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.
Oh Boy! Quite a while since I've joined theses competitions, hello everyone!
@linkblade91 I will start reviewing olny your submission, but I expect to catch up on the thread and help more people :)
Dark Resurgence: Good old 1-mana deal 2 with a nice gimmick, I like it.
Baroness Anastari: Ever since Mortal Coil and later on with Frost Lich Jaina I am fascinated by "if it dies..." effects. The card is really flavourful. But the text is unclear to me. Does it only resurrect minions destroyed by its battlecry or it also resurrects minions killed by the Baroness herself? If the latter is intended, I would lower its stats a bit so it can't trade into 2 midrange minions and resummon then. Perhaps a 5/6.
Rise Again: This card is... odd? I mean, it's way worse than Eternal Servitude due to the turn restriction, albeit it allows you to run mind control effects without screwing your resurrection pool and is stronger against transformation effects. It also might be useless in a match if you draw it too late. It's not a matter of balance, I don't really like the effect of the card. But if you're looking for balance feedback... It's fair at 3 I'd say.
Unnatural Selector: I like this one, really flavorful. And I think it's balanced :)
Freezing Blast: The card is fair and all, but I feel it is sort of disconnected to your class.
@cay_owner Stellas Coactore won't stop any Battlecries or any others effects that makes you draw cards. So when you have eight cards in hand and this, it will draw 2 cards for you, and 4 cards for your opponent. Also, I changed it's cost to 8, since milling can became realy dangerous, and even if you mostly mill one card, (however, if it will stay alive by your opponent's, it will prevent it) but it will also be able to mill much more enemy cards, especially if your opponent will have some of your Hero Power tokens in hand.
It seems like most people like Astromancer more. I myself feel more inspired by it as well as not being pain in the butt to find good cover art. So that's the class I think I will stick with:
Mark of Scorpio has it cost raise from 1 to 2.
Starscryer Sera #3 now damage all characters
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 astromancers 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 synergizes 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 mid-casting, the target selection will continue on as normal. 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 and synergize with 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. I'm still deciding to which version of Sera to post
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 have the idea of creating the WITCHER class (although I'm not sure if someone has done the idea before), in which it bases around managing your resources carefully while also knowing when to strike while having some potential drawbacks. This class would normally be represented as a midrange/control class, being able to easily stall and clear both single targets and full board, but weak on drawing, on the early game and poor on making defining-deck combos.
For the Hero Power, I've decided to go with the 'Mutagen' concept, where a Witcher can adapt in some situation at the cost of some sort of flaw. Here are the basic tokens from the Hero Power:
Concoction: Blizzard is a 2 mana cheaper Frost Nova. While it can certainly be paired up with Doomslayer at turn three, the over-pricing of spells make it difficult to play spells, which is one of the Witcher's strength as a class.
Concoction: Swallow function similarly as Shield Block, it reduces the damage taken from incoming attacks for one turn. Control Warriors can get real nasty when they pair it up with Weapons Project (if they ever run that, that is).
Concoction: Bolt is a cheap board clear in which allows you to get rid of early threats, but also bulks up your opponent for free.
Concoction: Cadaverin Good for single target healing, bad when you play it before your other spells.
Just like Shaman and totems, the Witcher also has access to other Concoctions, but as long as they're in the deck. For example:
Concoction: Black Blood A weaker version of Play Dead with a double functionality, either way used, both have a potential strength and flaw.
For the Keyword, I wanted to "Work around" the Concoctions, but not to make close enough to copy Inspire. The idea behind this mechanic is to mimic a concept in the Witcher games, where each Concoction lead to a toxicity level and so on. For hearthstone, I want to replicate the same function for the keyword, allowing players to be able to meet the condition by playing the Concoctions either given by the hero power or from a card in the deck. Still, I've been thinking on how to refine it, but I don't know how, so help would be appreciated.
As for the cards, I've yet to create the whole Basic set, so any thoughts, impressions and or comments a really appreciated and good luck to all of you!
I have the idea of creating the WITCHER class (although I'm not sure if someone has done the idea before), in which it bases around managing your resources carefully while also knowing when to strike while having some potential drawbacks. This class would normally be represented as a midrange/control class, being able to easily stall and clear both single targets and full board, but weak on drawing, on the early game and poor on making defining-deck combos.
For the Hero Power, I've decided to go with the 'Mutagen' concept, where a Witcher can adapt in some situation at the cost of some sort of flaw. Here are the basic tokens from the Hero Power:
Concoction: Blizzard is a 2 mana cheaper Frost Nova. While it can certainly be paired up with Doomslayer at turn three, the over-pricing of spells make it difficult to play spells, which is one of the Witcher's strength as a class.
Concoction: Swallow function similarly as Shield Block, it reduces the damage taken from incoming attacks for one turn. Control Warriors can get real nasty when they pair it up with Weapons Project (if they ever run that, that is).
Concoction: Bolt is a cheap board clear in which allows you to get rid of early threats, but also bulks up your opponent for free.
Concoction: Cadaverin Good for single target healing, bad when you play it before your other spells.
Just like Shaman and totems, the Witcher also has access to other Concoctions, but as long as they're in the deck. For example:
Concoction: Black Blood A weaker version of Play Dead with a double functionality, either way used, both have a potential strength and flaw.
For the Keyword, I wanted to "Work around" the Concoctions, but not to make close enough to copy Inspire. The idea behind this mechanic is to mimic a concept in the Witcher games, where each Concoction lead to a toxicity level and so on. For hearthstone, I want to replicate the same function for the keyword, allowing players to be able to meet the condition by playing the Concoctions either given by the hero power or from a card in the deck. Still, I've been thinking on how to refine it, but I don't know how, so help would be appreciated.
As for the cards, I've yet to create the whole Basic set, so any thoughts, impressions and or comments a really appreciated and good luck to all of you!
