or more damage this turn, do something". For this however, i need to rework a few cards which i'll do tomorrow. It takes the class away from the "stay at low health" direction it is now and towards the "sacrifice a lot of health at once" path.
Fan the flames probably should draw 2 for 2 mana or 1 for 0 mana.
My class ^
I just did a brainstorming for a new keyword and this is what i came up with:
If you dealt 5 damage to yourself this turn, certain spells and minions gain bonuses. Your hero power does 2 to you, so you just need 3 damage from other cards (which means most self damaging cards would deal 3 to your hero).
The second version is this. Every turn, the first time your hero takes damage all cards who have this keyword trigger. It can happen on your turn or during your opponent's. Thus minions could be low stated but have dangerous effects, meaning the enemy must deal with them before they attack you.
The final option is just raising death's Door to 15 health or less, but i get the feeling people won't like a repeated keyword from last year.
Which one of these 3 do you think it's best? Should i just continue with what i already made or is this change necessary?
So I posted an updated version of Fury (can't paste, writing on phone) which activates WHENEVER your hero kills a minion, so it can trigger multiple times. I buffed basic weapons (will post tommorow), Dream Nail seems to be ok. Weapons allow activating Fury easier, because you don't have to spend a card each turn to activate it. I have some ideas how to fix other cards, but thanks for pointing out the issue with the Armor gain cards. They probably will receive changes later (also tommorow, maybe Tuesday). However, I'm keeping Protective Weevil unchanged, it is a nice 2-drop, which also fits Armor archetype while being a reliable option for more aggressive deck. Right now I don't have an idea how to fix Training, but Hive Knight will also be changed (probably mana cost or stats), I do not plan many AoE's or boardclears, Hive Knight will be one of the few options.
...Soul of Wyrm. Soul of Root. Heart of Void...