The first thing I'm going to mention is the Hero Power. Blizzard, Bolt, and Cadaverin in particular are VERY strong. You should probably tone them down. Swallow doesn't seem too bad though. It also seems weird to have the keyword name in your Hero Power, but that's probably a bit nit-picky. The Mutagen keyword is okay, but a problem I see is that it's completely useless if other classes get these cards somehow. Do you know the feeling when you Thoughsteal a Deadly Poision or Shield Slam? Although you'll still be able to benefit from bodies, it will feel bad when you can't use the Mutagen abilities. It might also be a good idea to specify "basic Concoction" in the Hero Power to clarify that it can't generate collectable Concoctions, like how Totemic Slam specifies "basic Totem", so you know it can't summon a Flametongue Totem or something like that.
Also, does Mutagen trigger only on basic Concoctions, or all Concoctions?
Concoction: Black Blood is alright, but it seems weak compared to Play Dead. Although if Mutagen triggers on all Concoctions, it could have some decent synergy.
There's already a card in the game called Silver Sword, so you'll need to change the name of your own Silver Sword. Beyond that, it's a simple Mutagen weapon. I like it.
Mutantologist is cool. I like it.
The name of Cirilla Flora Elen Rianno is too long. I know she's a named character, but you should probably shorten it a little bit. Beyond that, it's interesting.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Oh Boy! Quite a while since I've joined theses competitions, hello everyone!
@linkblade91 I will start reviewing olny your submission, but I expect to catch up on the thread and help more people :)
Dark Resurgence: Good old 1-mana deal 2 with a nice gimmick, I like it.
Baroness Anastari: Ever since Mortal Coil and later on with Frost Lich Jaina I am fascinated by "if it dies..." effects. The card is really flavourful. But the text is unclear to me. Does it only resurrect minions destroyed by its battlecry or it also resurrects minions killed by the Baroness herself? If the latter is intended, I would lower its stats a bit so it can't trade into 2 midrange minions and resummon then. Perhaps a 5/6.
Rise Again: This card is... odd? I mean, it's way worse than Eternal Servitude due to the turn restriction, albeit it allows you to run mind control effects without screwing your resurrection pool and is stronger against transformation effects. It also might be useless in a match if you draw it too late. It's not a matter of balance, I don't really like the effect of the card. But if you're looking for balance feedback... It's fair at 3 I'd say.
Unnatural Selector: I like this one, really flavorful. And I think it's balanced :)
Freezing Blast: The card is fair and all, but I feel it is sort of disconnected to your class.
I'll soon be sending my prototypes :)
Hello! And thanks for making me your first feedback :D I'll try to reciprocate when you're ready.
Baroness Anastari only resurrects enemies killed by the Battlecry. She does not have a lasting aura; that would be super OP lol
Freezing Blast looks disconnected because I didn't transfer forward all of the information present in my earlier posts. The class is "The Lich", Kel'Thuzad is my hero, and his Hero Power is "Freeze a character"; Kel'Thuzad is a necromancer with Freeze and cold elements, hence the spell. I plan to swap it out (again).
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
Baroness Anastari only resurrects enemies killed by the Battlecry. She does not have a lasting aura; that would be super OP lol
Maybe it should say "summon all minions killed by this Battlecry" for clarification.
Good point. Didn't think it would fit, but it does:
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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
Blurry Defender is okay, but the name is a bit weird.
Reaving Kama is a really cool idea, but the effect only does anything against Priest.
I'm unsure how Superposition works, or how the UI would handle it. Judging by the wording, it also looks like the effect stacks if you play more than 1, which only heightens the problem.
@Freddocino 7 more minions makes all Resummon Legendaries unbalanced (N'Zoth, the Corruptor is the neutral that comes to mind), as neat as the concept is. The other parts of this class are cool, but you 100% cannot put Evasion on your hero. It would be too gamebreaking.
I like your Hero Power. Your cards also are well designed, however Phasing Strike is a bit weak. You can increase it's cost and damage to 2. I realy like Reaving Kama and Superposition, however the second one would never be real card.
This HP is identical to the previous class I've reviewed, though because I went backward, it means you came up with it first. Your wording is also better.
Akama isn't really a sage?
Evasion doesn't feel like a class keyword.
Individual cards
Alright cards overall
Blurry Defender has a neutral border.
Reaving Kama should be worded "Dealing damage to a minion with this permanently reduces Health instead"
Superposition -> How would it work UI-wise? It would be a nightmare to code, but I guess we can let that slide since it is never going to be in the game.
Thanks for the responses!
So for the hero and power: Akama's 'class' in wc3 was called "Elder Sage;" the class is kind of working backwards from his style -- some kind of shaman/rogue type fighter. And while I do think it would be cool if the HP could target the hero, I'm can't think of how that wouldn't be strictly better than Pounce as a HP.
I'm getting the vibe Phasing Strike isn't particularly impressive, but the balance is intentional. The way I'm seeing it is that cards like Cobra Shot are balanced around the total damage they deal, so Phasing Strike dealing 1 and 1 gives you a one mana deal 2 spell, where the strength is in Spell Damage, but maybe it's a card to reconsider.
I might just scrap Evasion.
I may need to find a way to make Reaving Kama less niche. I had a plan for a theme among weapons to be "If you attack a minion" condition, but the suggested wording is just more concise and the context isn't really there, and probably isn't that relevant anyway.
And yeah, I don't think there's any way Superposition would ever be printed, but such are the liberties with fan cards, right? Especially for a legendary spell. I might reword it so that it reads something along the lines of "your board can hold 14 minions" although I'm not sure 14 is a good number; it's mostly for theme. Anyway, I've also made a quick ms paint mock-up since it seems like a good idea for presentation. A more polished one would hopefully be in the submission:
I was also thinking the minions you play could be on the 'back' of minions, so to speak, and they'd switch after attacking, but that seems too complex to me. If this seems too unrealistic I might have to come up with something else.
Either way, I'll be coming with another iteration shortly.
More importantly, onto other classes! I'm just going to go backwards to page 8. Keep posting stuff so I can look it over!
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?
This all feels really solid to me; everything fits together well. I will say the trade-off with that is there doesn't seem to be a lot of variation. I've noticed almost every card has 'damage' somewhere in it. Granted, they all make different uses of it. It could be fine to be very focused in one area, as everything does feel like it works and is the central theme. It is really nice overall.
For the keyword, I would personally say the second version of Fresh Blood is the one. I do like Death's Door and think it's fine being simple and not totally brand new since it's very cohesive with the class, the second Fresh Blood seems like a condition that isn't really in the game and feels more in line with things like Combo.
I like the sample cards; I'm particularly partial to anything with Hero Power synergy. I will say the Death's Door Swamp Healer feels better to me than the Fresh Blood one. I'm not sure if there's some in between that can be found; it's up to you either way. I feel like Bloodflame Bolt takes a little bit of thinking for balance, but the balance is good. And I really like Fiery Blood, awesome card. I will say the legendary feels a little unimpressive in line with the other cards, it just feels a little predictable or redundant with the other cards you're showing although the card itself is totally fine.
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 like the theme of this class. It seems nice aesthetically. The Hero Power feels solid, and I like the keyword. It adds another dimension to already existing tribal synergies as well as just the plays you can make with other cards. New Innovation feels a little bit too close to the most recent direction of Warlock to me, however. I realize there's nothing quite like it, but you might want to be cautious of not getting to close to other classes. Replicable Results feels like it could enable a combo that might be too strong but there isn't really anything that comes to mind right now, just watch out for that. I like Labratory Guard's synergy with the Hero Power, but I don't feel like attacking again is suggested to be something that works so well with the fantasy or overall gameplay of the class. I'm a little unsure. The rest of the sample cards feel solid to me; simple enough but the give a good idea of what the class is supposed to be.
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 like the idea of making a tinker-sapper combination. I do have a slight problem with the Hero Power in that I feel like it's a little weak in its current state, but buffing it any would probably make it too strong. It's probably fine as it is, and I do like that there a specific outcomes (the description makes it a lot easier to understand) but it doesn't feel like the smoothest thing to me. I realize you've included cards like Fireworks and Kaboom! to give a good idea of the class, and they do, but I wouldn't go for them as sample cards. I do like that they do have slight differences from existing cards though. Parcel Bomb I absolutely love and think is a perfect card to show multiple aspects of the class. Homing Missile is a really good direction for controlled RNG; there are obviously multiple ways to go, and I like what you've done for this class particularly. I like the effect of Salvage, though I think the flavor could be used for a different card, and although it should technically be balanced, I'd suggest making it closer to Holy Fire since it is a swing of 10 Health effectively. Shockwave is really cool, but it's currently a weaker Powershot I think 2 mana would be fine. Short Fuse is beautiful, but I wish it had a different condition. Of course it's weaker if it only goes of later in the turn, I'm just not really a fan of it not really being a Secret, like Competitive Spirit. And finally, I like Jani, I think the description is super important, but more than that, I feel like this is a kind of effect -- any form of mana usage -- that you could consider just being an overall theme for the class. I feel like that fits the kind of salvaging fantasy that really makes sense to me.
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.
I think this class is really pretty, lol. Kind of a weird descriptor but it's something I value. The class really does just feel solid to me. It's a good interpretation of what a Lich class would look like. And I do feel like Lich is the best description; Necromancer doesn't feel mage-y enough to me, though technically that is what it is I guess. All the cards here seem good to me. I like the Baroness and Dark Resurgence. Freezing Blast may feel like it could be a little more, but really it is balanced.
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold CrafterDiscovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
An Archaelogist doesn't seem like the easiest premise to base a class around based on what previous HS expansions have shown us, so I think you've done a particularly good job of making something so unique. Playing with Armor and Durability is something so simple yet we haven't seen a whole lot done with it at all, so that's all really clever. I wasn't honestly expecting a whole lot but the design of these cards are really just super impressive to me. Divvy Digger stacking deathrattles is super cool. Decay could have been something so uninteresting or clunky even but Timesnipper provides something that's just so mechanically sound. I really can't say a whole lot for the sample cards you have, they kind of cover everything you'd want. Maybe you'd want to look toward expanding on the basic areas of the class like general design strengths and weaknesses, since these are all more of the cool or flashy things you'd be able to do that all are kind of focused in one area.
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 like you've got some good ideas here. I think the Hero Power fits well. I'm not really sure how Puzzle would fit with the rules, if you were to incorporate it into a keyword or something, but I don't see any cards here that generate it anyway. I really like Interrogation. It does something unique and is a cool way to gain information on your opponent, although it is significantly weaker against zoo type decks. I would dare say it might be able to be 4-5 mana even. And I don't think you need to show off the Sword if you are showing this card. Inquiring Explorer is simple and straightforward and that's not a bad thing; it's really what the class is about. I think Jackpot Machine is brilliant but I think the balance is off. Giving your opponent a bunch of coins is a way bigger downside for you than burning a card is for them, in my opinion. I would recommend either upping the damage or decreasing the mana by a lot. Cards like Naturalizehave a tendency to value giving your opponent resource much higher. For the newer cards, I really like Flying Machine and Lurking Presence. I would recommend having those are part of your 5, but still it's your choice. I also think Flying Machine might be a little too strong as it can give you a lot of value. It could probably afford just being a 1/3 in my opinion.
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
You have a lot of ideas here. I think others have said the same of being careful of attacking and armor being the focuses where Druid already has those, but the direction you're taking seems to be unique enough in having direct armor gain, and in bursts with manipulation, etc. Just be sure to keep that going to really make it feel like its own unique class. I think balance should be a concern because I see you have a few cards like Parry being stronger than Moonfire, or Training being card draw for 1 mana with no condition. I would say the 4/7 Ice Crawler is probably better since Freezing your hero in general shouldn't be a huge drawback, though for this class it would be more than in others. Either way it requires you to plan out your turn, which is always nice design. Overall you have nice designs, it's mostly just balance that could be tweaked.
It seems like most people like Astromancer more. I myself feel more inspired by it as well as not being pain in the butt to find good cover art. So that's the class I think I will stick with:
Mark of Scorpio has it cost raise from 1 to 2.
Starscryer Sera #3 now damage all characters
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 astromancers 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 synergizes 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 mid-casting, the target selection will continue on as normal. 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 and synergize with 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. I'm still deciding to which version of Sera to post
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:
I really love the theme of astronomy in general so of course I'm pretty drawn to this class. I like the strategy of having RNG that's controlled by gaze, I think that's really smart. I think gaze might be stronger if you made it so that all random effects targeted the minion rather than the next, but this would mostly be for Sera, where this now is the case (I do like the first the best) and you seem to be pretty far in the set design, doing nice things with it like Endless Curiosity, so you're making it work. I do feel like there is more that we could be seeing from the class; good to see the planning ahead cards, secrets, random buffs, and the random attacks are also a smart direction.
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!
My personal choices for example cards would be:
Lab Archivist -- I think this shows off Synchronize well in more than an on curve way
Auto-Loader 3000 -- This is really just my favorite design of all the cards here. It fits the theme, shows off secrets, and feels like a good 1-mana secret, and like an epic as well.
Clockroach -- There isn't much that shows playing around mana in the rest of the cards so this does make this feel like a bit of an outlier seeing as KFT had a lot of deck destruction type cards, but though it isn't obvious, I feel like this fits the class's gameplan well, and it's good to give an idea of how it the gameplay would work.
Rocket Barrage -- Incoming! Good as a basic type card. I will say there are quite a few cards here that work towards value, in generating resources and having a large hand size, then playing around that. And while they all show that off in a different way such that they all work together, there might be a redundancy problem in what you do end up showing off.
Spark of Genius -- There seem to be a couple "shuffle then draw" ideas going around, but this works with Scrapbots specifically that I think it would be a good showcase. You could go for Tinker-Tailored as well (love the pun) but it does look like an atypical card here, like it might be more something that has its own deck, not that that's a bad idea or anything.
I like the direction of this class a lot. I think it really fulfills the fantasy you're going for and honestly maybe just seeing more cards would give a better set of 5, though you can definitely pick anything from what you've got so far.
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.
You definitely have a cool-feeling class here. I'dd say it's important to keep positioning as a theme rather than a gimmick. I think cards like Char do this well for example. The combination of fiery and icy spells feel solid to me as well. I'm sure it's been asked, but does Split the Ground remove the middle position from the battlefield? Otherwise is one side with 3 minions and the other with 4? Also I would agree Purge of Flames should be a classic card. There's certainly a wealth of options here, it looks like you have a lot figured out, and it does feel like a Battlemage to me, with weapons and spells being so prominent.
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:
For the discard ideas, I think there's an advantage to going in favor of either spell or minion since that would promote both spell-heavy decks, minion-heavy decks or either with a discard theme. You might want to consider having two different effects depending on if the discarded card was a spell or minion, although that might get a little wordy. I feel like either case would still promote these three different kinds of decks. Really simple way to give a lot of deck diversity, I think it's something you could easily expand upon. Other than that I think you could show off more card generation, or just showing off a card that draws (possibly from the top/bottom of your deck since that's something pretty neat you have going on) to show more synergy with Script
Anyone have a problem with including a natural keyword in the Hero Power?
I don't, as I'm using Freeze in my Hero Power. Some take issue with Keywords in Hero Powers but in my opinion, the Shaman's Spell Damage and Taunt Totems undermine those arguments *shrugs*
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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
Anyone have a problem with including a natural keyword in the Hero Power?
This is almost identical to the idea for my hero power. Do you mind if I still go ahead with mine? If you want me to do something different, that'll be fine.
I figured that I should check with you first to avoid any plagiarism accusations.
Finally I get to give some reviews. First, here's my Tinker class again, with changes to Tech Hammer, a buff to Net-o-Matic, and new art for Recyclops. Any feedback would be appreciated. I'm still picking my 5 to submit, and would love Exploit Un'Goro to be one of them, but since it makes a token that probably won't be allowed. Thank you for those whom has provided me feedback already!
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!
@teknician I like your Empower hero power. I don't like Custom keywords in hero powers, but your's is fine.
@Tophatguy - The Witcher
This is my own preference, but I really don't like Hero Powers that are this complicated. As others have said, some are quite powerful for a hero power. Beyond that, the example cards are good, and I'd like to see what else the class can do beyond Concoctions.
@Shatterstart1998 - The Astromancer
I like this class with it's simpler hero power compared to your previous class. Gaze is a cool effect to control random effects. However... I don't like the name. Your cards 'Gazing' a character is... just weird to say, so I'd suggest looking for a different name. I'd also suggest saying that only 1 character can 'be Gazed' at a time, rather than saying 'the first character that was Gazed' which makes things more complicated.
Most of your cards look good. Balanced with interesting effects. How does Meteor Shower work with Gaze? Does it direct all 4 missles, or just the first? (you might have already answered this, sorry!) Doomsday Hysteria has some nudity though, so that might need to be changed.
@Noah_McGraph - The Bloodburner
I've been digging the progress you've been making with your class. Fresh Blood looks like a much stronger Keyword than Death's Door. Your cards are creative and balanced. I'm not sure if anyone suggested this, but would weapons fit with your class? It would help you deal and take more damage while becoming more different from warlocks.
@waterwalker - The Demolitionist
I agree, our classes are moving in different directions, which helps. I'll probably rename mined, haven't decided to what yet.
Hero power is great. Short Fuse I mentioned before. It's a cool effect but too short, and I worry it'll come off as too powerful. Perhaps raise it to at least 25 seconds (the duration of the fuse in-game) since your opponent won't know about it, unlike Nozdormu. Overall cool cards, I'd like to see what you can do besides damage things.
I think this class is really pretty, lol. Kind of a weird descriptor but it's something I value. The class really does just feel solid to me. It's a good interpretation of what a Lich class would look like. And I do feel like Lich is the best description; Necromancer doesn't feel mage-y enough to me, though technically that is what it is I guess. All the cards here seem good to me. I like the Baroness and Dark Resurgence. Freezing Blast may feel like it could be a little more, but really it is balanced.
Thanks! :D Apologies for not giving you feedback sooner; I missed the entries that were farther back.
For your Keyword, you could phrase it as "Evasion X: Minions with X or less Attack cannot attack this minion." I think that would be the most simple and clean way to say it. I like the Keyword, and I think it can be good so long as you don't go too heavy with Evasion minions.
Your showcase cards are fine, but some of them are not very exciting (Phasing Strike, Blurry Defender somewhat). Now's the time to wow us with the class' most interesting and flashy features! Maybe a way to interact with Evasion, or a stronger Evasion minion. A card that could combo well with the Legendary spell would be a great inclusion, in my opinion, to show off that 14-wide archetype. Demonstrating some potential synergies would really go a long way to help sell the class.
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
Finally I get to give some reviews. First, here's my Tinker class again, with changes to Tech Hammer, a buff to Net-o-Matic, and new art for Recyclops. Any feedback would be appreciated. I'm still picking my 5 to submit, and would love Exploit Un'Goro to be one of them, but since it makes a token that probably won't be allowed. Thank you for those whom has provided me feedback already!
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!
@Shatterstart1998 - The Astromancer
I like this class with it's simpler hero power compared to your previous class. Gaze is a cool effect to control random effects. However... I don't like the name. Your cards 'Gazing' a character is... just weird to say, so I'd suggest looking for a different name. I'd also suggest saying that only 1 character can 'be Gazed' at a time, rather than saying 'the first character that was Gazed' which makes things more complicated.
Most of your cards look good. Balanced with interesting effects. How does Meteor Shower work with Gaze? Does it direct all 4 missles, or just the first? (you might have already answered this, sorry!) Doomsday Hysteria has some nudity though, so that might need to be changed.
I thought it was obvious from the context and wording of the effect but I probably should also clarify: A character is Gazed, all the missiles will be directed into it until it die.
Unfortunately, I don't know which way to replaced the keyword. Maybe Study but then it lose so much flavor of Astromancer gazing into the stars.
I don't see that much nudity in Doomsday Hysteria? She doesn't show any more skin than Half-Time Scavenger.
Your class is heading into a good direction. Here's the cards that I would pick to showcase:
Rocket Barrage - the Handsize theme
Net-o-matic: The Secret and disruption mechanic
Lab-Archivist - showcase the handsize and Synchronize effect
Tinker-Tailor Soldier: Showcase the Synchronize effect as well as showcasing that you can interact with the 1/1 token
Unfortunately, I don't think the rest of the cards are unique or interesting enough the final slot. Especially since you don't have any Legendary.
Yep, Split the Ground does remove the middle position on the battlefield. So you get 3 on each side. In addition to that, minions on one side are not affected by Taunt minions on the other side.
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Click the image to go to my custom Time Traveler class.
Finally I get to give some reviews. First, here's my Tinker class again, with changes to Tech Hammer, a buff to Net-o-Matic, and new art for Recyclops. Any feedback would be appreciated. I'm still picking my 5 to submit, and would love Exploit Un'Goro to be one of them, but since it makes a token that probably won't be allowed. Thank you for those whom has provided me feedback already!
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!
The changes to Net-o-Matic and Recyclops (art) are pretty good. Custom keywords are not allowed on Basic cards, so Tech Hammer will have to change rarity.
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Click the image to go to my custom Time Traveler class.
Anyone have a problem with including a natural keyword in the Hero Power?
A problem I see with this is that it would be extremely powerful with AoE.
That completely depends on what aoe the custom class gets. It would have to be balanced accordingly, just as warlock cards are balanced around Life Tap.
Ok. After the feedback i've received i've decided to change my keyword. Here's the new version of the Bloodburner:
Death's door was flavorful, but hard to balance. This way i have more free room for innovation. However, i will not abandon the concept of bonus effects at low health. It just won't be a separate keyword (just like enrage is now).
Fresh blood cards trigger the first time your hero takes damage in a turn. This means it triggers only once per turn, and it can trigger every turn, yours or the opponent's. Here is an example:
or
(i think the first version better illustrates the keyword, but the second one is more versatile)
You can play this on turn 5 and use your hero power to trigger it. You can play it on turn 3 and let the enemy decide whether to kill it, or go face (in which case you will be healed). Fresh Blood cards all have a pseudo-taunt, as the enemy wants to get rid of them before they attack your face. Also, since it can only trigger once per turn you need to be careful in what order you play your cards, as some of them will damage you.
Another aspect i want to explore is Amulets. Amulets are 0 attack weapons with passive effects (and they all are amulets and pendants). Magic users don't really need weapons, and blood magic users consider staffs and wands useless, so they use amplifying amulets. See below for an example. Right now, these are the cards i want to showcase in stage 1:
+ Swamp healer.
I'm not sure which swamp healer to add to this. Both versions seem possible, but the first one is more powerful. These 5 cards all represent a different aspect of the class.
Serpentine Apprentice: Hero Power interaction;
Bloodflame Bolt: Spells empowered by low health;
Fiery Blood: Effect active during your opponent's turn, that requires them to play around it;
Regeneration Amulet: Example of an amulet with passive effects;
Swamp healer: Low stated minion that heals/protects you;
Besides these 5, here are some other cards i made:
The only aspect i didn't capture in the 5 example cards is spells that damage you for a buff, Maybe Fan the Flames, or Blood for Power should take the place of Bloodflame bolt.
Thanks to freddoccinoand thepowrofcheese for your feedback! Damage is the central theme of the class. How is the damage used is what i think makes the Bloodburner unique. Weapons were a great idea, but i don't think traditional warrior like weapons are a fit in my class. Self damage from cards is already a big thing, so taking damage from attacking minions seems a bit over the top. However, based on your suggestion i added a way for the Bloodurner to use the weapon slot. I'll try to review some more classes later today.
Oh Boy! Quite a while since I've joined theses competitions, hello everyone!
@linkblade91 I will start reviewing olny your submission, but I expect to catch up on the thread and help more people :)
I'll soon be sending my prototypes :)
@cay_owner
Stellas Coactore won't stop any Battlecries or any others effects that makes you draw cards. So when you have eight cards in hand and this, it will draw 2 cards for you, and 4 cards for your opponent. Also, I changed it's cost to 8, since milling can became realy dangerous, and even if you mostly mill one card, (however, if it will stay alive by your opponent's, it will prevent it) but it will also be able to mill much more enemy cards, especially if your opponent will have some of your Hero Power tokens in hand.
It seems like most people like Astromancer more. I myself feel more inspired by it as well as not being pain in the butt to find good cover art. So that's the class I think I will stick with:
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 astromancers 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 synergizes 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 mid-casting, the target selection will continue on as normal. 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 and synergize with 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. I'm still deciding to which version of Sera to post
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:
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Class Creation Finalist: The Astromancer
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Hello there!
I have the idea of creating the WITCHER class (although I'm not sure if someone has done the idea before), in which it bases around managing your resources carefully while also knowing when to strike while having some potential drawbacks. This class would normally be represented as a midrange/control class, being able to easily stall and clear both single targets and full board, but weak on drawing, on the early game and poor on making defining-deck combos.
For the Hero Power, I've decided to go with the 'Mutagen' concept, where a Witcher can adapt in some situation at the cost of some sort of flaw. Here are the basic tokens from the Hero Power:
Concoction: Blizzard is a 2 mana cheaper Frost Nova. While it can certainly be paired up with Doomslayer at turn three, the over-pricing of spells make it difficult to play spells, which is one of the Witcher's strength as a class.
Concoction: Swallow function similarly as Shield Block, it reduces the damage taken from incoming attacks for one turn. Control Warriors can get real nasty when they pair it up with Weapons Project (if they ever run that, that is).
Concoction: Bolt is a cheap board clear in which allows you to get rid of early threats, but also bulks up your opponent for free.
Concoction: Cadaverin Good for single target healing, bad when you play it before your other spells.
Just like Shaman and totems, the Witcher also has access to other Concoctions, but as long as they're in the deck. For example:
Concoction: Black Blood A weaker version of Play Dead with a double functionality, either way used, both have a potential strength and flaw.
For the Keyword, I wanted to "Work around" the Concoctions, but not to make close enough to copy Inspire. The idea behind this mechanic is to mimic a concept in the Witcher games, where each Concoction lead to a toxicity level and so on. For hearthstone, I want to replicate the same function for the keyword, allowing players to be able to meet the condition by playing the Concoctions either given by the hero power or from a card in the deck. Still, I've been thinking on how to refine it, but I don't know how, so help would be appreciated.
As for the cards, I've yet to create the whole Basic set, so any thoughts, impressions and or comments a really appreciated and good luck to all of you!
The first thing I'm going to mention is the Hero Power. Blizzard, Bolt, and Cadaverin in particular are VERY strong. You should probably tone them down. Swallow doesn't seem too bad though. It also seems weird to have the keyword name in your Hero Power, but that's probably a bit nit-picky. The Mutagen keyword is okay, but a problem I see is that it's completely useless if other classes get these cards somehow. Do you know the feeling when you Thoughsteal a Deadly Poision or Shield Slam? Although you'll still be able to benefit from bodies, it will feel bad when you can't use the Mutagen abilities. It might also be a good idea to specify "basic Concoction" in the Hero Power to clarify that it can't generate collectable Concoctions, like how Totemic Slam specifies "basic Totem", so you know it can't summon a Flametongue Totem or something like that.
Also, does Mutagen trigger only on basic Concoctions, or all Concoctions?
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Hello! And thanks for making me your first feedback :D I'll try to reciprocate when you're ready.
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Maybe it should say "summon all minions killed by this Battlecry" for clarification.
Click the image to go to my custom Time Traveler class.
Good point. Didn't think it would fit, but it does:
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
Thanks for the responses!
I was also thinking the minions you play could be on the 'back' of minions, so to speak, and they'd switch after attacking, but that seems too complex to me. If this seems too unrealistic I might have to come up with something else.
Either way, I'll be coming with another iteration shortly.
More importantly, onto other classes! I'm just going to go backwards to page 8. Keep posting stuff so I can look it over!
This all feels really solid to me; everything fits together well. I will say the trade-off with that is there doesn't seem to be a lot of variation. I've noticed almost every card has 'damage' somewhere in it. Granted, they all make different uses of it. It could be fine to be very focused in one area, as everything does feel like it works and is the central theme. It is really nice overall.
For the keyword, I would personally say the second version of Fresh Blood is the one. I do like Death's Door and think it's fine being simple and not totally brand new since it's very cohesive with the class, the second Fresh Blood seems like a condition that isn't really in the game and feels more in line with things like Combo.
I like the sample cards; I'm particularly partial to anything with Hero Power synergy. I will say the Death's Door Swamp Healer feels better to me than the Fresh Blood one. I'm not sure if there's some in between that can be found; it's up to you either way. I feel like Bloodflame Bolt takes a little bit of thinking for balance, but the balance is good. And I really like Fiery Blood, awesome card. I will say the legendary feels a little unimpressive in line with the other cards, it just feels a little predictable or redundant with the other cards you're showing although the card itself is totally fine.
I like the theme of this class. It seems nice aesthetically. The Hero Power feels solid, and I like the keyword. It adds another dimension to already existing tribal synergies as well as just the plays you can make with other cards. New Innovation feels a little bit too close to the most recent direction of Warlock to me, however. I realize there's nothing quite like it, but you might want to be cautious of not getting to close to other classes. Replicable Results feels like it could enable a combo that might be too strong but there isn't really anything that comes to mind right now, just watch out for that. I like Labratory Guard's synergy with the Hero Power, but I don't feel like attacking again is suggested to be something that works so well with the fantasy or overall gameplay of the class. I'm a little unsure. The rest of the sample cards feel solid to me; simple enough but the give a good idea of what the class is supposed to be.
I like the idea of making a tinker-sapper combination. I do have a slight problem with the Hero Power in that I feel like it's a little weak in its current state, but buffing it any would probably make it too strong. It's probably fine as it is, and I do like that there a specific outcomes (the description makes it a lot easier to understand) but it doesn't feel like the smoothest thing to me. I realize you've included cards like Fireworks and Kaboom! to give a good idea of the class, and they do, but I wouldn't go for them as sample cards. I do like that they do have slight differences from existing cards though. Parcel Bomb I absolutely love and think is a perfect card to show multiple aspects of the class. Homing Missile is a really good direction for controlled RNG; there are obviously multiple ways to go, and I like what you've done for this class particularly. I like the effect of Salvage, though I think the flavor could be used for a different card, and although it should technically be balanced, I'd suggest making it closer to Holy Fire since it is a swing of 10 Health effectively. Shockwave is really cool, but it's currently a weaker Powershot I think 2 mana would be fine. Short Fuse is beautiful, but I wish it had a different condition. Of course it's weaker if it only goes of later in the turn, I'm just not really a fan of it not really being a Secret, like Competitive Spirit. And finally, I like Jani, I think the description is super important, but more than that, I feel like this is a kind of effect -- any form of mana usage -- that you could consider just being an overall theme for the class. I feel like that fits the kind of salvaging fantasy that really makes sense to me.
I think this class is really pretty, lol. Kind of a weird descriptor but it's something I value. The class really does just feel solid to me. It's a good interpretation of what a Lich class would look like. And I do feel like Lich is the best description; Necromancer doesn't feel mage-y enough to me, though technically that is what it is I guess. All the cards here seem good to me. I like the Baroness and Dark Resurgence. Freezing Blast may feel like it could be a little more, but really it is balanced.
An Archaelogist doesn't seem like the easiest premise to base a class around based on what previous HS expansions have shown us, so I think you've done a particularly good job of making something so unique. Playing with Armor and Durability is something so simple yet we haven't seen a whole lot done with it at all, so that's all really clever. I wasn't honestly expecting a whole lot but the design of these cards are really just super impressive to me. Divvy Digger stacking deathrattles is super cool. Decay could have been something so uninteresting or clunky even but Timesnipper provides something that's just so mechanically sound. I really can't say a whole lot for the sample cards you have, they kind of cover everything you'd want. Maybe you'd want to look toward expanding on the basic areas of the class like general design strengths and weaknesses, since these are all more of the cool or flashy things you'd be able to do that all are kind of focused in one area.
I like you've got some good ideas here. I think the Hero Power fits well. I'm not really sure how Puzzle would fit with the rules, if you were to incorporate it into a keyword or something, but I don't see any cards here that generate it anyway. I really like Interrogation. It does something unique and is a cool way to gain information on your opponent, although it is significantly weaker against zoo type decks. I would dare say it might be able to be 4-5 mana even. And I don't think you need to show off the Sword if you are showing this card. Inquiring Explorer is simple and straightforward and that's not a bad thing; it's really what the class is about. I think Jackpot Machine is brilliant but I think the balance is off. Giving your opponent a bunch of coins is a way bigger downside for you than burning a card is for them, in my opinion. I would recommend either upping the damage or decreasing the mana by a lot. Cards like Naturalizehave a tendency to value giving your opponent resource much higher. For the newer cards, I really like Flying Machine and Lurking Presence. I would recommend having those are part of your 5, but still it's your choice. I also think Flying Machine might be a little too strong as it can give you a lot of value. It could probably afford just being a 1/3 in my opinion.
You have a lot of ideas here. I think others have said the same of being careful of attacking and armor being the focuses where Druid already has those, but the direction you're taking seems to be unique enough in having direct armor gain, and in bursts with manipulation, etc. Just be sure to keep that going to really make it feel like its own unique class. I think balance should be a concern because I see you have a few cards like Parry being stronger than Moonfire, or Training being card draw for 1 mana with no condition. I would say the 4/7 Ice Crawler is probably better since Freezing your hero in general shouldn't be a huge drawback, though for this class it would be more than in others. Either way it requires you to plan out your turn, which is always nice design. Overall you have nice designs, it's mostly just balance that could be tweaked.
I really love the theme of astronomy in general so of course I'm pretty drawn to this class. I like the strategy of having RNG that's controlled by gaze, I think that's really smart. I think gaze might be stronger if you made it so that all random effects targeted the minion rather than the next, but this would mostly be for Sera, where this now is the case (I do like the first the best) and you seem to be pretty far in the set design, doing nice things with it like Endless Curiosity, so you're making it work. I do feel like there is more that we could be seeing from the class; good to see the planning ahead cards, secrets, random buffs, and the random attacks are also a smart direction.
My personal choices for example cards would be:
I like the direction of this class a lot. I think it really fulfills the fantasy you're going for and honestly maybe just seeing more cards would give a better set of 5, though you can definitely pick anything from what you've got so far.
You definitely have a cool-feeling class here. I'dd say it's important to keep positioning as a theme rather than a gimmick. I think cards like Char do this well for example. The combination of fiery and icy spells feel solid to me as well. I'm sure it's been asked, but does Split the Ground remove the middle position from the battlefield? Otherwise is one side with 3 minions and the other with 4? Also I would agree Purge of Flames should be a classic card. There's certainly a wealth of options here, it looks like you have a lot figured out, and it does feel like a Battlemage to me, with weapons and spells being so prominent.
For the discard ideas, I think there's an advantage to going in favor of either spell or minion since that would promote both spell-heavy decks, minion-heavy decks or either with a discard theme. You might want to consider having two different effects depending on if the discarded card was a spell or minion, although that might get a little wordy. I feel like either case would still promote these three different kinds of decks. Really simple way to give a lot of deck diversity, I think it's something you could easily expand upon. Other than that I think you could show off more card generation, or just showing off a card that draws (possibly from the top/bottom of your deck since that's something pretty neat you have going on) to show more synergy with Script
Anyone have a problem with including a natural keyword in the Hero Power?
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I don't, as I'm using Freeze in my Hero Power. Some take issue with Keywords in Hero Powers but in my opinion, the Shaman's Spell Damage and Taunt Totems undermine those arguments *shrugs*
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
This is almost identical to the idea for my hero power. Do you mind if I still go ahead with mine? If you want me to do something different, that'll be fine.
I figured that I should check with you first to avoid any plagiarism accusations.
Finally I get to give some reviews. First, here's my Tinker class again, with changes to Tech Hammer, a buff to Net-o-Matic, and new art for Recyclops. Any feedback would be appreciated. I'm still picking my 5 to submit, and would love Exploit Un'Goro to be one of them, but since it makes a token that probably won't be allowed. Thank you for those whom has provided me feedback already!
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!
@teknician
I like your Empower hero power. I don't like Custom keywords in hero powers, but your's is fine.
@Tophatguy - The Witcher
This is my own preference, but I really don't like Hero Powers that are this complicated. As others have said, some are quite powerful for a hero power. Beyond that, the example cards are good, and I'd like to see what else the class can do beyond Concoctions.
@Shatterstart1998 - The Astromancer
I like this class with it's simpler hero power compared to your previous class. Gaze is a cool effect to control random effects. However... I don't like the name. Your cards 'Gazing' a character is... just weird to say, so I'd suggest looking for a different name. I'd also suggest saying that only 1 character can 'be Gazed' at a time, rather than saying 'the first character that was Gazed' which makes things more complicated.
Most of your cards look good. Balanced with interesting effects. How does Meteor Shower work with Gaze? Does it direct all 4 missles, or just the first? (you might have already answered this, sorry!) Doomsday Hysteria has some nudity though, so that might need to be changed.
@Noah_McGraph - The Bloodburner
I've been digging the progress you've been making with your class. Fresh Blood looks like a much stronger Keyword than Death's Door. Your cards are creative and balanced. I'm not sure if anyone suggested this, but would weapons fit with your class? It would help you deal and take more damage while becoming more different from warlocks.
@waterwalker - The Demolitionist
I agree, our classes are moving in different directions, which helps. I'll probably rename mined, haven't decided to what yet.
Hero power is great. Short Fuse I mentioned before. It's a cool effect but too short, and I worry it'll come off as too powerful. Perhaps raise it to at least 25 seconds (the duration of the fuse in-game) since your opponent won't know about it, unlike Nozdormu. Overall cool cards, I'd like to see what you can do besides damage things.
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
Thanks! :D Apologies for not giving you feedback sooner; I missed the entries that were farther back.
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 thought it was obvious from the context and wording of the effect but I probably should also clarify: A character is Gazed, all the missiles will be directed into it until it die.
Unfortunately, I don't know which way to replaced the keyword. Maybe Study but then it lose so much flavor of Astromancer gazing into the stars.
I don't see that much nudity in Doomsday Hysteria? She doesn't show any more skin than Half-Time Scavenger.
Your class is heading into a good direction. Here's the cards that I would pick to showcase:
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Class Creation Finalist: The Astromancer
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@freddoccino
Yep, Split the Ground does remove the middle position on the battlefield. So you get 3 on each side. In addition to that, minions on one side are not affected by Taunt minions on the other side.
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The changes to Net-o-Matic and Recyclops (art) are pretty good. Custom keywords are not allowed on Basic cards, so Tech Hammer will have to change rarity.
Click the image to go to my custom Time Traveler class.
A problem I see with this is that it would be extremely powerful with AoE.
Click the image to go to my custom Time Traveler class.
That completely depends on what aoe the custom class gets. It would have to be balanced accordingly, just as warlock cards are balanced around Life Tap.
Ok. After the feedback i've received i've decided to change my keyword. Here's the new version of the Bloodburner:
Death's door was flavorful, but hard to balance. This way i have more free room for innovation. However, i will not abandon the concept of bonus effects at low health. It just won't be a separate keyword (just like enrage is now).
Fresh blood cards trigger the first time your hero takes damage in a turn. This means it triggers only once per turn, and it can trigger every turn, yours or the opponent's. Here is an example:
or
(i think the first version better illustrates the keyword, but the second one is more versatile)
You can play this on turn 5 and use your hero power to trigger it. You can play it on turn 3 and let the enemy decide whether to kill it, or go face (in which case you will be healed). Fresh Blood cards all have a pseudo-taunt, as the enemy wants to get rid of them before they attack your face. Also, since it can only trigger once per turn you need to be careful in what order you play your cards, as some of them will damage you.
Another aspect i want to explore is Amulets. Amulets are 0 attack weapons with passive effects (and they all are amulets and pendants). Magic users don't really need weapons, and blood magic users consider staffs and wands useless, so they use amplifying amulets. See below for an example. Right now, these are the cards i want to showcase in stage 1:
+ Swamp healer.
I'm not sure which swamp healer to add to this. Both versions seem possible, but the first one is more powerful. These 5 cards all represent a different aspect of the class.
Besides these 5, here are some other cards i made:
The only aspect i didn't capture in the 5 example cards is spells that damage you for a buff, Maybe Fan the Flames, or Blood for Power should take the place of Bloodflame bolt.
Thanks to freddoccino and thepowrofcheese for your feedback! Damage is the central theme of the class. How is the damage used is what i think makes the Bloodburner unique. Weapons were a great idea, but i don't think traditional warrior like weapons are a fit in my class. Self damage from cards is already a big thing, so taking damage from attacking minions seems a bit over the top. However, based on your suggestion i added a way for the Bloodurner to use the weapon slot. I'll try to review some more classes later today.